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https://github.com/c64scene-ar/llvm-6502.git
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git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@748 91177308-0d34-0410-b5e6-96231b3b80d8
205 lines
8.0 KiB
C++
205 lines
8.0 KiB
C++
//===-- ConstantHandling.h - Stuff for manipulating constants ----*- C++ -*--=//
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//
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// This file contains the declarations of some cool operators that allow you
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// to do natural things with constant pool values.
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//
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// Unfortunately we can't overload operators on pointer types (like this:)
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//
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// inline bool operator==(const ConstPoolVal *V1, const ConstPoolVal *V2)
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//
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// so we must make due with references, even though it leads to some butt ugly
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// looking code downstream. *sigh* (ex: ConstPoolVal *Result = *V1 + *v2; )
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//
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//===----------------------------------------------------------------------===//
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//
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// WARNING: These operators may return a null object if I don't know how to
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// perform the specified operation on the specified constant types.
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//
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//===----------------------------------------------------------------------===//
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//
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// Implementation notes:
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// This library is implemented this way for a reason: In most cases, we do
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// not want to have to link the constant mucking code into an executable.
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// We do, however want to tie some of this into the main type system, as an
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// optional component. By using a mutable cache member in the Type class, we
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// get exactly the kind of behavior we want.
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//
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// In the end, we get performance almost exactly the same as having a virtual
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// function dispatch, but we don't have to put our virtual functions into the
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// "Type" class, and we can implement functionality with templates. Good deal.
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//
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//===----------------------------------------------------------------------===//
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#ifndef LLVM_OPT_CONSTANTHANDLING_H
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#define LLVM_OPT_CONSTANTHANDLING_H
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#include "llvm/ConstPoolVals.h"
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#include "llvm/Instruction.h"
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#include "llvm/Type.h"
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namespace opt {
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//===----------------------------------------------------------------------===//
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// Implement == and != directly...
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//===----------------------------------------------------------------------===//
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inline ConstPoolBool *operator==(const ConstPoolVal &V1,
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const ConstPoolVal &V2) {
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assert(V1.getType() == V2.getType() && "Constant types must be identical!");
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return ConstPoolBool::get(&V1 == &V2);
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}
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inline ConstPoolBool *operator!=(const ConstPoolVal &V1,
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const ConstPoolVal &V2) {
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return ConstPoolBool::get(&V1 != &V2);
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}
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//===----------------------------------------------------------------------===//
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// Implement all other operators indirectly through TypeRules system
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//===----------------------------------------------------------------------===//
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class ConstRules : public Annotation {
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protected:
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inline ConstRules() : Annotation(AID) {} // Can only be subclassed...
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public:
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static AnnotationID AID; // AnnotationID for this class
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// Unary Operators...
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virtual ConstPoolVal *op_not(const ConstPoolVal *V) const = 0;
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// Binary Operators...
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virtual ConstPoolVal *add(const ConstPoolVal *V1,
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const ConstPoolVal *V2) const = 0;
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virtual ConstPoolVal *sub(const ConstPoolVal *V1,
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const ConstPoolVal *V2) const = 0;
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virtual ConstPoolVal *mul(const ConstPoolVal *V1,
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const ConstPoolVal *V2) const = 0;
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virtual ConstPoolBool *lessthan(const ConstPoolVal *V1,
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const ConstPoolVal *V2) const = 0;
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// Casting operators. ick
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virtual ConstPoolBool *castToBool (const ConstPoolVal *V) const = 0;
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virtual ConstPoolSInt *castToSByte (const ConstPoolVal *V) const = 0;
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virtual ConstPoolUInt *castToUByte (const ConstPoolVal *V) const = 0;
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virtual ConstPoolSInt *castToShort (const ConstPoolVal *V) const = 0;
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virtual ConstPoolUInt *castToUShort(const ConstPoolVal *V) const = 0;
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virtual ConstPoolSInt *castToInt (const ConstPoolVal *V) const = 0;
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virtual ConstPoolUInt *castToUInt (const ConstPoolVal *V) const = 0;
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virtual ConstPoolSInt *castToLong (const ConstPoolVal *V) const = 0;
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virtual ConstPoolUInt *castToULong (const ConstPoolVal *V) const = 0;
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virtual ConstPoolFP *castToFloat (const ConstPoolVal *V) const = 0;
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virtual ConstPoolFP *castToDouble(const ConstPoolVal *V) const = 0;
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inline ConstPoolVal *castTo(const ConstPoolVal *V, const Type *Ty) const {
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switch (Ty->getPrimitiveID()) {
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case Type::BoolTyID: return castToBool(V);
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case Type::UByteTyID: return castToUByte(V);
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case Type::SByteTyID: return castToSByte(V);
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case Type::UShortTyID: return castToUShort(V);
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case Type::ShortTyID: return castToShort(V);
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case Type::UIntTyID: return castToUInt(V);
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case Type::IntTyID: return castToInt(V);
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case Type::ULongTyID: return castToULong(V);
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case Type::LongTyID: return castToLong(V);
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case Type::FloatTyID: return castToFloat(V);
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case Type::DoubleTyID: return castToDouble(V);
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default: return 0;
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}
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}
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// ConstRules::get - A type will cache its own type rules if one is needed...
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// we just want to make sure to hit the cache instead of doing it indirectly,
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// if possible...
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//
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static inline ConstRules *get(const ConstPoolVal &V) {
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return (ConstRules*)V.getType()->getOrCreateAnnotation(AID);
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}
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private :
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static Annotation *find(AnnotationID AID, const Annotable *Ty, void *);
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ConstRules(const ConstRules &); // Do not implement
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ConstRules &operator=(const ConstRules &); // Do not implement
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};
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inline ConstPoolVal *operator!(const ConstPoolVal &V) {
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return ConstRules::get(V)->op_not(&V);
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}
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inline ConstPoolVal *operator+(const ConstPoolVal &V1, const ConstPoolVal &V2) {
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assert(V1.getType() == V2.getType() && "Constant types must be identical!");
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return ConstRules::get(V1)->add(&V1, &V2);
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}
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inline ConstPoolVal *operator-(const ConstPoolVal &V1, const ConstPoolVal &V2) {
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assert(V1.getType() == V2.getType() && "Constant types must be identical!");
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return ConstRules::get(V1)->sub(&V1, &V2);
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}
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inline ConstPoolVal *operator*(const ConstPoolVal &V1, const ConstPoolVal &V2) {
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assert(V1.getType() == V2.getType() && "Constant types must be identical!");
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return ConstRules::get(V1)->mul(&V1, &V2);
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}
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inline ConstPoolBool *operator<(const ConstPoolVal &V1,
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const ConstPoolVal &V2) {
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assert(V1.getType() == V2.getType() && "Constant types must be identical!");
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return ConstRules::get(V1)->lessthan(&V1, &V2);
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}
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//===----------------------------------------------------------------------===//
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// Implement 'derived' operators based on what we already have...
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//===----------------------------------------------------------------------===//
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inline ConstPoolBool *operator>(const ConstPoolVal &V1,
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const ConstPoolVal &V2) {
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return V2 < V1;
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}
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inline ConstPoolBool *operator>=(const ConstPoolVal &V1,
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const ConstPoolVal &V2) {
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return (V1 < V2)->inverted(); // !(V1 < V2)
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}
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inline ConstPoolBool *operator<=(const ConstPoolVal &V1,
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const ConstPoolVal &V2) {
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return (V1 > V2)->inverted(); // !(V1 > V2)
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}
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//===----------------------------------------------------------------------===//
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// Implement higher level instruction folding type instructions
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//===----------------------------------------------------------------------===//
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inline ConstPoolVal *ConstantFoldUnaryInstruction(unsigned Opcode,
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ConstPoolVal *V) {
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switch (Opcode) {
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case Instruction::Not: return !*V;
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}
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return 0;
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}
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inline ConstPoolVal *ConstantFoldBinaryInstruction(unsigned Opcode,
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ConstPoolVal *V1,
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ConstPoolVal *V2) {
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switch (Opcode) {
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case Instruction::Add: return *V1 + *V2;
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case Instruction::Sub: return *V1 - *V2;
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case Instruction::SetEQ: return *V1 == *V2;
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case Instruction::SetNE: return *V1 != *V2;
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case Instruction::SetLE: return *V1 <= *V2;
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case Instruction::SetGE: return *V1 >= *V2;
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case Instruction::SetLT: return *V1 < *V2;
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case Instruction::SetGT: return *V1 > *V2;
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}
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return 0;
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}
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} // end namespace opt
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#endif
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