#ifndef LLVM_CODEGEN_MACHINEFUNCTION_H
#define LLVM_CODEGEN_MACHINEFUNCTION_H
-#include "llvm/CodeGen/MachineDebugInfo.h"
+#include "llvm/CodeGen/MachineModuleInfo.h"
#include "llvm/CodeGen/MachineBasicBlock.h"
#include "llvm/Support/Annotation.h"
+#include "llvm/ADT/BitVector.h"
namespace llvm {
class SSARegMap;
class MachineFrameInfo;
class MachineConstantPool;
+class MachineJumpTableInfo;
// ilist_traits
template <>
/// of type are accessed/created with MF::getInfo and destroyed when the
/// MachineFunction is destroyed.
struct MachineFunctionInfo {
- virtual ~MachineFunctionInfo() {};
+ virtual ~MachineFunctionInfo() {}
};
class MachineFunction : private Annotation {
// Keep track of constants which are spilled to memory
MachineConstantPool *ConstantPool;
+
+ // Keep track of jump tables for switch instructions
+ MachineJumpTableInfo *JumpTableInfo;
// Function-level unique numbering for MachineBasicBlocks. When a
// MachineBasicBlock is inserted into a MachineFunction is it automatically
// numbered and this vector keeps track of the mapping from ID's to MBB's.
std::vector<MachineBasicBlock*> MBBNumbering;
- /// UsedPhysRegs - This is a new[]'d array of bools that is computed and set
- /// by the register allocator, and must be kept up to date by passes that run
- /// after register allocation (though most don't modify this). This is used
+ /// UsedPhysRegs - This is a bit vector that is computed and set by the
+ /// register allocator, and must be kept up to date by passes that run after
+ /// register allocation (though most don't modify this). This is used
/// so that the code generator knows which callee save registers to save and
/// for other target specific uses.
- bool *UsedPhysRegs;
+ BitVector UsedPhysRegs;
/// LiveIns/LiveOuts - Keep track of the physical registers that are
/// livein/liveout of the function. Live in values are typically arguments in
std::vector<std::pair<unsigned, unsigned> > LiveIns;
std::vector<unsigned> LiveOuts;
- /// DebugInfo - Keep track of debug information for the function.
- ///
- MachineDebugInfo DebugInfo;
-
public:
MachineFunction(const Function *Fn, const TargetMachine &TM);
~MachineFunction();
///
MachineFrameInfo *getFrameInfo() const { return FrameInfo; }
+ /// getJumpTableInfo - Return the jump table info object for the current
+ /// function. This object contains information about jump tables for switch
+ /// instructions in the current function.
+ ///
+ MachineJumpTableInfo *getJumpTableInfo() const { return JumpTableInfo; }
+
/// getConstantPool - Return the constant pool object for the current
/// function.
///
return static_cast<Ty*>(MFInfo);
}
- /// setUsedPhysRegs - The register allocator should call this to initialized
- /// the UsedPhysRegs set. This should be passed a new[]'d array with entries
- /// for all of the physical registers that the target supports. Each array
- /// entry should be set to true iff the physical register is used within the
- /// function.
- void setUsedPhysRegs(bool *UPR) { UsedPhysRegs = UPR; }
-
- /// getUsedPhysregs - This returns the UsedPhysRegs array. This returns null
- /// before register allocation.
- bool *getUsedPhysregs() { return UsedPhysRegs; }
- const bool *getUsedPhysregs() const { return UsedPhysRegs; }
+ template<typename Ty>
+ const Ty *getInfo() const {
+ return const_cast<MachineFunction*>(this)->getInfo<Ty>();
+ }
/// isPhysRegUsed - Return true if the specified register is used in this
/// function. This only works after register allocation.
- bool isPhysRegUsed(unsigned Reg) { return UsedPhysRegs[Reg]; }
+ bool isPhysRegUsed(unsigned Reg) const { return UsedPhysRegs[Reg]; }
- /// changePhyRegUsed - This method allows code that runs after register
- /// allocation to keep the PhysRegsUsed array up-to-date.
- void changePhyRegUsed(unsigned Reg, bool State) { UsedPhysRegs[Reg] = State; }
+ /// setPhysRegUsed - Mark the specified register used in this function.
+ /// This should only be called during and after register allocation.
+ void setPhysRegUsed(unsigned Reg) { UsedPhysRegs[Reg] = true; }
+ /// setPhysRegUnused - Mark the specified register unused in this function.
+ /// This should only be called during and after register allocation.
+ void setPhysRegUnused(unsigned Reg) { UsedPhysRegs[Reg] = false; }
// LiveIn/LiveOut management methods.
typedef std::vector<unsigned>::const_iterator liveout_iterator;
livein_iterator livein_begin() const { return LiveIns.begin(); }
livein_iterator livein_end() const { return LiveIns.end(); }
+ bool livein_empty() const { return LiveIns.empty(); }
liveout_iterator liveout_begin() const { return LiveOuts.begin(); }
liveout_iterator liveout_end() const { return LiveOuts.end(); }
+ bool liveout_empty() const { return LiveOuts.empty(); }
/// getBlockNumbered - MachineBasicBlocks are automatically numbered when they
/// are inserted into the machine function. The block number for a machine
return MBBNumbering[N];
}
- /// getLastBlock - Returns the MachineBasicBlock with the greatest number
- MachineBasicBlock *getLastBlock() {
- return MBBNumbering.back();
- }
- const MachineBasicBlock *getLastBlock() const {
- return MBBNumbering.back();
- }
+ /// getNumBlockIDs - Return the number of MBB ID's allocated.
+ ///
+ unsigned getNumBlockIDs() const { return MBBNumbering.size(); }
+
+ /// RenumberBlocks - This discards all of the MachineBasicBlock numbers and
+ /// recomputes them. This guarantees that the MBB numbers are sequential,
+ /// dense, and match the ordering of the blocks within the function. If a
+ /// specific MachineBasicBlock is specified, only that block and those after
+ /// it are renumbered.
+ void RenumberBlocks(MachineBasicBlock *MBBFrom = 0);
- /// getDebugInfo - Returns the DebugInfo.
- MachineDebugInfo &getDebugInfo() {
- return DebugInfo;
- }
-
/// print - Print out the MachineFunction in a format suitable for debugging
/// to the specified stream.
///
void print(std::ostream &OS) const;
+ void print(std::ostream *OS) const { if (OS) print(*OS); }
/// viewCFG - This function is meant for use from the debugger. You can just
/// say 'call F->viewCFG()' and a ghostview window should pop up from the