%11 = load volatile i32* @g9, align 4 ; <i32> [#uses=1]
%12 = load volatile i32* @g10, align 4 ; <i32> [#uses=1]
%13 = load volatile i32* @g11, align 4 ; <i32> [#uses=2]
- %14 = getelementptr [100 x i32]* %x, i32 0, i32 50 ; <i32*> [#uses=1]
+ %14 = getelementptr [100 x i32], [100 x i32]* %x, i32 0, i32 50 ; <i32*> [#uses=1]
store i32 %13, i32* %14, align 4
store volatile i32 %13, i32* @g11, align 4
store volatile i32 %12, i32* @g10, align 4
store volatile i32 %4, i32* @g2, align 4
store volatile i32 %3, i32* @g1, align 4
store volatile i32 %2, i32* @g0, align 4
- %x1 = getelementptr [100 x i32]* %x, i32 0, i32 0 ; <i32*> [#uses=1]
+ %x1 = getelementptr [100 x i32], [100 x i32]* %x, i32 0, i32 0 ; <i32*> [#uses=1]
call void @g(i32* %x1, i32* %1) nounwind
ret void
}
define void @ScavengeSlots(i32 %r0, i32 %r1, i32 %r2, i32 %r3, i32 %r4) nounwind {
entry:
%Data = alloca [100000 x i32]
- %i0 = getelementptr inbounds [100000 x i32]* %Data, i32 0, i32 80000
+ %i0 = getelementptr inbounds [100000 x i32], [100000 x i32]* %Data, i32 0, i32 80000
store volatile i32 %r0, i32* %i0
- %i1 = getelementptr inbounds [100000 x i32]* %Data, i32 0, i32 81000
+ %i1 = getelementptr inbounds [100000 x i32], [100000 x i32]* %Data, i32 0, i32 81000
store volatile i32 %r1, i32* %i1
- %i2 = getelementptr inbounds [100000 x i32]* %Data, i32 0, i32 82000
+ %i2 = getelementptr inbounds [100000 x i32], [100000 x i32]* %Data, i32 0, i32 82000
store volatile i32 %r2, i32* %i2
- %i3 = getelementptr inbounds [100000 x i32]* %Data, i32 0, i32 83000
+ %i3 = getelementptr inbounds [100000 x i32], [100000 x i32]* %Data, i32 0, i32 83000
store volatile i32 %r3, i32* %i3
- %i4 = getelementptr inbounds [100000 x i32]* %Data, i32 0, i32 84000
+ %i4 = getelementptr inbounds [100000 x i32], [100000 x i32]* %Data, i32 0, i32 84000
store volatile i32 %r4, i32* %i4
ret void
}