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Add the CompactionTableIsEmpty function so that we can determine if a
CompactionTable really needs to be emitted. This is not a straight forward computation, hence the need for a member function here. llvm-svn: 16062
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@ -622,6 +622,32 @@ void SlotCalculator::pruneCompactionTable() {
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}
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}
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/// Determine if the compaction table is actually empty. Because the
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/// compaction table always includes the primitive type planes, we
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/// can't just check getCompactionTable().size() because it will never
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/// be zero. Furthermore, the ModuleLevel factors into whether a given
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/// plane is empty or not. This function does the necessary computation
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/// to determine if its actually empty.
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bool SlotCalculator::CompactionTableIsEmpty() const {
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// Check a degenerate case, just in case.
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if (CompactionTable.size() == 0) return true;
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// Check each plane
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for (unsigned i = 0, e = CompactionTable.size(); i < e; ++i) {
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// If the plane is not empty
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if (!CompactionTable[i].empty()) {
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// If the module level is non-zero then at least the
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// first element of the plane is valid and therefore not empty.
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unsigned End = getModuleLevel(i);
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if (End != 0)
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return false;
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}
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}
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// All the compaction table planes are empty so the table is
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// considered empty too.
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return true;
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}
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int SlotCalculator::getSlot(const Value *V) const {
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// If there is a CompactionTable active...
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if (!CompactionNodeMap.empty()) {
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@ -138,6 +138,9 @@ public:
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const TypeList& getCompactionTypes() const { return CompactionTypes; }
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/// @brief Determine if the compaction table (not types) is empty
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bool CompactionTableIsEmpty() const;
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private:
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// getOrCreateSlot - Values can be crammed into here at will... if
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// they haven't been inserted already, they get inserted, otherwise
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