const BasicBlock *BB1, const BasicBlock *BB2) {
const Loop *L1 = getOutermostLoop(LI, BB1);
const Loop *L2 = getOutermostLoop(LI, BB2);
- return L1 != NULL && L1 == L2;
+ return L1 != nullptr && L1 == L2;
}
static bool isPotentiallyReachableInner(SmallVectorImpl<BasicBlock *> &Worklist,
// When the stop block is unreachable, it's dominated from everywhere,
// regardless of whether there's a path between the two blocks.
if (DT && !DT->isReachableFromEntry(StopBB))
- DT = 0;
+ DT = nullptr;
// Limit the number of blocks we visit. The goal is to avoid run-away compile
// times on large CFGs without hampering sensible code. Arbitrarily chosen.
return true;
}
- if (const Loop *Outer = LI ? getOutermostLoop(LI, BB) : 0) {
+ if (const Loop *Outer = LI ? getOutermostLoop(LI, BB) : nullptr) {
// All blocks in a single loop are reachable from all other blocks. From
// any of these blocks, we can skip directly to the exits of the loop,
// ignoring any other blocks inside the loop body.
// If the block is in a loop then we can reach any instruction in the block
// from any other instruction in the block by going around a backedge.
- if (LI && LI->getLoopFor(BB) != 0)
+ if (LI && LI->getLoopFor(BB) != nullptr)
return true;
// Linear scan, start at 'A', see whether we hit 'B' or the end first.