/// floating point instructions. This is primarily intended for use by pseudo
/// instructions.
///
-void FPS::handleSpecialFP(MachineBasicBlock::iterator &I) {
- MachineInstr *MI = I;
+void FPS::handleSpecialFP(MachineBasicBlock::iterator &Inst) {
+ MachineInstr *MI = Inst;
if (MI->isCall()) {
- handleCall(I);
+ handleCall(Inst);
return;
}
} else {
// For COPY we just duplicate the specified value to a new stack slot.
// This could be made better, but would require substantial changes.
- duplicateToTop(SrcFP, DstFP, I);
+ duplicateToTop(SrcFP, DstFP, Inst);
}
break;
}
// All FP registers must be explicitly defined, so load a 0 instead.
unsigned Reg = MI->getOperand(0).getReg() - X86::FP0;
DEBUG(dbgs() << "Emitting LD_F0 for implicit FP" << Reg << '\n');
- BuildMI(*MBB, I, MI->getDebugLoc(), TII->get(X86::LD_F0));
+ BuildMI(*MBB, Inst, MI->getDebugLoc(), TII->get(X86::LD_F0));
pushReg(Reg);
break;
}
for (unsigned I = 0; I < NumSTUses; ++I)
STUsesArray[I] = I;
- shuffleStackTop(STUsesArray, NumSTUses, I);
+ shuffleStackTop(STUsesArray, NumSTUses, Inst);
DEBUG({dbgs() << "Before asm: "; dumpStack();});
// With the stack layout fixed, rewrite the FP registers.
while (FPKills) {
unsigned FPReg = countTrailingZeros(FPKills);
if (isLive(FPReg))
- freeStackSlotAfter(I, FPReg);
+ freeStackSlotAfter(Inst, FPReg);
FPKills &= ~(1U << FPReg);
}
Op.getReg() >= X86::FP0 && Op.getReg() <= X86::FP6);
unsigned FPReg = getFPReg(Op);
if (Op.isKill())
- moveToTop(FPReg, I);
+ moveToTop(FPReg, Inst);
else
- duplicateToTop(FPReg, FPReg, I);
+ duplicateToTop(FPReg, FPReg, Inst);
// Emit the call. This will pop the operand.
- BuildMI(*MBB, I, MI->getDebugLoc(), TII->get(X86::CALLpcrel32))
+ BuildMI(*MBB, Inst, MI->getDebugLoc(), TII->get(X86::CALLpcrel32))
.addExternalSymbol("_ftol2")
.addReg(X86::ST0, RegState::ImplicitKill)
.addReg(X86::ECX, RegState::ImplicitDefine)
return;
}
- I = MBB->erase(I); // Remove the pseudo instruction
+ Inst = MBB->erase(Inst); // Remove the pseudo instruction
// We want to leave I pointing to the previous instruction, but what if we
// just erased the first instruction?
- if (I == MBB->begin()) {
+ if (Inst == MBB->begin()) {
DEBUG(dbgs() << "Inserting dummy KILL\n");
- I = BuildMI(*MBB, I, DebugLoc(), TII->get(TargetOpcode::KILL));
+ Inst = BuildMI(*MBB, Inst, DebugLoc(), TII->get(TargetOpcode::KILL));
} else
- --I;
+ --Inst;
}
void FPS::setKillFlags(MachineBasicBlock &MBB) const {