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eb7116bb08
First step in refactoring the SymbolTable is to split it into two classes, one for a symbol table of types and one for a symbol table of Values. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@25175 91177308-0d34-0410-b5e6-96231b3b80d8
168 lines
4.9 KiB
C++
168 lines
4.9 KiB
C++
//===-- ValueSymbolTable.cpp - Implement the ValueSymbolTable class -------===//
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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 revised by Reid
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// Spencer. It is distributed under the University of Illinois Open Source
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// 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 the ValueSymbolTable class for the VMCore library.
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//
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//===----------------------------------------------------------------------===//
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#include "llvm/GlobalValue.h"
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#include "llvm/Type.h"
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#include "llvm/ValueSymbolTable.h"
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#include "llvm/ADT/StringExtras.h"
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#include <algorithm>
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#include <iostream>
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using namespace llvm;
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#define DEBUG_SYMBOL_TABLE 0
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#define DEBUG_ABSTYPE 0
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// Class destructor
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ValueSymbolTable::~ValueSymbolTable() {
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#ifndef NDEBUG // Only do this in -g mode...
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bool LeftoverValues = true;
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for (iterator VI = vmap.begin(), VE = vmap.end(); VI != VE; ++VI)
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if (!isa<Constant>(VI->second) ) {
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std::cerr << "Value still in symbol table! Type = '"
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<< VI->second->getType()->getDescription() << "' Name = '"
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<< VI->first << "'\n";
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LeftoverValues = false;
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}
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assert(LeftoverValues && "Values remain in symbol table!");
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#endif
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}
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// getUniqueName - Given a base name, return a string that is either equal to
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// it (or derived from it) that does not already occur in the symbol table for
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// the specified type.
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//
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std::string ValueSymbolTable::getUniqueName(const std::string &BaseName) const {
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std::string TryName = BaseName;
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const_iterator End = vmap.end();
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// See if the name exists
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while (vmap.find(TryName) != End) // Loop until we find a free
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TryName = BaseName + utostr(++LastUnique); // name in the symbol table
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return TryName;
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}
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// lookup a value - Returns null on failure...
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//
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Value *ValueSymbolTable::lookup(const std::string &Name) const {
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const_iterator VI = vmap.find(Name);
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if (VI != vmap.end()) // We found the symbol
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return const_cast<Value*>(VI->second);
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return 0;
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}
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// Strip the symbol table of its names.
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//
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bool ValueSymbolTable::strip() {
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bool RemovedSymbol = false;
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for (iterator VI = vmap.begin(), VE = vmap.end(); VI != VE; ) {
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Value *V = VI->second;
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++VI;
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if (!isa<GlobalValue>(V) || cast<GlobalValue>(V)->hasInternalLinkage()) {
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// Set name to "", removing from symbol table!
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V->setName("");
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RemovedSymbol = true;
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}
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}
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return RemovedSymbol;
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}
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// Insert a value into the symbol table with the specified name...
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//
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void ValueSymbolTable::insert(Value* V) {
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assert(V && "Can't insert null Value into symbol table!");
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assert(V->hasName() && "Can't insert nameless Value into symbol table");
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// Check to see if there is a naming conflict. If so, rename this type!
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std::string UniqueName = getUniqueName(V->getName());
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#if DEBUG_SYMBOL_TABLE
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dump();
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std::cerr << " Inserting value: " << UniqueName << ": " << V->dump() << "\n";
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#endif
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// Insert the vmap entry
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vmap.insert(make_pair(UniqueName, V));
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}
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// Remove a value
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bool ValueSymbolTable::erase(Value *V) {
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assert(V->hasName() && "Value doesn't have name!");
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iterator Entry = vmap.find(V->getName());
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if (Entry == vmap.end())
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return false;
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#if DEBUG_SYMBOL_TABLE
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dump();
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std::cerr << " Removing Value: " << Entry->second->getName() << "\n";
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#endif
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// Remove the value from the plane...
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vmap.erase(Entry);
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return true;
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}
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// rename - Given a value with a non-empty name, remove its existing entry
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// from the symbol table and insert a new one for Name. This is equivalent to
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// doing "remove(V), V->Name = Name, insert(V)",
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//
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bool ValueSymbolTable::rename(Value *V, const std::string &name) {
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assert(V && "Can't rename a null Value");
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assert(V->hasName() && "Can't rename a nameless Value");
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assert(!V->getName().empty() && "Can't rename an Value with null name");
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assert(V->getName() != name && "Can't rename a Value with same name");
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assert(!name.empty() && "Can't rename a named Value with a null name");
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// Find the name
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iterator VI = vmap.find(V->getName());
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// If we didn't find it, we're done
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if (VI == vmap.end())
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return false;
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// Remove the old entry.
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vmap.erase(VI);
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// See if we can insert the new name.
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VI = vmap.lower_bound(name);
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// Is there a naming conflict?
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if (VI != vmap.end() && VI->first == name) {
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V->Name = getUniqueName( name);
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vmap.insert(make_pair(V->Name, V));
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} else {
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V->Name = name;
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vmap.insert(VI, make_pair(name, V));
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}
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return true;
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}
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// DumpVal - a std::for_each function for dumping a value
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//
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static void DumpVal(const std::pair<const std::string, Value *> &V) {
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std::cerr << " '" << V.first << "' = ";
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V.second->dump();
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std::cerr << "\n";
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}
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// dump - print out the symbol table
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//
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void ValueSymbolTable::dump() const {
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std::cerr << "ValueSymbolTable:\n";
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for_each(vmap.begin(), vmap.end(), DumpVal);
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}
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