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CodeGen: MachineBlockPlacement: Rename member to more general name. NFC.
Rename ComputedTrellisEdges to ComputedEdges to allow for other methods of pre-computing edges. Differential Revision: https://reviews.llvm.org/D30308 llvm-svn: 296018
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@ -309,8 +309,8 @@ class MachineBlockPlacement : public MachineFunctionPass {
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SmallVector<MachineBasicBlock *, 16> BlockWorkList;
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SmallVector<MachineBasicBlock *, 16> BlockWorkList;
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SmallVector<MachineBasicBlock *, 16> EHPadWorkList;
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SmallVector<MachineBasicBlock *, 16> EHPadWorkList;
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/// Edges that have already been computed as optimal by the trellis code.
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/// Edges that have already been computed as optimal.
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DenseMap<const MachineBasicBlock *, MachineBasicBlock *> ComputedTrellisEdges;
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DenseMap<const MachineBasicBlock *, BlockAndTailDupResult> ComputedEdges;
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/// \brief Machine Function
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/// \brief Machine Function
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MachineFunction *F;
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MachineFunction *F;
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@ -993,7 +993,7 @@ MachineBlockPlacement::getBestTrellisSuccessor(
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}
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}
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// We have already computed the optimal edge for the other side of the
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// We have already computed the optimal edge for the other side of the
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// trellis.
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// trellis.
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ComputedTrellisEdges[BestB.Src] = BestB.Dest;
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ComputedEdges[BestB.Src] = { BestB.Dest, false };
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auto TrellisSucc = BestA.Dest;
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auto TrellisSucc = BestA.Dest;
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DEBUG(BranchProbability SuccProb = getAdjustedProbability(
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DEBUG(BranchProbability SuccProb = getAdjustedProbability(
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@ -1329,18 +1329,16 @@ MachineBlockPlacement::selectBestSuccessor(
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DEBUG(dbgs() << "Selecting best successor for: " << getBlockName(BB) << "\n");
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DEBUG(dbgs() << "Selecting best successor for: " << getBlockName(BB) << "\n");
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// if we already precomputed the best successor for BB as part of a trellis we
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// if we already precomputed the best successor for BB, return that if still
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// saw earlier, return that if still applicable.
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// applicable.
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auto FoundEdge = ComputedTrellisEdges.find(BB);
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auto FoundEdge = ComputedEdges.find(BB);
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if (FoundEdge != ComputedTrellisEdges.end()) {
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if (FoundEdge != ComputedEdges.end()) {
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MachineBasicBlock *Succ = FoundEdge->second;
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MachineBasicBlock *Succ = FoundEdge->second.BB;
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ComputedTrellisEdges.erase(FoundEdge);
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ComputedEdges.erase(FoundEdge);
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BlockChain *SuccChain = BlockToChain[Succ];
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BlockChain *SuccChain = BlockToChain[Succ];
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if (BB->isSuccessor(Succ) && (!BlockFilter || BlockFilter->count(Succ)) &&
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if (BB->isSuccessor(Succ) && (!BlockFilter || BlockFilter->count(Succ)) &&
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SuccChain != &Chain && Succ == *SuccChain->begin()) {
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SuccChain != &Chain && Succ == *SuccChain->begin())
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BestSucc.BB = Succ;
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return FoundEdge->second;
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return BestSucc;
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}
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}
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}
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// if BB is part of a trellis, Use the trellis to determine the optimal
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// if BB is part of a trellis, Use the trellis to determine the optimal
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