; LLVM IR from Dovyski/opengl-demos :: src/model-md2/md2.ll (ZN9CMD2Model11InterpolateEPA3_f)

; Unoptimized IR (clang -disable-llvm-passes):
target datalayout = "e-m:e-p270:32:32-p271:32:32-p272:64:64-i64:64-i128:128-f80:128-n8:16:32:64-S128"
target triple = "x86_64-unknown-linux-gnu"

%class.CMD2Model = type <{ i32, i32, i32, [4 x i8], ptr, ptr, ptr, i32, %struct.animState_t, float, [4 x i8] }>
%struct.animState_t = type { i32, i32, i32, float, float, float, i32, i32, i32 }

; Function Attrs: nocallback nofree nosync nounwind willreturn memory(argmem: readwrite)
declare void @llvm.lifetime.start.p0(i64 immarg, ptr nocapture) #0

; Function Attrs: nocallback nofree nosync nounwind speculatable willreturn memory(none)
declare float @llvm.fmuladd.f32(float, float, float) #1

; Function Attrs: nocallback nofree nosync nounwind willreturn memory(argmem: readwrite)
declare void @llvm.lifetime.end.p0(i64 immarg, ptr nocapture) #0

; Function Attrs: mustprogress nounwind uwtable
define dso_local void @_ZN9CMD2Model11InterpolateEPA3_f(ptr noundef nonnull align 8 dereferenceable(84) %0, ptr noundef %1) #2 align 2 {
  %3 = alloca ptr, align 8
  %4 = alloca ptr, align 8
  %5 = alloca ptr, align 8
  %6 = alloca ptr, align 8
  %7 = alloca i32, align 4
  store ptr %0, ptr %3, align 8, !tbaa !5
  store ptr %1, ptr %4, align 8, !tbaa !5
  %8 = load ptr, ptr %3, align 8
  call void @llvm.lifetime.start.p0(i64 8, ptr %5) #3
  call void @llvm.lifetime.start.p0(i64 8, ptr %6) #3
  %9 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 4
  %10 = load ptr, ptr %9, align 8, !tbaa !9
  %11 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 1
  %12 = load i32, ptr %11, align 4, !tbaa !14
  %13 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 8
  %14 = getelementptr inbounds %struct.animState_t, ptr %13, i32 0, i32 7
  %15 = load i32, ptr %14, align 4, !tbaa !15
  %16 = mul nsw i32 %12, %15
  %17 = sext i32 %16 to i64
  %18 = getelementptr inbounds [3 x float], ptr %10, i64 %17
  store ptr %18, ptr %5, align 8, !tbaa !5
  %19 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 4
  %20 = load ptr, ptr %19, align 8, !tbaa !9
  %21 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 1
  %22 = load i32, ptr %21, align 4, !tbaa !14
  %23 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 8
  %24 = getelementptr inbounds %struct.animState_t, ptr %23, i32 0, i32 8
  %25 = load i32, ptr %24, align 4, !tbaa !16
  %26 = mul nsw i32 %22, %25
  %27 = sext i32 %26 to i64
  %28 = getelementptr inbounds [3 x float], ptr %20, i64 %27
  store ptr %28, ptr %6, align 8, !tbaa !5
  call void @llvm.lifetime.start.p0(i64 4, ptr %7) #3
  store i32 0, ptr %7, align 4, !tbaa !17
  br label %29

29:                                               ; preds = %129, %2
  %30 = load i32, ptr %7, align 4, !tbaa !17
  %31 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 1
  %32 = load i32, ptr %31, align 4, !tbaa !14
  %33 = icmp slt i32 %30, %32
  br i1 %33, label %35, label %34

34:                                               ; preds = %29
  call void @llvm.lifetime.end.p0(i64 4, ptr %7) #3
  br label %132

35:                                               ; preds = %29
  %36 = load ptr, ptr %5, align 8, !tbaa !5
  %37 = load i32, ptr %7, align 4, !tbaa !17
  %38 = sext i32 %37 to i64
  %39 = getelementptr inbounds [3 x float], ptr %36, i64 %38
  %40 = getelementptr inbounds [3 x float], ptr %39, i64 0, i64 0
  %41 = load float, ptr %40, align 4, !tbaa !18
  %42 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 8
  %43 = getelementptr inbounds %struct.animState_t, ptr %42, i32 0, i32 5
  %44 = load float, ptr %43, align 4, !tbaa !19
  %45 = load ptr, ptr %6, align 8, !tbaa !5
  %46 = load i32, ptr %7, align 4, !tbaa !17
  %47 = sext i32 %46 to i64
  %48 = getelementptr inbounds [3 x float], ptr %45, i64 %47
  %49 = getelementptr inbounds [3 x float], ptr %48, i64 0, i64 0
  %50 = load float, ptr %49, align 4, !tbaa !18
  %51 = load ptr, ptr %5, align 8, !tbaa !5
  %52 = load i32, ptr %7, align 4, !tbaa !17
  %53 = sext i32 %52 to i64
  %54 = getelementptr inbounds [3 x float], ptr %51, i64 %53
  %55 = getelementptr inbounds [3 x float], ptr %54, i64 0, i64 0
  %56 = load float, ptr %55, align 4, !tbaa !18
  %57 = fsub float %50, %56
  %58 = call float @llvm.fmuladd.f32(float %44, float %57, float %41)
  %59 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 9
  %60 = load float, ptr %59, align 8, !tbaa !20
  %61 = fmul float %58, %60
  %62 = load ptr, ptr %4, align 8, !tbaa !5
  %63 = load i32, ptr %7, align 4, !tbaa !17
  %64 = sext i32 %63 to i64
  %65 = getelementptr inbounds [3 x float], ptr %62, i64 %64
  %66 = getelementptr inbounds [3 x float], ptr %65, i64 0, i64 0
  store float %61, ptr %66, align 4, !tbaa !18
  %67 = load ptr, ptr %5, align 8, !tbaa !5
  %68 = load i32, ptr %7, align 4, !tbaa !17
  %69 = sext i32 %68 to i64
  %70 = getelementptr inbounds [3 x float], ptr %67, i64 %69
  %71 = getelementptr inbounds [3 x float], ptr %70, i64 0, i64 1
  %72 = load float, ptr %71, align 4, !tbaa !18
  %73 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 8
  %74 = getelementptr inbounds %struct.animState_t, ptr %73, i32 0, i32 5
  %75 = load float, ptr %74, align 4, !tbaa !19
  %76 = load ptr, ptr %6, align 8, !tbaa !5
  %77 = load i32, ptr %7, align 4, !tbaa !17
  %78 = sext i32 %77 to i64
  %79 = getelementptr inbounds [3 x float], ptr %76, i64 %78
  %80 = getelementptr inbounds [3 x float], ptr %79, i64 0, i64 1
  %81 = load float, ptr %80, align 4, !tbaa !18
  %82 = load ptr, ptr %5, align 8, !tbaa !5
  %83 = load i32, ptr %7, align 4, !tbaa !17
  %84 = sext i32 %83 to i64
  %85 = getelementptr inbounds [3 x float], ptr %82, i64 %84
  %86 = getelementptr inbounds [3 x float], ptr %85, i64 0, i64 1
  %87 = load float, ptr %86, align 4, !tbaa !18
  %88 = fsub float %81, %87
  %89 = call float @llvm.fmuladd.f32(float %75, float %88, float %72)
  %90 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 9
  %91 = load float, ptr %90, align 8, !tbaa !20
  %92 = fmul float %89, %91
  %93 = load ptr, ptr %4, align 8, !tbaa !5
  %94 = load i32, ptr %7, align 4, !tbaa !17
  %95 = sext i32 %94 to i64
  %96 = getelementptr inbounds [3 x float], ptr %93, i64 %95
  %97 = getelementptr inbounds [3 x float], ptr %96, i64 0, i64 1
  store float %92, ptr %97, align 4, !tbaa !18
  %98 = load ptr, ptr %5, align 8, !tbaa !5
  %99 = load i32, ptr %7, align 4, !tbaa !17
  %100 = sext i32 %99 to i64
  %101 = getelementptr inbounds [3 x float], ptr %98, i64 %100
  %102 = getelementptr inbounds [3 x float], ptr %101, i64 0, i64 2
  %103 = load float, ptr %102, align 4, !tbaa !18
  %104 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 8
  %105 = getelementptr inbounds %struct.animState_t, ptr %104, i32 0, i32 5
  %106 = load float, ptr %105, align 4, !tbaa !19
  %107 = load ptr, ptr %6, align 8, !tbaa !5
  %108 = load i32, ptr %7, align 4, !tbaa !17
  %109 = sext i32 %108 to i64
  %110 = getelementptr inbounds [3 x float], ptr %107, i64 %109
  %111 = getelementptr inbounds [3 x float], ptr %110, i64 0, i64 2
  %112 = load float, ptr %111, align 4, !tbaa !18
  %113 = load ptr, ptr %5, align 8, !tbaa !5
  %114 = load i32, ptr %7, align 4, !tbaa !17
  %115 = sext i32 %114 to i64
  %116 = getelementptr inbounds [3 x float], ptr %113, i64 %115
  %117 = getelementptr inbounds [3 x float], ptr %116, i64 0, i64 2
  %118 = load float, ptr %117, align 4, !tbaa !18
  %119 = fsub float %112, %118
  %120 = call float @llvm.fmuladd.f32(float %106, float %119, float %103)
  %121 = getelementptr inbounds %class.CMD2Model, ptr %8, i32 0, i32 9
  %122 = load float, ptr %121, align 8, !tbaa !20
  %123 = fmul float %120, %122
  %124 = load ptr, ptr %4, align 8, !tbaa !5
  %125 = load i32, ptr %7, align 4, !tbaa !17
  %126 = sext i32 %125 to i64
  %127 = getelementptr inbounds [3 x float], ptr %124, i64 %126
  %128 = getelementptr inbounds [3 x float], ptr %127, i64 0, i64 2
  store float %123, ptr %128, align 4, !tbaa !18
  br label %129

129:                                              ; preds = %35
  %130 = load i32, ptr %7, align 4, !tbaa !17
  %131 = add nsw i32 %130, 1
  store i32 %131, ptr %7, align 4, !tbaa !17
  br label %29, !llvm.loop !21

132:                                              ; preds = %34
  call void @llvm.lifetime.end.p0(i64 8, ptr %6) #3
  call void @llvm.lifetime.end.p0(i64 8, ptr %5) #3
  ret void
}

attributes #0 = { nocallback nofree nosync nounwind willreturn memory(argmem: readwrite) }
attributes #1 = { nocallback nofree nosync nounwind speculatable willreturn memory(none) }
attributes #2 = { mustprogress nounwind uwtable "min-legal-vector-width"="0" "no-trapping-math"="true" "stack-protector-buffer-size"="8" "target-cpu"="x86-64" "target-features"="+cmov,+cx8,+fxsr,+mmx,+sse,+sse2,+x87" "tune-cpu"="generic" }
attributes #3 = { nounwind }

!llvm.module.flags = !{!0, !1, !2, !3}
!llvm.ident = !{!4}

!0 = !{i32 1, !"wchar_size", i32 4}
!1 = !{i32 8, !"PIC Level", i32 2}
!2 = !{i32 7, !"PIE Level", i32 2}
!3 = !{i32 7, !"uwtable", i32 2}
!4 = !{!"clang version 19.1.0 (git@github.com:llvm/llvm-project.git a4bf6cd7cfb1a1421ba92bca9d017b49936c55e4)"}
!5 = !{!6, !6, i64 0}
!6 = !{!"any pointer", !7, i64 0}
!7 = !{!"omnipotent char", !8, i64 0}
!8 = !{!"Simple C++ TBAA"}
!9 = !{!10, !6, i64 16}
!10 = !{!"_ZTS9CMD2Model", !11, i64 0, !11, i64 4, !11, i64 8, !6, i64 16, !6, i64 24, !6, i64 32, !11, i64 40, !12, i64 44, !13, i64 80}
!11 = !{!"int", !7, i64 0}
!12 = !{!"_ZTS11animState_t", !11, i64 0, !11, i64 4, !11, i64 8, !13, i64 12, !13, i64 16, !13, i64 20, !11, i64 24, !11, i64 28, !11, i64 32}
!13 = !{!"float", !7, i64 0}
!14 = !{!10, !11, i64 4}
!15 = !{!10, !11, i64 72}
!16 = !{!10, !11, i64 76}
!17 = !{!11, !11, i64 0}
!18 = !{!13, !13, i64 0}
!19 = !{!10, !13, i64 64}
!20 = !{!10, !13, i64 80}
!21 = distinct !{!21, !22}
!22 = !{!"llvm.loop.mustprogress"}


; Optimized IR (opt -passes='default<O3>'):
target datalayout = "e-m:e-p270:32:32-p271:32:32-p272:64:64-i64:64-i128:128-f80:128-n8:16:32:64-S128"
target triple = "x86_64-unknown-linux-gnu"

; Function Attrs: mustprogress nocallback nofree nosync nounwind speculatable willreturn memory(none)
declare float @llvm.fmuladd.f32(float, float, float) #0

; Function Attrs: mustprogress nofree norecurse nosync nounwind memory(read, argmem: readwrite, inaccessiblemem: none) uwtable
define dso_local void @_ZN9CMD2Model11InterpolateEPA3_f(ptr nocapture noundef nonnull readonly align 8 dereferenceable(84) %0, ptr nocapture noundef writeonly %1) local_unnamed_addr #1 align 2 {
  %3 = getelementptr inbounds i8, ptr %0, i64 16
  %4 = load ptr, ptr %3, align 8, !tbaa !5
  %5 = getelementptr inbounds i8, ptr %0, i64 4
  %6 = load i32, ptr %5, align 4, !tbaa !13
  %7 = getelementptr inbounds i8, ptr %0, i64 72
  %8 = load i32, ptr %7, align 8, !tbaa !14
  %9 = mul i32 %8, %6
  %10 = sext i32 %9 to i64
  %11 = getelementptr [3 x float], ptr %4, i64 %10
  %12 = getelementptr inbounds i8, ptr %0, i64 76
  %13 = load i32, ptr %12, align 4, !tbaa !15
  %14 = mul i32 %13, %6
  %15 = sext i32 %14 to i64
  %16 = getelementptr [3 x float], ptr %4, i64 %15
  %17 = icmp sgt i32 %6, 0
  br i1 %17, label %.lr.ph, label %._crit_edge

.lr.ph:                                           ; preds = %2
  %18 = getelementptr inbounds i8, ptr %0, i64 64
  %19 = getelementptr inbounds i8, ptr %0, i64 80
  %wide.trip.count = zext nneg i32 %6 to i64
  %min.iters.check = icmp ult i32 %6, 8
  br i1 %min.iters.check, label %scalar.ph.preheader, label %vector.memcheck

scalar.ph.preheader:                              ; preds = %middle.block, %vector.memcheck, %.lr.ph
  %indvars.iv.ph = phi i64 [ 0, %vector.memcheck ], [ 0, %.lr.ph ], [ %n.vec, %middle.block ]
  br label %scalar.ph

vector.memcheck:                                  ; preds = %.lr.ph
  %20 = mul nuw nsw i64 %wide.trip.count, 12
  %scevgep = getelementptr i8, ptr %1, i64 %20
  %21 = add nsw i64 %15, %wide.trip.count
  %22 = mul nsw i64 %21, 12
  %scevgep28 = getelementptr i8, ptr %4, i64 %22
  %23 = add nsw i64 %10, %wide.trip.count
  %24 = mul nsw i64 %23, 12
  %scevgep29 = getelementptr i8, ptr %4, i64 %24
  %scevgep30 = getelementptr inbounds i8, ptr %0, i64 84
  %bound0 = icmp ugt ptr %scevgep28, %1
  %bound1 = icmp ult ptr %16, %scevgep
  %found.conflict = and i1 %bound0, %bound1
  %bound031 = icmp ugt ptr %scevgep29, %1
  %bound132 = icmp ult ptr %11, %scevgep
  %found.conflict33 = and i1 %bound031, %bound132
  %conflict.rdx = or i1 %found.conflict, %found.conflict33
  %bound034 = icmp ugt ptr %scevgep30, %1
  %bound135 = icmp ult ptr %18, %scevgep
  %found.conflict36 = and i1 %bound034, %bound135
  %conflict.rdx37 = or i1 %conflict.rdx, %found.conflict36
  br i1 %conflict.rdx37, label %scalar.ph.preheader, label %vector.ph

vector.ph:                                        ; preds = %vector.memcheck
  %n.vec = and i64 %wide.trip.count, 2147483644
  br label %vector.body

vector.body:                                      ; preds = %vector.body, %vector.ph
  %index = phi i64 [ 0, %vector.ph ], [ %index.next, %vector.body ]
  %25 = or disjoint i64 %index, 1
  %26 = or disjoint i64 %index, 2
  %27 = or disjoint i64 %index, 3
  %28 = getelementptr inbounds [3 x float], ptr %11, i64 %index
  %29 = getelementptr inbounds [3 x float], ptr %11, i64 %25
  %30 = getelementptr inbounds [3 x float], ptr %11, i64 %26
  %31 = getelementptr inbounds [3 x float], ptr %11, i64 %27
  %32 = load float, ptr %28, align 4, !tbaa !16, !alias.scope !17
  %33 = load float, ptr %29, align 4, !tbaa !16, !alias.scope !17
  %34 = load float, ptr %30, align 4, !tbaa !16, !alias.scope !17
  %35 = load float, ptr %31, align 4, !tbaa !16, !alias.scope !17
  %36 = insertelement <4 x float> poison, float %32, i64 0
  %37 = insertelement <4 x float> %36, float %33, i64 1
  %38 = insertelement <4 x float> %37, float %34, i64 2
  %39 = insertelement <4 x float> %38, float %35, i64 3
  %40 = load <4 x float>, ptr %18, align 8
  %broadcast.splat = shufflevector <4 x float> %40, <4 x float> poison, <4 x i32> zeroinitializer
  %41 = getelementptr inbounds [3 x float], ptr %16, i64 %index
  %42 = getelementptr inbounds [3 x float], ptr %16, i64 %25
  %43 = getelementptr inbounds [3 x float], ptr %16, i64 %26
  %44 = getelementptr inbounds [3 x float], ptr %16, i64 %27
  %45 = load float, ptr %41, align 4, !tbaa !16, !alias.scope !20
  %46 = load float, ptr %42, align 4, !tbaa !16, !alias.scope !20
  %47 = load float, ptr %43, align 4, !tbaa !16, !alias.scope !20
  %48 = load float, ptr %44, align 4, !tbaa !16, !alias.scope !20
  %49 = insertelement <4 x float> poison, float %45, i64 0
  %50 = insertelement <4 x float> %49, float %46, i64 1
  %51 = insertelement <4 x float> %50, float %47, i64 2
  %52 = insertelement <4 x float> %51, float %48, i64 3
  %53 = fsub <4 x float> %52, %39
  %54 = tail call <4 x float> @llvm.fmuladd.v4f32(<4 x float> %broadcast.splat, <4 x float> %53, <4 x float> %39)
  %55 = load float, ptr %19, align 8, !tbaa !22, !alias.scope !23
  %broadcast.splatinsert38 = insertelement <4 x float> poison, float %55, i64 0
  %broadcast.splat39 = shufflevector <4 x float> %broadcast.splatinsert38, <4 x float> poison, <4 x i32> zeroinitializer
  %56 = fmul <4 x float> %broadcast.splat39, %54
  %57 = getelementptr inbounds i8, ptr %28, i64 4
  %58 = getelementptr inbounds i8, ptr %29, i64 4
  %59 = getelementptr inbounds i8, ptr %30, i64 4
  %60 = getelementptr inbounds i8, ptr %31, i64 4
  %61 = load float, ptr %57, align 4, !tbaa !16, !alias.scope !17
  %62 = load float, ptr %58, align 4, !tbaa !16, !alias.scope !17
  %63 = load float, ptr %59, align 4, !tbaa !16, !alias.scope !17
  %64 = load float, ptr %60, align 4, !tbaa !16, !alias.scope !17
  %65 = insertelement <4 x float> poison, float %61, i64 0
  %66 = insertelement <4 x float> %65, float %62, i64 1
  %67 = insertelement <4 x float> %66, float %63, i64 2
  %68 = insertelement <4 x float> %67, float %64, i64 3
  %69 = load <4 x float>, ptr %18, align 8
  %broadcast.splat41 = shufflevector <4 x float> %69, <4 x float> poison, <4 x i32> zeroinitializer
  %70 = getelementptr inbounds i8, ptr %41, i64 4
  %71 = getelementptr inbounds i8, ptr %42, i64 4
  %72 = getelementptr inbounds i8, ptr %43, i64 4
  %73 = getelementptr inbounds i8, ptr %44, i64 4
  %74 = load float, ptr %70, align 4, !tbaa !16, !alias.scope !20
  %75 = load float, ptr %71, align 4, !tbaa !16, !alias.scope !20
  %76 = load float, ptr %72, align 4, !tbaa !16, !alias.scope !20
  %77 = load float, ptr %73, align 4, !tbaa !16, !alias.scope !20
  %78 = insertelement <4 x float> poison, float %74, i64 0
  %79 = insertelement <4 x float> %78, float %75, i64 1
  %80 = insertelement <4 x float> %79, float %76, i64 2
  %81 = insertelement <4 x float> %80, float %77, i64 3
  %82 = fsub <4 x float> %81, %68
  %83 = tail call <4 x float> @llvm.fmuladd.v4f32(<4 x float> %broadcast.splat41, <4 x float> %82, <4 x float> %68)
  %84 = load float, ptr %19, align 8, !tbaa !22, !alias.scope !23
  %broadcast.splatinsert42 = insertelement <4 x float> poison, float %84, i64 0
  %broadcast.splat43 = shufflevector <4 x float> %broadcast.splatinsert42, <4 x float> poison, <4 x i32> zeroinitializer
  %85 = fmul <4 x float> %broadcast.splat43, %83
  %86 = getelementptr inbounds i8, ptr %28, i64 8
  %87 = getelementptr inbounds i8, ptr %29, i64 8
  %88 = getelementptr inbounds i8, ptr %30, i64 8
  %89 = getelementptr inbounds i8, ptr %31, i64 8
  %90 = load float, ptr %86, align 4, !tbaa !16, !alias.scope !17
  %91 = load float, ptr %87, align 4, !tbaa !16, !alias.scope !17
  %92 = load float, ptr %88, align 4, !tbaa !16, !alias.scope !17
  %93 = load float, ptr %89, align 4, !tbaa !16, !alias.scope !17
  %94 = insertelement <4 x float> poison, float %90, i64 0
  %95 = insertelement <4 x float> %94, float %91, i64 1
  %96 = insertelement <4 x float> %95, float %92, i64 2
  %97 = insertelement <4 x float> %96, float %93, i64 3
  %98 = load <4 x float>, ptr %18, align 8
  %broadcast.splat45 = shufflevector <4 x float> %98, <4 x float> poison, <4 x i32> zeroinitializer
  %99 = getelementptr inbounds i8, ptr %41, i64 8
  %100 = getelementptr inbounds i8, ptr %42, i64 8
  %101 = getelementptr inbounds i8, ptr %43, i64 8
  %102 = getelementptr inbounds i8, ptr %44, i64 8
  %103 = load float, ptr %99, align 4, !tbaa !16, !alias.scope !20
  %104 = load float, ptr %100, align 4, !tbaa !16, !alias.scope !20
  %105 = load float, ptr %101, align 4, !tbaa !16, !alias.scope !20
  %106 = load float, ptr %102, align 4, !tbaa !16, !alias.scope !20
  %107 = insertelement <4 x float> poison, float %103, i64 0
  %108 = insertelement <4 x float> %107, float %104, i64 1
  %109 = insertelement <4 x float> %108, float %105, i64 2
  %110 = insertelement <4 x float> %109, float %106, i64 3
  %111 = fsub <4 x float> %110, %97
  %112 = tail call <4 x float> @llvm.fmuladd.v4f32(<4 x float> %broadcast.splat45, <4 x float> %111, <4 x float> %97)
  %113 = load float, ptr %19, align 8, !tbaa !22, !alias.scope !23
  %broadcast.splatinsert46 = insertelement <4 x float> poison, float %113, i64 0
  %broadcast.splat47 = shufflevector <4 x float> %broadcast.splatinsert46, <4 x float> poison, <4 x i32> zeroinitializer
  %114 = fmul <4 x float> %broadcast.splat47, %112
  %115 = getelementptr inbounds [3 x float], ptr %1, i64 %index
  %116 = shufflevector <4 x float> %56, <4 x float> %85, <8 x i32> <i32 0, i32 1, i32 2, i32 3, i32 4, i32 5, i32 6, i32 7>
  %117 = shufflevector <4 x float> %114, <4 x float> poison, <8 x i32> <i32 0, i32 1, i32 2, i32 3, i32 poison, i32 poison, i32 poison, i32 poison>
  %interleaved.vec = shufflevector <8 x float> %116, <8 x float> %117, <12 x i32> <i32 0, i32 4, i32 8, i32 1, i32 5, i32 9, i32 2, i32 6, i32 10, i32 3, i32 7, i32 11>
  store <12 x float> %interleaved.vec, ptr %115, align 4, !tbaa !16
  %index.next = add nuw i64 %index, 4
  %118 = icmp eq i64 %index.next, %n.vec
  br i1 %118, label %middle.block, label %vector.body, !llvm.loop !25

middle.block:                                     ; preds = %vector.body
  %cmp.n = icmp eq i64 %n.vec, %wide.trip.count
  br i1 %cmp.n, label %._crit_edge, label %scalar.ph.preheader

._crit_edge:                                      ; preds = %scalar.ph, %middle.block, %2
  ret void

scalar.ph:                                        ; preds = %scalar.ph.preheader, %scalar.ph
  %indvars.iv = phi i64 [ %indvars.iv.next, %scalar.ph ], [ %indvars.iv.ph, %scalar.ph.preheader ]
  %119 = getelementptr inbounds [3 x float], ptr %11, i64 %indvars.iv
  %120 = load float, ptr %119, align 4, !tbaa !16
  %121 = load float, ptr %18, align 8, !tbaa !29
  %122 = getelementptr inbounds [3 x float], ptr %16, i64 %indvars.iv
  %123 = load float, ptr %122, align 4, !tbaa !16
  %124 = fsub float %123, %120
  %125 = tail call float @llvm.fmuladd.f32(float %121, float %124, float %120)
  %126 = load float, ptr %19, align 8, !tbaa !22
  %127 = fmul float %126, %125
  %128 = getelementptr inbounds [3 x float], ptr %1, i64 %indvars.iv
  store float %127, ptr %128, align 4, !tbaa !16
  %129 = getelementptr inbounds i8, ptr %119, i64 4
  %130 = load float, ptr %129, align 4, !tbaa !16
  %131 = load float, ptr %18, align 8, !tbaa !29
  %132 = getelementptr inbounds i8, ptr %122, i64 4
  %133 = load float, ptr %132, align 4, !tbaa !16
  %134 = fsub float %133, %130
  %135 = tail call float @llvm.fmuladd.f32(float %131, float %134, float %130)
  %136 = load float, ptr %19, align 8, !tbaa !22
  %137 = fmul float %136, %135
  %138 = getelementptr inbounds i8, ptr %128, i64 4
  store float %137, ptr %138, align 4, !tbaa !16
  %139 = getelementptr inbounds i8, ptr %119, i64 8
  %140 = load float, ptr %139, align 4, !tbaa !16
  %141 = load float, ptr %18, align 8, !tbaa !29
  %142 = getelementptr inbounds i8, ptr %122, i64 8
  %143 = load float, ptr %142, align 4, !tbaa !16
  %144 = fsub float %143, %140
  %145 = tail call float @llvm.fmuladd.f32(float %141, float %144, float %140)
  %146 = load float, ptr %19, align 8, !tbaa !22
  %147 = fmul float %146, %145
  %148 = getelementptr inbounds i8, ptr %128, i64 8
  store float %147, ptr %148, align 4, !tbaa !16
  %indvars.iv.next = add nuw nsw i64 %indvars.iv, 1
  %exitcond.not = icmp eq i64 %indvars.iv.next, %wide.trip.count
  br i1 %exitcond.not, label %._crit_edge, label %scalar.ph, !llvm.loop !30
}

; Function Attrs: nocallback nofree nosync nounwind speculatable willreturn memory(none)
declare <4 x float> @llvm.fmuladd.v4f32(<4 x float>, <4 x float>, <4 x float>) #2

attributes #0 = { mustprogress nocallback nofree nosync nounwind speculatable willreturn memory(none) }
attributes #1 = { mustprogress nofree norecurse nosync nounwind memory(read, argmem: readwrite, inaccessiblemem: none) uwtable "min-legal-vector-width"="0" "no-trapping-math"="true" "stack-protector-buffer-size"="8" "target-cpu"="x86-64" "target-features"="+cmov,+cx8,+fxsr,+mmx,+sse,+sse2,+x87" "tune-cpu"="generic" }
attributes #2 = { nocallback nofree nosync nounwind speculatable willreturn memory(none) }

!llvm.module.flags = !{!0, !1, !2, !3}
!llvm.ident = !{!4}

!0 = !{i32 1, !"wchar_size", i32 4}
!1 = !{i32 8, !"PIC Level", i32 2}
!2 = !{i32 7, !"PIE Level", i32 2}
!3 = !{i32 7, !"uwtable", i32 2}
!4 = !{!"clang version 19.1.0 (git@github.com:llvm/llvm-project.git a4bf6cd7cfb1a1421ba92bca9d017b49936c55e4)"}
!5 = !{!6, !10, i64 16}
!6 = !{!"_ZTS9CMD2Model", !7, i64 0, !7, i64 4, !7, i64 8, !10, i64 16, !10, i64 24, !10, i64 32, !7, i64 40, !11, i64 44, !12, i64 80}
!7 = !{!"int", !8, i64 0}
!8 = !{!"omnipotent char", !9, i64 0}
!9 = !{!"Simple C++ TBAA"}
!10 = !{!"any pointer", !8, i64 0}
!11 = !{!"_ZTS11animState_t", !7, i64 0, !7, i64 4, !7, i64 8, !12, i64 12, !12, i64 16, !12, i64 20, !7, i64 24, !7, i64 28, !7, i64 32}
!12 = !{!"float", !8, i64 0}
!13 = !{!6, !7, i64 4}
!14 = !{!6, !7, i64 72}
!15 = !{!6, !7, i64 76}
!16 = !{!12, !12, i64 0}
!17 = !{!18}
!18 = distinct !{!18, !19}
!19 = distinct !{!19, !"LVerDomain"}
!20 = !{!21}
!21 = distinct !{!21, !19}
!22 = !{!6, !12, i64 80}
!23 = !{!24}
!24 = distinct !{!24, !19}
!25 = distinct !{!25, !26, !27, !28}
!26 = !{!"llvm.loop.mustprogress"}
!27 = !{!"llvm.loop.isvectorized", i32 1}
!28 = !{!"llvm.loop.unroll.runtime.disable"}
!29 = !{!6, !12, i64 64}
!30 = distinct !{!30, !26, !27}


; Effective O3 passes: EarlyCSEPass,GlobalOptPass,IndVarSimplifyPass,InferAlignmentPass,InferFunctionAttrsPass,InstCombinePass,JumpThreadingPass,LICMPass,LoopLoadEliminationPass,LoopRotatePass,LoopSimplifyPass,LoopUnrollPass,LoopVectorizePass,PostOrderFunctionAttrsPass,ReassociatePass,SROAPass,SimplifyCFGPass,TailCallElimPass,VectorCombinePass