; 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: llvm-as %s -o /dev/null -f %ALL_INTERSECTIONS_METHOD = type i32 (%OBJECT*, %RAY*, %ISTACK*)* %BBOX = type { %BBOX_VECT, %BBOX_VECT } %BBOX_TREE = type { i16, i16, %BBOX, %BBOX_TREE** } %BBOX_VECT = type [3 x float] %BLEND_MAP = type { i16, i16, i16, i32, %BLEND_MAP_ENTRY* } %BLEND_MAP_ENTRY = type { float, i8, { %COLOUR, %PIGMENT*, %TNORMAL*, %TEXTURE*, %UV_VECT } } %CAMERA = type { %VECTOR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, double, double, i32, double, double, i32, double, %TNORMAL* } %COLOUR = type [5 x float] %COPY_METHOD = type i8* (%OBJECT*)* %COUNTER = type { i32, i32 } %DENSITY_FILE = type { i32, %DENSITY_FILE_DATA* } %DENSITY_FILE_DATA = type { i32, i8*, i32, i32, i32, i8*** } %DESTROY_METHOD = type void (%OBJECT*)* %FILE = type { i32, i8*, i8*, i8, i8, i32, i32, i32 } %FILE_HANDLE = type { i8*, i32, i32, i32, i32, i8*, %FILE*, i32, i32 (%FILE_HANDLE*, i8*, i32*, i32*, i32, i32)*, void (%FILE_HANDLE*, %COLOUR*, i32)*, i32 (%FILE_HANDLE*, %COLOUR*, i32*)*, void (%IMAGE*, i8*)*, 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 { i32, double, double, double, %COLOUR, %VECTOR, %TURB*, float, %FOG* } %FRAME = type { %CAMERA*, i32, i32, i32, %LIGHT_SOURCE*, %OBJECT*, double, double, %COLOUR, %COLOUR, %COLOUR, %IMEDIA*, %FOG*, %RAINBOW*, %SKYSPHERE* } %FRAMESEQ = type { i32, double, i32, i32, double, i32, i32, double, i32, double, i32, double, i32, i32 } %IMAGE = type { i32, i32, i32, i32, i32, i16, i16, %VECTOR, float, float, i32, i32, i16, %IMAGE_COLOUR*, { %IMAGE_LINE*, i8** } } %IMAGE_COLOUR = type { i16, i16, i16, i16, i16 } %IMAGE_LINE = type { i8*, i8*, i8*, i8* } %IMEDIA = type { i32, i32, i32, i32, i32, double, double, i32, i32, i32, i32, %COLOUR, %COLOUR, %COLOUR, %COLOUR, double, double, double, double*, %PIGMENT*, %IMEDIA* } %INSIDE_METHOD = type i32 (double*, %OBJECT*)* %INTERIOR = type { i32, i32, float, float, float, float, float, %IMEDIA* } %INTERSECTION = type { double, %VECTOR, %VECTOR, %OBJECT*, i32, i32, double, double, i8* } %INVERT_METHOD = type void (%OBJECT*)* %ISTACK = type { %ISTACK*, %INTERSECTION*, i32 } %LIGHT_SOURCE = type { %METHODS*, i32, %OBJECT*, %TEXTURE*, %INTERIOR*, %OBJECT*, %OBJECT*, %BBOX, i32, %OBJECT*, %COLOUR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, double, double, double, double, double, %LIGHT_SOURCE*, i8, i8, i8, i8, i32, i32, i32, i32, i32, %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*, i32, %OBJECT*, %TEXTURE*, %INTERIOR*, %OBJECT*, %OBJECT*, %BBOX, i32 } %Opts = type { i32, i32, i8, i8, i8, i32, [150 x i8], [150 x i8], [150 x i8], [150 x i8], [150 x i8], double, double, i32, i32, double, double, i32, [25 x i8*], i32, i32, i32, double, double, i32, i32, double, double, double, i32, i32, i32, i32, i32, %FRAMESEQ, double, i32, double, double, double, double, double, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, [150 x i8], %SHELLDATA*, [150 x i8], i32, i32 } %PIGMENT = type { i16, i16, i16, i32, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, i16, i16, i16, { float, %VECTOR }, %complex.float }, %COLOUR } %PRIORITY_QUEUE = type { i32, i32, %QELEM* } %PROJECT = type { i32, i32, i32, i32 } %PROJECT_QUEUE = type { i32, i32, %PROJECT_TREE_NODE** } %PROJECT_TREE_NODE = type { i16, %BBOX_TREE*, %PROJECT, i16, %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, i32, [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 { i32, i32, [250 x i8] } %SKYSPHERE = type { i32, %PIGMENT**, %TRANSFORM* } %SNGL_VECT = type [3 x float] %TEXTURE = type { i16, i16, i16, i32, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, i16, i16, i16, { float, %VECTOR }, %complex.float }, %TEXTURE*, %PIGMENT*, %TNORMAL*, %FINISH*, %TEXTURE*, i32 } %TNORMAL = type { i16, i16, i16, i32, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, i16, i16, i16, { float, %VECTOR }, %complex.float }, float } %TPATTERN = type { i16, i16, i16, i32, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, i16, i16, i16, { float, %VECTOR }, %complex.float } } %TRANSFORM = type { %MATRIX, %MATRIX } %TRANSFORM_METHOD = type void (%OBJECT*, %TRANSFORM*)* %TRANSLATE_METHOD = type void (%OBJECT*, double*, %TRANSFORM*)* %TURB = type { i16, %WARP*, %VECTOR, i32, float, float } %UV_VECT = type [2 x double] %VECTOR = type [3 x double] %VECTORI = type [3 x i32] %VECTOR_4D = type [4 x double] %WARP = type { i16, %WARP* } %__FILE = type { i32, i8*, i8*, i8, i8, i32, i32, i32 } %_h_val = type { [2 x i32], double } %complex.float = type { float, float }