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Implementation of SlotTable went into header file. Note that this header
is currently not being used but is retained because it will be the basis for a clean up of the SlotCalculator class. llvm-svn: 14612
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//===-- SlotTable.cpp - Abstract data type for slot numbers ---------------===//
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//
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// The LLVM Compiler Infrastructure
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//
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// This file was developed by the LLVM research group and is distributed under
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// the University of Illinois Open Source License. See LICENSE.TXT for details.
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//
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//===----------------------------------------------------------------------===//
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//
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// This file implements an abstract data type for keeping track of slot numbers
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// for bytecode and assembly writing or any other purpose.
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//
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//===----------------------------------------------------------------------===//
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#include "SlotTable.h"
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#include "llvm/Constants.h"
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#include "llvm/Type.h"
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#include "llvm/GlobalValue.h"
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using namespace llvm;
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//===----------------------------------------------------------------------===//
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// SlotTable Implementation
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//===----------------------------------------------------------------------===//
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SlotTable::SlotTable( bool dont_insert_primitives ) {
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if ( ! dont_insert_primitives )
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this->insertPrimitives();
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}
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// empty - determine if the slot table is completely empty.
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bool SlotTable::empty() const {
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return vTable.empty() && vMap.empty() && tPlane.empty() && tMap.empty();
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}
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// getSlot - get the slot number associated with value Val
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SlotTable::SlotNum SlotTable::getSlot(const Value* Val) const {
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ValueMap::const_iterator I = vMap.find( Val );
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if ( I != vMap.end() )
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return I->second;
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// Do not number ConstantPointerRef's at all. They are an abomination.
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if (const ConstantPointerRef *CPR = dyn_cast<ConstantPointerRef>(Val))
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return this->getSlot(CPR->getValue());
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return BAD_SLOT;
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}
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// getSlot - get the slot number associated with type Typ
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SlotTable::SlotNum SlotTable::getSlot(const Type* Typ) const {
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TypeMap::const_iterator I = tMap.find( Typ );
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if ( I != tMap.end() )
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return I->second;
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return BAD_SLOT;
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}
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// clear - completely clear the slot table of all entries
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void SlotTable::clear() {
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vTable.clear();
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vMap.clear();
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tPlane.clear();
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tMap.clear();
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}
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// resize - make sure there's enough room for specific number of planes
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void SlotTable::resize( size_t new_size ) {
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vTable.resize( new_size );
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}
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// insert - insert a Value into a specific plane
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SlotTable::SlotNum SlotTable::insert( const Value* Val, PlaneNum plane ) {
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if ( vTable.size() <= plane ) // Make sure we have the type plane allocated
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vTable.resize(plane+1, ValuePlane());
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// Insert node into table and map
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SlotNum DestSlot = vMap[Val] = vTable[plane].size();
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vTable[plane].push_back(Val);
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return DestSlot;
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}
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// insert - insert a type
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SlotTable::SlotNum SlotTable::insert( const Type* Typ ) {
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// Insert node into table and map making sure that
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// the same type isn't inserted twice.
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assert(tMap.find(Typ) == tMap.end() && "Can't insert a Type multiple times");
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SlotNum DestSlot = tMap[Typ] = tPlane.size();
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tPlane.push_back(Typ);
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return DestSlot;
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}
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// remove - remove a value from the slot table
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SlotTable::SlotNum SlotTable::remove( const Value* Val, PlaneNum plane ) {
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// FIXME: not implemented - not sure we need it
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return BAD_SLOT;
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}
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// remove - remove a type from the slot table
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SlotTable::SlotNum SlotTable::remove( const Type* Typ ) {
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// FIXME: not implemented - not sure we need it
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return BAD_SLOT;
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}
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// insertPrimitives - insert the primitive types for initialization
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// Make sure that all of the primitive types are in the table
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// and that their Primitive ID is equal to their slot #
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void SlotTable::insertPrimitives() {
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for (PlaneNum plane = 0; plane < Type::FirstDerivedTyID; ++plane) {
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const Type* Ty = Type::getPrimitiveType((Type::TypeID) plane);
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assert(Ty && "Couldn't get primitive type id");
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SlotNum slot = this->insert(Ty);
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assert(slot == plane && "Type slot didn't match plane number");
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}
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}
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// vim: sw=2
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