// MIR for `main` after ConstProp fn main() -> () { let mut _0: (); // return place in scope 0 at $DIR/const_allocation3.rs:+0:11: +0:11 let _1: &Packed; // in scope 0 at $DIR/const_allocation3.rs:+1:5: +1:8 let mut _2: &&Packed; // in scope 0 at $DIR/const_allocation3.rs:+1:5: +1:8 bb0: { StorageLive(_1); // scope 0 at $DIR/const_allocation3.rs:+1:5: +1:8 StorageLive(_2); // scope 0 at $DIR/const_allocation3.rs:+1:5: +1:8 _2 = const {alloc1: &&Packed}; // scope 0 at $DIR/const_allocation3.rs:+1:5: +1:8 // mir::Constant // + span: $DIR/const_allocation3.rs:6:5: 6:8 // + literal: Const { ty: &&Packed, val: Value(Scalar(alloc1)) } _1 = (*_2); // scope 0 at $DIR/const_allocation3.rs:+1:5: +1:8 StorageDead(_2); // scope 0 at $DIR/const_allocation3.rs:+1:8: +1:9 StorageDead(_1); // scope 0 at $DIR/const_allocation3.rs:+1:8: +1:9 _0 = const (); // scope 0 at $DIR/const_allocation3.rs:+0:11: +2:2 return; // scope 0 at $DIR/const_allocation3.rs:+2:2: +2:2 } } alloc1 (static: FOO, size: 8, align: 8) { ╾───────alloc11───────╼ │ ╾──────╼ } alloc11 (size: 180, align: 1) { 0x00 │ ab ab ab ab ab ab ab ab ab ab ab ab ab ab ab ab │ ................ 0x10 │ ab ab ab ab ab ab ab ab ab ab ab ab ╾──alloc6── │ ............╾─── 0x20 │ ──────────╼ 01 ef cd ab 00 00 00 00 00 00 00 00 │ ───╼............ 0x30 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0x40 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0x50 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0x60 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0x70 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0x80 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ╾──── │ ..............╾─ 0x90 │ ─────alloc8─────╼ 00 00 ╾─────alloc9+0x63─────╼ │ ─────╼..╾──────╼ 0xa0 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0xb0 │ 00 00 00 00 │ .... } alloc6 (size: 4, align: 4) { 2a 00 00 00 │ *... } alloc8 (fn: main) alloc9 (size: 100, align: 1) { 0x00 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0x10 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0x20 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0x30 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0x40 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0x50 │ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 │ ................ 0x60 │ 00 00 00 00 │ .... }