; This file takes about 48 __MINUTES__ to assemble using as. This is WAY too ; long. The type resolution code needs to be sped up a lot. ; RUN: ulimit -t 20; llvm-as < %s %ALL_INTERSECTIONS_METHOD = type int (%OBJECT*, %RAY*, %ISTACK*)* %BBOX = type { %BBOX_VECT, %BBOX_VECT } %BBOX_TREE = type { short, short, %BBOX, %BBOX_TREE** } %BBOX_VECT = type [3 x float] %BLEND_MAP = type { short, short, short, int, %BLEND_MAP_ENTRY* } %BLEND_MAP_ENTRY = type { float, ubyte, { %COLOUR, %PIGMENT*, %TNORMAL*, %TEXTURE*, %UV_VECT } } %CAMERA = type { %VECTOR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, double, double, int, double, double, int, double, %TNORMAL* } %COLOUR = type [5 x float] %COPY_METHOD = type sbyte* (%OBJECT*)* %COUNTER = type { uint, uint } %DENSITY_FILE = type { int, %DENSITY_FILE_DATA* } %DENSITY_FILE_DATA = type { int, sbyte*, int, int, int, ubyte*** } %DESTROY_METHOD = type void (%OBJECT*)* %FILE = type { int, ubyte*, ubyte*, ubyte, ubyte, uint, uint, uint } %FILE_HANDLE = type { sbyte*, int, int, int, int, sbyte*, %FILE*, int, int (%FILE_HANDLE*, sbyte*, int*, int*, int, int)*, void (%FILE_HANDLE*, %COLOUR*, int)*, int (%FILE_HANDLE*, %COLOUR*, int*)*, void (%IMAGE*, sbyte*)*, void (%FILE_HANDLE*)* } %FINISH = type { float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, %BBOX_VECT, %BBOX_VECT } %FOG = type { int, double, double, double, %COLOUR, %VECTOR, %TURB*, float, %FOG* } %FRAME = type { %CAMERA*, int, int, int, %LIGHT_SOURCE*, %OBJECT*, double, double, %COLOUR, %COLOUR, %COLOUR, %IMEDIA*, %FOG*, %RAINBOW*, %SKYSPHERE* } %FRAMESEQ = type { int, double, int, int, double, int, int, double, int, double, int, double, uint, uint } %IMAGE = type { int, int, int, int, int, short, short, %VECTOR, float, float, int, int, short, %IMAGE_COLOUR*, { %IMAGE_LINE*, ubyte** } } %IMAGE_COLOUR = type { ushort, ushort, ushort, ushort, ushort } %IMAGE_LINE = type { ubyte*, ubyte*, ubyte*, ubyte* } %IMEDIA = type { int, int, int, int, int, double, double, int, int, int, int, %COLOUR, %COLOUR, %COLOUR, %COLOUR, double, double, double, double*, %PIGMENT*, %IMEDIA* } %INSIDE_METHOD = type int (double*, %OBJECT*)* %INTERIOR = type { int, int, float, float, float, float, float, %IMEDIA* } %INTERSECTION = type { double, %VECTOR, %VECTOR, %OBJECT*, int, int, double, double, sbyte* } %INVERT_METHOD = type void (%OBJECT*)* %ISTACK = type { %ISTACK*, %INTERSECTION*, uint } %LIGHT_SOURCE = type { %METHODS*, int, %OBJECT*, %TEXTURE*, %INTERIOR*, %OBJECT*, %OBJECT*, %BBOX, uint, %OBJECT*, %COLOUR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, double, double, double, double, double, %LIGHT_SOURCE*, ubyte, ubyte, ubyte, ubyte, int, int, int, int, int, %COLOUR**, %OBJECT*, [6 x %PROJECT_TREE_NODE*] } %MATRIX = type [4 x %VECTOR_4D] %METHODS = type { %ALL_INTERSECTIONS_METHOD, %INSIDE_METHOD, %NORMAL_METHOD, %COPY_METHOD, %ROTATE_METHOD, %ROTATE_METHOD, %ROTATE_METHOD, %TRANSFORM_METHOD, %DESTROY_METHOD, %DESTROY_METHOD } %NORMAL_METHOD = type void (double*, %OBJECT*, %INTERSECTION*)* %OBJECT = type { %METHODS*, int, %OBJECT*, %TEXTURE*, %INTERIOR*, %OBJECT*, %OBJECT*, %BBOX, uint } %Opts = type { int, uint, sbyte, sbyte, sbyte, int, [150 x sbyte], [150 x sbyte], [150 x sbyte], [150 x sbyte], [150 x sbyte], double, double, uint, int, double, double, int, [25 x sbyte*], int, int, int, double, double, int, int, double, double, double, uint, int, int, int, int, %FRAMESEQ, double, int, double, double, double, double, double, int, int, int, int, int, int, int, int, int, int, int, int, int, [150 x sbyte], %SHELLDATA*, [150 x sbyte], int, int } %PIGMENT = type { ushort, ushort, ushort, int, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, short, short, short, { float, %VECTOR }, %complex.float }, %COLOUR } %PRIORITY_QUEUE = type { uint, uint, %QELEM* } %PROJECT = type { int, int, int, int } %PROJECT_QUEUE = type { uint, uint, %PROJECT_TREE_NODE** } %PROJECT_TREE_NODE = type { ushort, %BBOX_TREE*, %PROJECT, ushort, %PROJECT_TREE_NODE** } %QELEM = type { double, %BBOX_TREE* } %RAINBOW = type { double, double, double, double, double, double, double, %VECTOR, %VECTOR, %VECTOR, %PIGMENT*, %RAINBOW* } %RAY = type { %VECTOR, %VECTOR, int, [100 x %INTERIOR*] } %RAYINFO = type { %VECTOR, %VECTOR, %VECTORI, %VECTORI } %RGB = type [3 x float] %ROTATE_METHOD = type void (%OBJECT*, double*, %TRANSFORM*)* %SCALE_METHOD = type void (%OBJECT*, double*, %TRANSFORM*)* %SHELLDATA = type { int, int, [250 x sbyte] } %SKYSPHERE = type { int, %PIGMENT**, %TRANSFORM* } %SNGL_VECT = type [3 x float] %TEXTURE = type { ushort, ushort, ushort, int, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, short, short, short, { float, %VECTOR }, %complex.float }, %TEXTURE*, %PIGMENT*, %TNORMAL*, %FINISH*, %TEXTURE*, int } %TNORMAL = type { ushort, ushort, ushort, int, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, short, short, short, { float, %VECTOR }, %complex.float }, float } %TPATTERN = type { ushort, ushort, ushort, int, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, short, short, short, { float, %VECTOR }, %complex.float } } %TRANSFORM = type { %MATRIX, %MATRIX } %TRANSFORM_METHOD = type void (%OBJECT*, %TRANSFORM*)* %TRANSLATE_METHOD = type void (%OBJECT*, double*, %TRANSFORM*)* %TURB = type { ushort, %WARP*, %VECTOR, int, float, float } %UV_VECT = type [2 x double] %VECTOR = type [3 x double] %VECTORI = type [3 x int] %VECTOR_4D = type [4 x double] %WARP = type { ushort, %WARP* } %__FILE = type { int, ubyte*, ubyte*, ubyte, ubyte, uint, uint, uint } %_h_val = type { [2 x uint], double } %complex.float = type { float, float }