Some codestyle changes
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@@ -420,7 +420,7 @@ define <8 x i64> @__masked_load_i64(i8 *, <8 x i32> %mask) nounwind alwaysinline
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%mask1d = bitcast <8 x i32> %mask1 to <4 x double>
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%val0d = call <4 x double> @llvm.x86.avx.maskload.pd.256(i8 * %0, <4 x double> %mask0d)
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%ptr1 = getelementptr PTR_OP_ARGS(`i8', `%0, i32 32')
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%ptr1 = getelementptr PTR_OP_ARGS(`i8') %0, i32 32
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%val1d = call <4 x double> @llvm.x86.avx.maskload.pd.256(i8 * %ptr1, <4 x double> %mask1d)
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%vald = shufflevector <4 x double> %val0d, <4 x double> %val1d,
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@@ -469,7 +469,7 @@ define void @__masked_store_i64(<8 x i64>* nocapture, <8 x i64>,
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<4 x i32> <i32 4, i32 5, i32 6, i32 7>
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call void @llvm.x86.avx.maskstore.pd.256(i8 * %ptr, <4 x double> %mask0d, <4 x double> %val0)
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%ptr1 = getelementptr PTR_OP_ARGS(`i8', `%ptr, i32 32')
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%ptr1 = getelementptr PTR_OP_ARGS(`i8') %ptr, i32 32
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call void @llvm.x86.avx.maskstore.pd.256(i8 * %ptr1, <4 x double> %mask1d, <4 x double> %val1)
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ret void
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}
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@@ -487,7 +487,7 @@ declare <8 x float> @llvm.x86.avx.blendv.ps.256(<8 x float>, <8 x float>,
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define void @__masked_store_blend_i32(<8 x i32>* nocapture, <8 x i32>,
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<8 x i32>) nounwind alwaysinline {
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%mask_as_float = bitcast <8 x i32> %2 to <8 x float>
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%oldValue = load PTR_OP_ARGS(`<8 x i32>',` %0, align 4')
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%oldValue = load PTR_OP_ARGS(`<8 x i32>') %0, align 4
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%oldAsFloat = bitcast <8 x i32> %oldValue to <8 x float>
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%newAsFloat = bitcast <8 x i32> %1 to <8 x float>
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%blend = call <8 x float> @llvm.x86.avx.blendv.ps.256(<8 x float> %oldAsFloat,
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@@ -501,7 +501,7 @@ define void @__masked_store_blend_i32(<8 x i32>* nocapture, <8 x i32>,
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define void @__masked_store_blend_i64(<8 x i64>* nocapture %ptr, <8 x i64> %new,
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<8 x i32> %i32mask) nounwind alwaysinline {
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%oldValue = load PTR_OP_ARGS(`<8 x i64>',` %ptr, align 8')
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%oldValue = load PTR_OP_ARGS(`<8 x i64>') %ptr, align 8
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%mask = bitcast <8 x i32> %i32mask to <8 x float>
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; Do 4x64-bit blends by doing two <8 x i32> blends, where the <8 x i32> values
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