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; CHECK-NEXT: [[BROADCAST_SPLATINSERT2:%.*]] = insertelement <vscale x 2 x ptr> poison, ptr [[P0:%.*]], i64 0
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; CHECK-NEXT: [[BROADCAST_SPLAT1:%.*]] = shufflevector <vscale x 2 x ptr> [[BROADCAST_SPLATINSERT2]], <vscale x 2 x ptr> poison, <vscale x 2 x i32> zeroinitializer
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; CHECK-NEXT: [[TMP1:%.*]] = call <vscale x 2 x i64> @llvm.stepvector.nxv2i64()
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; CHECK-NEXT: [[TMP2:%.*]] = mul <vscale x 2 x i64> [[TMP1]], splat (i64 1)
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; CHECK-NEXT: [[INDUCTION:%.*]] = add <vscale x 2 x i64> zeroinitializer, [[TMP2]]
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; CHECK-NEXT: br label [[VECTOR_BODY:%.*]]
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; CHECK: vector.body:
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; CHECK-NEXT: [[VEC_IND:%.*]] = phi <vscale x 2 x i64> [ [[INDUCTION]], [[VECTOR_PH]] ], [ [[VEC_IND_NEXT:%.*]], [[VECTOR_BODY]] ]
; CHECK-NEXT: [[TMP4:%.*]] = zext i32 [[TMP3]] to i64
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; CHECK-NEXT: [[BROADCAST_SPLATINSERT:%.*]] = insertelement <vscale x 2 x i64> poison, i64 [[TMP4]], i64 0
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; CHECK-NEXT: [[BROADCAST_SPLAT:%.*]] = shufflevector <vscale x 2 x i64> [[BROADCAST_SPLATINSERT]], <vscale x 2 x i64> poison, <vscale x 2 x i32> zeroinitializer
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; CHECK-NEXT: [[TMP5:%.*]] = getelementptr i32, ptr [[P1:%.*]], <vscale x 2 x i64> [[VEC_IND]]
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; CHECK-NEXT: call void @llvm.vp.scatter.nxv2p0.nxv2p0(<vscale x 2 x ptr> [[BROADCAST_SPLAT1]], <vscale x 2 x ptr> align 8 [[TMP5]], <vscale x 2 x i1> splat (i1 true), i32 [[TMP3]])
; CHECK-NEXT: [[BROADCAST_SPLATINSERT1:%.*]] = insertelement <vscale x 2 x i64> poison, i64 [[TMP6]], i64 0
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; CHECK-NEXT: [[BROADCAST_SPLAT2:%.*]] = shufflevector <vscale x 2 x i64> [[BROADCAST_SPLATINSERT1]], <vscale x 2 x i64> poison, <vscale x 2 x i32> zeroinitializer
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; CHECK-NEXT: [[TMP7:%.*]] = getelementptr i8, ptr [[P3:%.*]], <vscale x 2 x i64> [[BROADCAST_SPLAT2]]
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; CHECK-NEXT: call void @llvm.vp.scatter.nxv2i32.nxv2p0(<vscale x 2 x i32> zeroinitializer, <vscale x 2 x ptr> align 4 [[TMP7]], <vscale x 2 x i1> splat (i1 true), i32 [[TMP3]])
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; CHECK-NEXT: call void @llvm.vp.scatter.nxv2i32.nxv2p0(<vscale x 2 x i32> zeroinitializer, <vscale x 2 x ptr> align 4 [[TMP7]], <vscale x 2 x i1> splat (i1 true), i32 [[TMP3]])
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; CHECK-NEXT: call void @llvm.vp.scatter.nxv2i8.nxv2p0(<vscale x 2 x i8> zeroinitializer, <vscale x 2 x ptr> align 1 [[TMP7]], <vscale x 2 x i1> splat (i1 true), i32 [[TMP3]])
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; CHECK-NEXT: [[TMP8:%.*]] = zext i32 [[TMP3]] to i64
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; CHECK-NEXT: [[AVL_NEXT]] = sub nuw i64 [[AVL]], [[TMP8]]
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; CHECK-NEXT: [[VEC_IND_NEXT]] = add <vscale x 2 x i64> [[VEC_IND]], [[BROADCAST_SPLAT]]
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