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https://github.com/c64scene-ar/llvm-6502.git
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3f3098c8ca
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@34606 91177308-0d34-0410-b5e6-96231b3b80d8
143 lines
4.8 KiB
C++
143 lines
4.8 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. It is distributed under
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// the University of Illinois Open Source 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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#define DEBUG_TYPE "valuesymtab"
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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 "llvm/Support/Debug.h"
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using namespace llvm;
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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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for (iterator VI = vmap.begin(), VE = vmap.end(); VI != VE; ++VI)
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cerr << "Value still in symbol table! Type = '"
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<< VI->getValue()->getType()->getDescription() << "' Name = '"
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<< VI->getKeyData() << "'\n";
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assert(vmap.empty() && "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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// See if the name exists
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while (vmap.find(&TryName[0], &TryName[TryName.size()]) != vmap.end())
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// Loop until we find a free name in the symbol table.
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TryName = BaseName + utostr(++LastUnique);
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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[0], &Name[Name.size()]);
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if (VI != vmap.end()) // We found the symbol
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return VI->getValue();
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return 0;
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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::reinsertValue(Value* V) {
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assert(V->hasName() && "Can't insert nameless Value into symbol table");
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// Try inserting the name, assuming it won't conflict.
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if (vmap.insert(V->Name)) {
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//DOUT << " Inserted value: " << V->Name << ": " << *V << "\n";
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return;
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}
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// FIXME: this could be much more efficient.
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// Otherwise, there is a naming conflict. Rename this value.
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std::string UniqueName = V->getName();
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V->Name->Destroy();
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unsigned BaseSize = UniqueName.size();
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while (1) {
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// Trim any suffix off.
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UniqueName.resize(BaseSize);
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UniqueName += utostr(++LastUnique);
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// Try insert the vmap entry with this suffix.
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ValueName &NewName = vmap.GetOrCreateValue(&UniqueName[0],
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&UniqueName[UniqueName.size()]);
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if (NewName.getValue() == 0) {
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// Newly inserted name. Success!
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NewName.setValue(V);
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V->Name = &NewName;
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//DEBUG(DOUT << " Inserted value: " << UniqueName << ": " << *V << "\n");
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return;
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}
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}
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}
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void ValueSymbolTable::removeValueName(ValueName *V) {
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//DEBUG(DOUT << " Removing Value: " << V->getKeyData() << "\n");
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// Remove the value from the plane.
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vmap.remove(V);
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}
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/// createValueName - This method attempts to create a value name and insert
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/// it into the symbol table with the specified name. If it conflicts, it
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/// auto-renames the name and returns that instead.
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ValueName *ValueSymbolTable::createValueName(const char *NameStart,
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unsigned NameLen, Value *V) {
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ValueName &Entry = vmap.GetOrCreateValue(NameStart, NameStart+NameLen);
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if (Entry.getValue() == 0) {
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Entry.setValue(V);
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//DEBUG(DOUT << " Inserted value: " << Entry.getKeyData() << ": "
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// << *V << "\n");
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return &Entry;
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}
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// FIXME: this could be much more efficient.
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// Otherwise, there is a naming conflict. Rename this value.
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std::string UniqueName(NameStart, NameStart+NameLen);
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while (1) {
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// Trim any suffix off.
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UniqueName.resize(NameLen);
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UniqueName += utostr(++LastUnique);
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// Try insert the vmap entry with this suffix.
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ValueName &NewName = vmap.GetOrCreateValue(&UniqueName[0],
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&UniqueName[UniqueName.size()]);
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if (NewName.getValue() == 0) {
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// Newly inserted name. Success!
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NewName.setValue(V);
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//DEBUG(DOUT << " Inserted value: " << UniqueName << ": " << *V << "\n");
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return &NewName;
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}
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}
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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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//DOUT << "ValueSymbolTable:\n";
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for (const_iterator I = begin(), E = end(); I != E; ++I) {
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//DOUT << " '" << I->getKeyData() << "' = ";
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I->getValue()->dump();
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//DOUT << "\n";
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}
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}
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