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llvm-mirror/lib/Support/SlotTable.cpp
Reid Spencer 96fe333298 Put SlotTable.h inclusion back at front of list to be coding standards
compliant. Thanks, Chris.

llvm-svn: 13771
2004-05-25 20:09:05 +00:00

117 lines
3.8 KiB
C++

//===-- SlotTable.cpp - Abstract data type for slot numbers ---------------===//
//
// The LLVM Compiler Infrastructure
//
// This file was developed by the LLVM research group and is distributed under
// the University of Illinois Open Source License. See LICENSE.TXT for details.
//
//===----------------------------------------------------------------------===//
//
// This file implements an abstract data type for keeping track of slot numbers
// for bytecode and assembly writing or any other purpose.
//
//===----------------------------------------------------------------------===//
#include "llvm/Internal/SlotTable.h"
#include "llvm/Constants.h"
#include "llvm/Type.h"
#include "llvm/GlobalValue.h"
using namespace llvm;
//===----------------------------------------------------------------------===//
// SlotTable Implementation
//===----------------------------------------------------------------------===//
SlotTable::SlotTable( bool dont_insert_primitives ) {
if ( ! dont_insert_primitives )
this->insertPrimitives();
}
// empty - determine if the slot table is completely empty.
bool SlotTable::empty() const {
return vTable.empty() && vMap.empty() && tPlane.empty() && tMap.empty();
}
// getSlot - get the slot number associated with value Val
SlotTable::SlotNum SlotTable::getSlot(const Value* Val) const {
ValueMap::const_iterator I = vMap.find( Val );
if ( I != vMap.end() )
return I->second;
// Do not number ConstantPointerRef's at all. They are an abomination.
if (const ConstantPointerRef *CPR = dyn_cast<ConstantPointerRef>(Val))
return this->getSlot(CPR->getValue());
return BAD_SLOT;
}
// getSlot - get the slot number associated with type Typ
SlotTable::SlotNum SlotTable::getSlot(const Type* Typ) const {
TypeMap::const_iterator I = tMap.find( Typ );
if ( I != tMap.end() )
return I->second;
return BAD_SLOT;
}
// clear - completely clear the slot table of all entries
void SlotTable::clear() {
vTable.clear();
vMap.clear();
tPlane.clear();
tMap.clear();
}
// resize - make sure there's enough room for specific number of planes
void SlotTable::resize( size_t new_size ) {
vTable.resize( new_size );
}
// insert - insert a Value into a specific plane
SlotTable::SlotNum SlotTable::insert( const Value* Val, PlaneNum plane ) {
if ( vTable.size() <= plane ) // Make sure we have the type plane allocated
vTable.resize(plane+1, ValuePlane());
// Insert node into table and map
SlotNum DestSlot = vMap[Val] = vTable[plane].size();
vTable[plane].push_back(Val);
return DestSlot;
}
// insert - insert a type
SlotTable::SlotNum SlotTable::insert( const Type* Typ ) {
// Insert node into table and map making sure that
// the same type isn't inserted twice.
assert(tMap.find(Typ) == tMap.end() && "Can't insert a Type multiple times");
SlotNum DestSlot = tMap[Typ] = tPlane.size();
tPlane.push_back(Typ);
return DestSlot;
}
// remove - remove a value from the slot table
SlotTable::SlotNum SlotTable::remove( const Value* Val, PlaneNum plane ) {
// FIXME: not implemented - not sure we need it
return BAD_SLOT;
}
// remove - remove a type from the slot table
SlotTable::SlotNum SlotTable::remove( const Type* Typ ) {
// FIXME: not implemented - not sure we need it
return BAD_SLOT;
}
// insertPrimitives - insert the primitive types for initialization
// Make sure that all of the primitive types are in the table
// and that their Primitive ID is equal to their slot #
void SlotTable::insertPrimitives() {
for (PlaneNum plane = 0; plane < Type::FirstDerivedTyID; ++plane) {
const Type* Ty = Type::getPrimitiveType((Type::PrimitiveID) plane);
assert(Ty && "Couldn't get primitive type id");
SlotNum slot = this->insert(Ty);
assert(slot == plane && "Type slot didn't match plane number");
}
}
// vim: sw=2