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https://github.com/RPCS3/llvm-mirror.git
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8271066844
llvm-svn: 61715
217 lines
7.7 KiB
C++
217 lines
7.7 KiB
C++
//===-- llvm/Support/Annotation.h - Annotation classes ----------*- C++ -*-===//
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//
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// The LLVM Compiler Infrastructure
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//
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// This file is distributed under the University of Illinois Open Source
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// License. See LICENSE.TXT for details.
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//
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//===----------------------------------------------------------------------===//
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//
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// This file contains the declarations for two classes: Annotation & Annotable.
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// Using these two simple classes, anything that derives from Annotable can have
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// Annotation subclasses attached to them, ready for easy retrieval.
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//
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// Annotations are designed to be easily attachable to various classes.
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//
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// The AnnotationManager class is essential for using these classes. It is
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// responsible for turning Annotation name strings into tokens [unique id #'s]
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// that may be used to search for and create annotations.
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//
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//===----------------------------------------------------------------------===//
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#ifndef LLVM_SUPPORT_ANNOTATION_H
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#define LLVM_SUPPORT_ANNOTATION_H
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#include <cassert>
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namespace llvm {
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class AnnotationID;
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class Annotation;
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class Annotable;
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struct AnnotationManager;
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//===----------------------------------------------------------------------===//
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//
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// AnnotationID - This class is a thin wrapper around an unsigned integer that
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// is used to hopefully prevent errors using AnnotationID's. They may be copied
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// freely around and passed byvalue with little or no overhead.
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//
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class AnnotationID {
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friend struct AnnotationManager;
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unsigned ID;
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AnnotationID(); // Default ctor is disabled
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// AnnotationID is only creatable from AnnMgr.
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explicit inline AnnotationID(unsigned i) : ID(i) {}
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public:
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inline AnnotationID(const AnnotationID &A) : ID(A.ID) {}
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inline bool operator==(const AnnotationID &A) const {
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return A.ID == ID;
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}
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inline bool operator<(const AnnotationID &A) const {
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return ID < A.ID;
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}
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};
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//===----------------------------------------------------------------------===//
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//
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// Annotation Class - This class serves as a base class for any specific
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// annotations that you might need. Simply subclass this to add extra
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// information to the annotations.
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//
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class Annotation {
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friend class Annotable; // Annotable manipulates Next list
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AnnotationID ID; // ID number, as obtained from AnnotationManager
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Annotation *Next; // The next annotation in the linked list
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public:
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explicit inline Annotation(AnnotationID id) : ID(id), Next(0) {}
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virtual ~Annotation(); // Designed to be subclassed
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// getID - Return the unique ID# of this annotation
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inline AnnotationID getID() const { return ID; }
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// getNext - Return the next annotation in the list...
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inline Annotation *getNext() const { return Next; }
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};
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//===----------------------------------------------------------------------===//
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//
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// Annotable - This class is used as a base class for all objects that would
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// like to have annotation capability.
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//
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// Annotable objects keep their annotation list sorted as annotations are
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// inserted and deleted. This is used to ensure that annotations with identical
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// ID#'s are stored sequentially.
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//
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class Annotable {
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mutable Annotation *AnnotationList;
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Annotable(const Annotable &); // Do not implement
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void operator=(const Annotable &); // Do not implement
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public:
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Annotable() : AnnotationList(0) {}
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~Annotable();
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// getAnnotation - Search the list for annotations of the specified ID. The
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// pointer returned is either null (if no annotations of the specified ID
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// exist), or it points to the first element of a potentially list of elements
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// with identical ID #'s.
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//
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Annotation *getAnnotation(AnnotationID ID) const {
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for (Annotation *A = AnnotationList; A; A = A->getNext())
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if (A->getID() == ID) return A;
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return 0;
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}
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// getOrCreateAnnotation - Search through the annotation list, if there is
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// no annotation with the specified ID, then use the AnnotationManager to
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// create one.
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//
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inline Annotation *getOrCreateAnnotation(AnnotationID ID) const;
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// addAnnotation - Insert the annotation into the list in a sorted location.
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//
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void addAnnotation(Annotation *A) const {
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assert(A->Next == 0 && "Annotation already in list?!?");
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Annotation **AL = &AnnotationList;
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while (*AL && (*AL)->ID < A->getID()) // Find where to insert annotation
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AL = &((*AL)->Next);
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A->Next = *AL; // Link the annotation in
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*AL = A;
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}
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// unlinkAnnotation - Remove the first annotation of the specified ID... and
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// then return the unlinked annotation. The annotation object is not deleted.
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//
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inline Annotation *unlinkAnnotation(AnnotationID ID) const {
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for (Annotation **A = &AnnotationList; *A; A = &((*A)->Next))
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if ((*A)->getID() == ID) {
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Annotation *Ret = *A;
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*A = Ret->Next;
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Ret->Next = 0;
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return Ret;
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}
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return 0;
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}
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// deleteAnnotation - Delete the first annotation of the specified ID in the
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// list. Unlink unlinkAnnotation, this actually deletes the annotation object
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//
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bool deleteAnnotation(AnnotationID ID) const {
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Annotation *A = unlinkAnnotation(ID);
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delete A;
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return A != 0;
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}
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};
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//===----------------------------------------------------------------------===//
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//
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// AnnotationManager - This class is primarily responsible for maintaining a
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// one-to-one mapping between string Annotation names and Annotation ID numbers.
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//
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// Compared to the rest of the Annotation system, these mapping methods are
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// relatively slow, so they should be avoided by locally caching Annotation
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// ID #'s. These methods are safe to call at any time, even by static ctors, so
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// they should be used by static ctors most of the time.
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//
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// This class also provides support for annotations that are created on demand
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// by the Annotable::getOrCreateAnnotation method. To get this to work, simply
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// register an annotation handler
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//
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struct AnnotationManager {
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typedef Annotation *(*Factory)(AnnotationID, const Annotable *, void*);
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//===--------------------------------------------------------------------===//
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// Basic ID <-> Name map functionality
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static AnnotationID getID(const char *Name); // Name -> ID
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static const char *getName(AnnotationID ID); // ID -> Name
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// getID - Name -> ID + registration of a factory function for demand driven
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// annotation support.
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static AnnotationID getID(const char *Name, Factory Fact, void *Data = 0);
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//===--------------------------------------------------------------------===//
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// Annotation creation on demand support...
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// registerAnnotationFactory - This method is used to register a callback
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// function used to create an annotation on demand if it is needed by the
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// Annotable::getOrCreateAnnotation method.
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//
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static void registerAnnotationFactory(AnnotationID ID, Factory Func,
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void *ExtraData = 0);
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// createAnnotation - Create an annotation of the specified ID for the
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// specified object, using a register annotation creation function.
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//
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static Annotation *createAnnotation(AnnotationID ID, const Annotable *Obj);
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};
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// getOrCreateAnnotation - Search through the annotation list, if there is
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// no annotation with the specified ID, then use the AnnotationManager to
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// create one.
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//
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inline Annotation *Annotable::getOrCreateAnnotation(AnnotationID ID) const {
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Annotation *A = getAnnotation(ID); // Fast path, check for preexisting ann
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if (A) return A;
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// No annotation found, ask the annotation manager to create an annotation...
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A = AnnotationManager::createAnnotation(ID, this);
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assert(A && "AnnotationManager could not create annotation!");
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addAnnotation(A);
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return A;
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}
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} // End namespace llvm
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#endif
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