#include "llvm/LLVMContext.h"
#include "llvm/Module.h"
-#include "llvm/ModuleProvider.h"
#include "llvm/Type.h"
#include "llvm/Bitcode/ReaderWriter.h"
#include "llvm/CodeGen/LinkAllCodegenComponents.h"
// Load the bitcode...
std::string ErrorMsg;
- ModuleProvider *MP = NULL;
+ Module *Mod = NULL;
if (MemoryBuffer *Buffer = MemoryBuffer::getFileOrSTDIN(InputFile,&ErrorMsg)){
- MP = getBitcodeModuleProvider(Buffer, Context, &ErrorMsg);
- if (!MP) delete Buffer;
+ Mod = getLazyBitcodeModule(Buffer, Context, &ErrorMsg);
+ if (!Mod) delete Buffer;
}
- if (!MP) {
+ if (!Mod) {
errs() << argv[0] << ": error loading program '" << InputFile << "': "
<< ErrorMsg << "\n";
exit(1);
}
- // Get the module as the MP could go away once EE takes over.
- Module *Mod = NoLazyCompilation
- ? MP->materializeModule(&ErrorMsg) : MP->getModule();
- if (!Mod) {
- errs() << argv[0] << ": bitcode didn't read correctly.\n";
- errs() << "Reason: " << ErrorMsg << "\n";
- exit(1);
+ // If not jitting lazily, load the whole bitcode file eagerly too.
+ if (NoLazyCompilation) {
+ if (Mod->MaterializeAllPermanently(&ErrorMsg)) {
+ errs() << argv[0] << ": bitcode didn't read correctly.\n";
+ errs() << "Reason: " << ErrorMsg << "\n";
+ exit(1);
+ }
}
- EngineBuilder builder(MP);
+ EngineBuilder builder(Mod);
builder.setErrorStr(&ErrorMsg);
builder.setEngineKind(ForceInterpreter
? EngineKind::Interpreter