#include "llvm/Target/TargetInstrInfo.h"
#include "llvm/Support/CommandLine.h"
#include "llvm/Support/Debug.h"
+#include "llvm/Support/Visibility.h"
#include "llvm/ADT/Statistic.h"
#include "llvm/ADT/STLExtras.h"
#include <algorithm>
Spiller::~Spiller() {}
namespace {
- struct SimpleSpiller : public Spiller {
+ struct VISIBILITY_HIDDEN SimpleSpiller : public Spiller {
bool runOnMachineFunction(MachineFunction& mf, VirtRegMap &VRM);
};
}
/// block to attempt to keep spills in registers as much as possible for
/// blocks that have low register pressure (the vreg may be spilled due to
/// register pressure in other blocks).
- class LocalSpiller : public Spiller {
+ class VISIBILITY_HIDDEN LocalSpiller : public Spiller {
const MRegisterInfo *MRI;
const TargetInstrInfo *TII;
public:
/// per-stack-slot basis as the low bit in the value of the SpillSlotsAvailable
/// entries. The predicate 'canClobberPhysReg()' checks this bit and
/// addAvailable sets it if.
-class AvailableSpills {
+namespace {
+class VISIBILITY_HIDDEN AvailableSpills {
const MRegisterInfo *MRI;
const TargetInstrInfo *TII;
/// for this slot lives in (as the previous value is dead now).
void ModifyStackSlot(int Slot);
};
+}
/// ClobberPhysRegOnly - This is called when the specified physreg changes
/// value. We use this to invalidate any info about stuff we thing lives in it.
/// ReuseInfo - This maintains a collection of ReuseOp's for each operand that
/// is reused instead of reloaded.
- class ReuseInfo {
+ class VISIBILITY_HIDDEN ReuseInfo {
MachineInstr &MI;
std::vector<ReusedOp> Reuses;
public: