%index = phi i64 [ 0, %entry ], [ %index.next.15, %vector.body ]
%0 = getelementptr inbounds float, float* %y, i64 %index
%1 = bitcast float* %0 to <4 x float>*
- %wide.load = load <4 x float>* %1, align 4
+ %wide.load = load <4 x float>, <4 x float>* %1, align 4
%2 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load)
%3 = getelementptr inbounds float, float* %x, i64 %index
%4 = bitcast float* %3 to <4 x float>*
%index.next = add i64 %index, 4
%5 = getelementptr inbounds float, float* %y, i64 %index.next
%6 = bitcast float* %5 to <4 x float>*
- %wide.load.1 = load <4 x float>* %6, align 4
+ %wide.load.1 = load <4 x float>, <4 x float>* %6, align 4
%7 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.1)
%8 = getelementptr inbounds float, float* %x, i64 %index.next
%9 = bitcast float* %8 to <4 x float>*
%index.next.1 = add i64 %index.next, 4
%10 = getelementptr inbounds float, float* %y, i64 %index.next.1
%11 = bitcast float* %10 to <4 x float>*
- %wide.load.2 = load <4 x float>* %11, align 4
+ %wide.load.2 = load <4 x float>, <4 x float>* %11, align 4
%12 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.2)
%13 = getelementptr inbounds float, float* %x, i64 %index.next.1
%14 = bitcast float* %13 to <4 x float>*
%index.next.2 = add i64 %index.next.1, 4
%15 = getelementptr inbounds float, float* %y, i64 %index.next.2
%16 = bitcast float* %15 to <4 x float>*
- %wide.load.3 = load <4 x float>* %16, align 4
+ %wide.load.3 = load <4 x float>, <4 x float>* %16, align 4
%17 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.3)
%18 = getelementptr inbounds float, float* %x, i64 %index.next.2
%19 = bitcast float* %18 to <4 x float>*
%index.next.3 = add i64 %index.next.2, 4
%20 = getelementptr inbounds float, float* %y, i64 %index.next.3
%21 = bitcast float* %20 to <4 x float>*
- %wide.load.4 = load <4 x float>* %21, align 4
+ %wide.load.4 = load <4 x float>, <4 x float>* %21, align 4
%22 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.4)
%23 = getelementptr inbounds float, float* %x, i64 %index.next.3
%24 = bitcast float* %23 to <4 x float>*
%index.next.4 = add i64 %index.next.3, 4
%25 = getelementptr inbounds float, float* %y, i64 %index.next.4
%26 = bitcast float* %25 to <4 x float>*
- %wide.load.5 = load <4 x float>* %26, align 4
+ %wide.load.5 = load <4 x float>, <4 x float>* %26, align 4
%27 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.5)
%28 = getelementptr inbounds float, float* %x, i64 %index.next.4
%29 = bitcast float* %28 to <4 x float>*
%index.next.5 = add i64 %index.next.4, 4
%30 = getelementptr inbounds float, float* %y, i64 %index.next.5
%31 = bitcast float* %30 to <4 x float>*
- %wide.load.6 = load <4 x float>* %31, align 4
+ %wide.load.6 = load <4 x float>, <4 x float>* %31, align 4
%32 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.6)
%33 = getelementptr inbounds float, float* %x, i64 %index.next.5
%34 = bitcast float* %33 to <4 x float>*
%index.next.6 = add i64 %index.next.5, 4
%35 = getelementptr inbounds float, float* %y, i64 %index.next.6
%36 = bitcast float* %35 to <4 x float>*
- %wide.load.7 = load <4 x float>* %36, align 4
+ %wide.load.7 = load <4 x float>, <4 x float>* %36, align 4
%37 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.7)
%38 = getelementptr inbounds float, float* %x, i64 %index.next.6
%39 = bitcast float* %38 to <4 x float>*
%index.next.7 = add i64 %index.next.6, 4
%40 = getelementptr inbounds float, float* %y, i64 %index.next.7
%41 = bitcast float* %40 to <4 x float>*
- %wide.load.8 = load <4 x float>* %41, align 4
+ %wide.load.8 = load <4 x float>, <4 x float>* %41, align 4
%42 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.8)
%43 = getelementptr inbounds float, float* %x, i64 %index.next.7
%44 = bitcast float* %43 to <4 x float>*
%index.next.8 = add i64 %index.next.7, 4
%45 = getelementptr inbounds float, float* %y, i64 %index.next.8
%46 = bitcast float* %45 to <4 x float>*
- %wide.load.9 = load <4 x float>* %46, align 4
+ %wide.load.9 = load <4 x float>, <4 x float>* %46, align 4
%47 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.9)
%48 = getelementptr inbounds float, float* %x, i64 %index.next.8
%49 = bitcast float* %48 to <4 x float>*
%index.next.9 = add i64 %index.next.8, 4
%50 = getelementptr inbounds float, float* %y, i64 %index.next.9
%51 = bitcast float* %50 to <4 x float>*
- %wide.load.10 = load <4 x float>* %51, align 4
+ %wide.load.10 = load <4 x float>, <4 x float>* %51, align 4
%52 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.10)
%53 = getelementptr inbounds float, float* %x, i64 %index.next.9
%54 = bitcast float* %53 to <4 x float>*
%index.next.10 = add i64 %index.next.9, 4
%55 = getelementptr inbounds float, float* %y, i64 %index.next.10
%56 = bitcast float* %55 to <4 x float>*
- %wide.load.11 = load <4 x float>* %56, align 4
+ %wide.load.11 = load <4 x float>, <4 x float>* %56, align 4
%57 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.11)
%58 = getelementptr inbounds float, float* %x, i64 %index.next.10
%59 = bitcast float* %58 to <4 x float>*
%index.next.11 = add i64 %index.next.10, 4
%60 = getelementptr inbounds float, float* %y, i64 %index.next.11
%61 = bitcast float* %60 to <4 x float>*
- %wide.load.12 = load <4 x float>* %61, align 4
+ %wide.load.12 = load <4 x float>, <4 x float>* %61, align 4
%62 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.12)
%63 = getelementptr inbounds float, float* %x, i64 %index.next.11
%64 = bitcast float* %63 to <4 x float>*
%index.next.12 = add i64 %index.next.11, 4
%65 = getelementptr inbounds float, float* %y, i64 %index.next.12
%66 = bitcast float* %65 to <4 x float>*
- %wide.load.13 = load <4 x float>* %66, align 4
+ %wide.load.13 = load <4 x float>, <4 x float>* %66, align 4
%67 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.13)
%68 = getelementptr inbounds float, float* %x, i64 %index.next.12
%69 = bitcast float* %68 to <4 x float>*
%index.next.13 = add i64 %index.next.12, 4
%70 = getelementptr inbounds float, float* %y, i64 %index.next.13
%71 = bitcast float* %70 to <4 x float>*
- %wide.load.14 = load <4 x float>* %71, align 4
+ %wide.load.14 = load <4 x float>, <4 x float>* %71, align 4
%72 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.14)
%73 = getelementptr inbounds float, float* %x, i64 %index.next.13
%74 = bitcast float* %73 to <4 x float>*
%index.next.14 = add i64 %index.next.13, 4
%75 = getelementptr inbounds float, float* %y, i64 %index.next.14
%76 = bitcast float* %75 to <4 x float>*
- %wide.load.15 = load <4 x float>* %76, align 4
+ %wide.load.15 = load <4 x float>, <4 x float>* %76, align 4
%77 = call <4 x float> @llvm_cos_v4f32(<4 x float> %wide.load.15)
%78 = getelementptr inbounds float, float* %x, i64 %index.next.14
%79 = bitcast float* %78 to <4 x float>*
define <2 x double> @bar(double* %x) {
entry:
%p = bitcast double* %x to <2 x double>*
- %r = load <2 x double>* %p, align 8
+ %r = load <2 x double>, <2 x double>* %p, align 8
; CHECK-LABEL: @bar
; CHECK-NOT: lvsl