llvm/lib/VMCore/ValueSymbolTable.cpp
2006-11-17 08:03:48 +00:00

166 lines
4.9 KiB
C++

//===-- ValueSymbolTable.cpp - Implement the ValueSymbolTable class -------===//
//
// The LLVM Compiler Infrastructure
//
// This file was developed by the LLVM research group. It 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.
//
//===----------------------------------------------------------------------===//
#include "llvm/GlobalValue.h"
#include "llvm/Type.h"
#include "llvm/ValueSymbolTable.h"
#include "llvm/ADT/StringExtras.h"
#include "llvm/Support/Debug.h"
#include <algorithm>
using namespace llvm;
#define DEBUG_SYMBOL_TABLE 0
#define DEBUG_ABSTYPE 0
// Class destructor
ValueSymbolTable::~ValueSymbolTable() {
#ifndef NDEBUG // Only do this in -g mode...
bool LeftoverValues = true;
for (iterator VI = vmap.begin(), VE = vmap.end(); VI != VE; ++VI)
if (!isa<Constant>(VI->second) ) {
DOUT << "Value still in symbol table! Type = '"
<< VI->second->getType()->getDescription() << "' Name = '"
<< VI->first << "'\n";
LeftoverValues = false;
}
assert(LeftoverValues && "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;
const_iterator End = vmap.end();
// See if the name exists
while (vmap.find(TryName) != End) // Loop until we find a free
TryName = BaseName + utostr(++LastUnique); // name in the symbol table
return TryName;
}
// lookup a value - Returns null on failure...
//
Value *ValueSymbolTable::lookup(const std::string &Name) const {
const_iterator VI = vmap.find(Name);
if (VI != vmap.end()) // We found the symbol
return const_cast<Value*>(VI->second);
return 0;
}
// Strip the symbol table of its names.
//
bool ValueSymbolTable::strip() {
bool RemovedSymbol = false;
for (iterator VI = vmap.begin(), VE = vmap.end(); VI != VE; ) {
Value *V = VI->second;
++VI;
if (!isa<GlobalValue>(V) || cast<GlobalValue>(V)->hasInternalLinkage()) {
// Set name to "", removing from symbol table!
V->setName("");
RemovedSymbol = true;
}
}
return RemovedSymbol;
}
// Insert a value into the symbol table with the specified name...
//
void ValueSymbolTable::insert(Value* V) {
assert(V && "Can't insert null Value into symbol table!");
assert(V->hasName() && "Can't insert nameless Value into symbol table");
// Check to see if there is a naming conflict. If so, rename this type!
std::string UniqueName = getUniqueName(V->getName());
#if DEBUG_SYMBOL_TABLE
dump();
DOUT << " Inserting value: " << UniqueName << ": " << V->dump() << "\n";
#endif
// Insert the vmap entry
vmap.insert(make_pair(UniqueName, V));
}
// Remove a value
bool ValueSymbolTable::erase(Value *V) {
assert(V->hasName() && "Value doesn't have name!");
iterator Entry = vmap.find(V->getName());
if (Entry == vmap.end())
return false;
#if DEBUG_SYMBOL_TABLE
dump();
DOUT << " Removing Value: " << Entry->second->getName() << "\n";
#endif
// Remove the value from the plane...
vmap.erase(Entry);
return true;
}
// rename - Given a value with a non-empty name, remove its existing entry
// from the symbol table and insert a new one for Name. This is equivalent to
// doing "remove(V), V->Name = Name, insert(V)",
//
bool ValueSymbolTable::rename(Value *V, const std::string &name) {
assert(V && "Can't rename a null Value");
assert(V->hasName() && "Can't rename a nameless Value");
assert(!V->getName().empty() && "Can't rename an Value with null name");
assert(V->getName() != name && "Can't rename a Value with same name");
assert(!name.empty() && "Can't rename a named Value with a null name");
// Find the name
iterator VI = vmap.find(V->getName());
// If we didn't find it, we're done
if (VI == vmap.end())
return false;
// Remove the old entry.
vmap.erase(VI);
// See if we can insert the new name.
VI = vmap.lower_bound(name);
// Is there a naming conflict?
if (VI != vmap.end() && VI->first == name) {
V->Name = getUniqueName( name);
vmap.insert(make_pair(V->Name, V));
} else {
V->Name = name;
vmap.insert(VI, make_pair(name, V));
}
return true;
}
// DumpVal - a std::for_each function for dumping a value
//
static void DumpVal(const std::pair<const std::string, Value *> &V) {
DOUT << " '" << V.first << "' = ";
V.second->dump();
DOUT << "\n";
}
// dump - print out the symbol table
//
void ValueSymbolTable::dump() const {
DOUT << "ValueSymbolTable:\n";
for_each(vmap.begin(), vmap.end(), DumpVal);
}