1*9880d681SAndroid Build Coastguard Worker; RUN: llc < %s -march=x86 | not grep pushf 2*9880d681SAndroid Build Coastguard Worker 3*9880d681SAndroid Build Coastguard Worker %struct.gl_texture_image = type { i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, i8*, i8* } 4*9880d681SAndroid Build Coastguard Worker %struct.gl_texture_object = type { i32, i32, i32, float, [4 x i32], i32, i32, i32, i32, i32, float, [11 x %struct.gl_texture_image*], [1024 x i8], i32, i32, i32, i8, i8*, i8, void (%struct.gl_texture_object*, i32, float*, float*, float*, float*, i8*, i8*, i8*, i8*)*, %struct.gl_texture_object* } 5*9880d681SAndroid Build Coastguard Worker 6*9880d681SAndroid Build Coastguard Workerdefine fastcc void @sample_3d_linear(%struct.gl_texture_object* %tObj, %struct.gl_texture_image* %img, float %s, float %t, float %r, i8* %red, i8* %green, i8* %blue, i8* %alpha) { 7*9880d681SAndroid Build Coastguard Workerentry: 8*9880d681SAndroid Build Coastguard Worker %tmp15 = load i32, i32* null, align 4 ; <i32> [#uses=1] 9*9880d681SAndroid Build Coastguard Worker %tmp16 = icmp eq i32 %tmp15, 10497 ; <i1> [#uses=1] 10*9880d681SAndroid Build Coastguard Worker %tmp2152 = call float @floorf( float 0.000000e+00 ) ; <float> [#uses=0] 11*9880d681SAndroid Build Coastguard Worker br i1 %tmp16, label %cond_true, label %cond_false 12*9880d681SAndroid Build Coastguard Worker 13*9880d681SAndroid Build Coastguard Workercond_true: ; preds = %entry 14*9880d681SAndroid Build Coastguard Worker ret void 15*9880d681SAndroid Build Coastguard Worker 16*9880d681SAndroid Build Coastguard Workercond_false: ; preds = %entry 17*9880d681SAndroid Build Coastguard Worker ret void 18*9880d681SAndroid Build Coastguard Worker} 19*9880d681SAndroid Build Coastguard Worker 20*9880d681SAndroid Build Coastguard Workerdeclare float @floorf(float) 21