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	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
		
			
				
	
	
		
			139 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//===-- llvm/ValueSymbolTable.h - Implement a Value Symtab ------*- C++ -*-===//
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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 Reid Spencer based on the original SymbolTable.h
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// written by the LLVM research group and re-written by Reid Spencer.
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// It is distributed under the University of Illinois Open Source License. 
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// 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 name/Value symbol table for LLVM.
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//
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//===----------------------------------------------------------------------===//
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#ifndef LLVM_VALUE_SYMBOL_TABLE_H
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#define LLVM_VALUE_SYMBOL_TABLE_H
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#include "llvm/Value.h"
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#include <map>
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namespace llvm {
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/// This class provides a symbol table of name/value pairs. It is essentially
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/// a std::map<std::string,Value*> but has a controlled interface provided by
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/// LLVM as well as ensuring uniqueness of names.
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///
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class ValueSymbolTable {
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/// @name Types
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/// @{
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public:
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  /// @brief A mapping of names to values.
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  typedef std::map<const std::string, Value *> ValueMap;
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  /// @brief An iterator over a ValueMap.
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  typedef ValueMap::iterator iterator;
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  /// @brief A const_iterator over a ValueMap.
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  typedef ValueMap::const_iterator const_iterator;
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/// @}
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/// @name Constructors
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/// @{
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public:
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  ValueSymbolTable() : LastUnique(0) {}
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  ~ValueSymbolTable();
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/// @}
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/// @name Accessors
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/// @{
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public:
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  /// This method finds the value with the given \p name in the
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  /// the symbol table. 
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  /// @returns the value associated with the \p name
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  /// @brief Lookup a named Value.
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  Value *lookup(const std::string &name) const;
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  /// @returns true iff the symbol table is empty
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  /// @brief Determine if the symbol table is empty
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  inline bool empty() const { return vmap.empty(); }
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  /// @brief The number of name/type pairs is returned.
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  inline unsigned size() const { return unsigned(vmap.size()); }
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  /// Given a base name, return a string that is either equal to it or
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  /// derived from it that does not already occur in the symbol table
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  /// for the specified type.
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  /// @brief Get a name unique to this symbol table
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  std::string getUniqueName(const std::string &BaseName) const;
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  /// This function can be used from the debugger to display the
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  /// content of the symbol table while debugging.
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  /// @brief Print out symbol table on stderr
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  void dump() const;
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/// @}
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/// @name Iteration
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/// @{
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public:
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  /// @brief Get an iterator that from the beginning of the symbol table.
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  inline iterator begin() { return vmap.begin(); }
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  /// @brief Get a const_iterator that from the beginning of the symbol table.
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  inline const_iterator begin() const { return vmap.begin(); }
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  /// @brief Get an iterator to the end of the symbol table.
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  inline iterator end() { return vmap.end(); }
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  /// @brief Get a const_iterator to the end of the symbol table.
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  inline const_iterator end() const { return vmap.end(); }
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/// @}
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/// @name Mutators
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/// @{
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public:
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  /// This method will strip the symbol table of its names.
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  /// @brief Strip the symbol table.
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  bool strip();
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  /// This method adds the provided value \p N to the symbol table.  The Value
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  /// must have a name which is used to place the value in the symbol table. 
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  /// @brief Add a named value to the symbol table
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  void insert(Value *Val);
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  /// This method removes a value from the symbol table. The name of the
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  /// Value is extracted from \p Val and used to lookup the Value in the
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  /// symbol table. If the Value is not in the symbol table, this method
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  /// returns false.
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  /// @returns true if \p Val was successfully erased, false otherwise
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  /// @brief Remove a value from the symbol table.
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  bool erase(Value* Val);
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  /// Given a value with a non-empty name, remove its existing
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  /// entry from the symbol table and insert a new one for Name.  This is
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  /// equivalent to doing "remove(V), V->Name = Name, insert(V)".
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  /// @brief Rename a value in the symbol table
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  bool rename(Value *V, const std::string &Name);
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/// @}
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/// @name Internal Data
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/// @{
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private:
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  ValueMap vmap;                    ///< The map that holds the symbol table.
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  mutable unsigned long LastUnique; ///< Counter for tracking unique names
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/// @}
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};
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} // End llvm namespace
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#endif
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