; CHECK: entry:
; CHECK: [[OBJ_PTR:\%.+]] = alloca %class.SomeClass, align 4
; CHECK: call void @_ZN9SomeClassC1Ev(%class.SomeClass* [[OBJ_PTR]])
-; CHECK: call void (...)* @llvm.frameescape(%class.SomeClass* [[OBJ_PTR]])
+; CHECK: call void (...) @llvm.frameescape(%class.SomeClass* [[OBJ_PTR]])
; CHECK: invoke void @_Z9may_throwv()
; CHECK: to label %invoke.cont unwind label %[[LPAD_LABEL:lpad[0-9]+]]
; CHECK: [[LPAD_LABEL]]:{{[ ]+}}; preds = %entry
; CHECK: landingpad { i8*, i32 } personality i8* bitcast (i32 (...)* @__CxxFrameHandler3 to i8*)
; CHECK-NEXT: cleanup
-; CHECK-NEXT: [[RECOVER:\%.+]] = call i8* (...)* @llvm.eh.actions(i32 0, void (i8*, i8*)* @_Z4testv.cleanup)
+; CHECK-NEXT: [[RECOVER:\%.+]] = call i8* (...) @llvm.eh.actions(i32 0, void (i8*, i8*)* @_Z4testv.cleanup)
; CHECK-NEXT: indirectbr i8* [[RECOVER]], []
lpad: ; preds = %entry