// each, then uses a conditional move to handle the overflow case. For
// example, a setlt for long would generate code like this:
//
- // AL = lo(op1) < lo(op2) // Signedness depends on operands
- // BL = hi(op1) < hi(op2) // Always unsigned comparison
- // dest = hi(op1) == hi(op2) ? AL : BL;
+ // AL = lo(op1) < lo(op2) // Always unsigned comparison
+ // BL = hi(op1) < hi(op2) // Signedness depends on operands
+ // dest = hi(op1) == hi(op2) ? BL : AL;
//
// FIXME: This would be much better if we had hierarchical register
//
// AL = lo(op1) < lo(op2) // Signedness depends on operands
// BL = hi(op1) < hi(op2) // Always unsigned comparison
- // dest = hi(op1) == hi(op2) ? AL : BL;
+ // dest = hi(op1) == hi(op2) ? BL : AL;
//
// FIXME: This would be much better if we had hierarchical register
/// operand, in the specified target register.
///
void ISel::promote32(unsigned targetReg, const ValueRecord &VR) {
- bool isUnsigned = VR.Ty->isUnsigned();
+ bool isUnsigned = VR.Ty->isUnsigned() || VR.Ty == Type::BoolTy;
Value *Val = VR.Val;
const Type *Ty = VR.Ty;
// each, then uses a conditional move to handle the overflow case. For
// example, a setlt for long would generate code like this:
//
- // AL = lo(op1) < lo(op2) // Signedness depends on operands
- // BL = hi(op1) < hi(op2) // Always unsigned comparison
- // dest = hi(op1) == hi(op2) ? AL : BL;
+ // AL = lo(op1) < lo(op2) // Always unsigned comparison
+ // BL = hi(op1) < hi(op2) // Signedness depends on operands
+ // dest = hi(op1) == hi(op2) ? BL : AL;
//
// FIXME: This would be much better if we had hierarchical register
//
// AL = lo(op1) < lo(op2) // Signedness depends on operands
// BL = hi(op1) < hi(op2) // Always unsigned comparison
- // dest = hi(op1) == hi(op2) ? AL : BL;
+ // dest = hi(op1) == hi(op2) ? BL : AL;
//
// FIXME: This would be much better if we had hierarchical register
/// operand, in the specified target register.
///
void ISel::promote32(unsigned targetReg, const ValueRecord &VR) {
- bool isUnsigned = VR.Ty->isUnsigned();
+ bool isUnsigned = VR.Ty->isUnsigned() || VR.Ty == Type::BoolTy;
Value *Val = VR.Val;
const Type *Ty = VR.Ty;