llvm-mirror/lib/VMCore/ValueSymbolTable.cpp

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//===-- ValueSymbolTable.cpp - Implement the ValueSymbolTable class -------===//
//
// The LLVM Compiler Infrastructure
//
// This file is distributed under the University of Illinois Open Source
// License. See LICENSE.TXT for details.
//
//===----------------------------------------------------------------------===//
//
// This file implements the ValueSymbolTable class for the VMCore library.
//
//===----------------------------------------------------------------------===//
#define DEBUG_TYPE "valuesymtab"
#include "llvm/GlobalValue.h"
#include "llvm/Type.h"
#include "llvm/ValueSymbolTable.h"
#include "llvm/ADT/StringExtras.h"
#include "llvm/Support/Debug.h"
using namespace llvm;
// Class destructor
ValueSymbolTable::~ValueSymbolTable() {
#ifndef NDEBUG // Only do this in -g mode...
for (iterator VI = vmap.begin(), VE = vmap.end(); VI != VE; ++VI)
cerr << "Value still in symbol table! Type = '"
<< VI->getValue()->getType()->getDescription() << "' Name = '"
<< VI->getKeyData() << "'\n";
assert(vmap.empty() && "Values remain in symbol table!");
#endif
}
// getUniqueName - Given a base name, return a string that is either equal to
// it (or derived from it) that does not already occur in the symbol table for
// the specified type.
//
std::string ValueSymbolTable::getUniqueName(const std::string &BaseName) const {
std::string TryName = BaseName;
// See if the name exists
while (vmap.find(&TryName[0], &TryName[TryName.size()]) != vmap.end())
// Loop until we find a free name in the symbol table.
TryName = BaseName + utostr(++LastUnique);
return TryName;
}
// lookup a value - Returns null on failure...
//
Value *ValueSymbolTable::lookup(const std::string &Name) const {
const_iterator VI = vmap.find(&Name[0], &Name[Name.size()]);
if (VI != vmap.end()) // We found the symbol
return VI->getValue();
return 0;
}
// Insert a value into the symbol table with the specified name...
//
void ValueSymbolTable::reinsertValue(Value* V) {
assert(V->hasName() && "Can't insert nameless Value into symbol table");
// Try inserting the name, assuming it won't conflict.
if (vmap.insert(V->Name)) {
//DOUT << " Inserted value: " << V->Name << ": " << *V << "\n";
return;
}
// FIXME: this could be much more efficient.
// Otherwise, there is a naming conflict. Rename this value.
std::string UniqueName = V->getName();
V->Name->Destroy();
unsigned BaseSize = UniqueName.size();
while (1) {
// Trim any suffix off.
UniqueName.resize(BaseSize);
UniqueName += utostr(++LastUnique);
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// Try insert the vmap entry with this suffix.
ValueName &NewName = vmap.GetOrCreateValue(&UniqueName[0],
&UniqueName[UniqueName.size()]);
if (NewName.getValue() == 0) {
// Newly inserted name. Success!
NewName.setValue(V);
V->Name = &NewName;
//DEBUG(DOUT << " Inserted value: " << UniqueName << ": " << *V << "\n");
return;
}
}
}
void ValueSymbolTable::removeValueName(ValueName *V) {
//DEBUG(DOUT << " Removing Value: " << V->getKeyData() << "\n");
// Remove the value from the plane.
vmap.remove(V);
}
/// createValueName - This method attempts to create a value name and insert
/// it into the symbol table with the specified name. If it conflicts, it
/// auto-renames the name and returns that instead.
ValueName *ValueSymbolTable::createValueName(const char *NameStart,
unsigned NameLen, Value *V) {
ValueName &Entry = vmap.GetOrCreateValue(NameStart, NameStart+NameLen);
if (Entry.getValue() == 0) {
Entry.setValue(V);
//DEBUG(DOUT << " Inserted value: " << Entry.getKeyData() << ": "
// << *V << "\n");
return &Entry;
}
// FIXME: this could be much more efficient.
// Otherwise, there is a naming conflict. Rename this value.
std::string UniqueName(NameStart, NameStart+NameLen);
while (1) {
// Trim any suffix off.
UniqueName.resize(NameLen);
UniqueName += utostr(++LastUnique);
// Try insert the vmap entry with this suffix.
ValueName &NewName = vmap.GetOrCreateValue(&UniqueName[0],
&UniqueName[UniqueName.size()]);
if (NewName.getValue() == 0) {
// Newly inserted name. Success!
NewName.setValue(V);
//DEBUG(DOUT << " Inserted value: " << UniqueName << ": " << *V << "\n");
return &NewName;
}
}
}
// dump - print out the symbol table
//
void ValueSymbolTable::dump() const {
//DOUT << "ValueSymbolTable:\n";
for (const_iterator I = begin(), E = end(); I != E; ++I) {
//DOUT << " '" << I->getKeyData() << "' = ";
I->getValue()->dump();
//DOUT << "\n";
}
}