// may throw.
bool HeaderMayThrow = false; // Same as previous, but specific to loop header
+ // Used to update funclet bundle operands.
+ DenseMap<BasicBlock *, ColorVector> BlockColors;
+
/// Collect all blocks from \p CurLoop which lie on all possible paths from
/// the header of \p CurLoop (inclusive) to BB (exclusive) into the set
/// \p Predecessors. If \p BB is the header, \p Predecessors will be empty.
const Loop *CurLoop, const BasicBlock *BB,
SmallPtrSetImpl<const BasicBlock *> &Predecessors) const;
+protected:
+ /// Computes block colors.
+ void computeBlockColors(const Loop *CurLoop);
+
public:
- // Used to update funclet bundle operands.
- DenseMap<BasicBlock *, ColorVector> BlockColors;
+ /// Returns block colors map that is used to update funclet operand bundles.
+ const DenseMap<BasicBlock *, ColorVector> &getBlockColors() const;
+
+ /// Copy colors of block \p Old into the block \p New.
+ void copyColors(BasicBlock *New, BasicBlock *Old);
/// Returns true iff the header block of the loop for which this info is
/// calculated contains an instruction that may throw or otherwise exit
/// as argument. Updates safety information in LoopSafetyInfo argument.
/// Note: This is defined to clear and reinitialize an already initialized
/// LoopSafetyInfo. Some callers rely on this fact.
- void computeLoopSafetyInfo(Loop *);
+ void computeLoopSafetyInfo(const Loop *CurLoop);
/// Returns true if the instruction in a loop is guaranteed to execute at
/// least once (under the assumption that the loop is entered).
#include "llvm/Support/raw_ostream.h"
using namespace llvm;
+const DenseMap<BasicBlock *, ColorVector> &
+LoopSafetyInfo::getBlockColors() const {
+ return BlockColors;
+}
+
+void LoopSafetyInfo::copyColors(BasicBlock *New, BasicBlock *Old) {
+ ColorVector &ColorsForNewBlock = BlockColors[New];
+ ColorVector &ColorsForOldBlock = BlockColors[Old];
+ ColorsForNewBlock = ColorsForOldBlock;
+}
+
bool LoopSafetyInfo::headerMayThrow() const {
return HeaderMayThrow;
}
return MayThrow;
}
-void LoopSafetyInfo::computeLoopSafetyInfo(Loop *CurLoop) {
+void LoopSafetyInfo::computeLoopSafetyInfo(const Loop *CurLoop) {
assert(CurLoop != nullptr && "CurLoop can't be null");
BasicBlock *Header = CurLoop->getHeader();
// Iterate over header and compute safety info.
(BB != BBE) && !MayThrow; ++BB)
MayThrow |= !isGuaranteedToTransferExecutionToSuccessor(*BB);
+ computeBlockColors(CurLoop);
+}
+
+void LoopSafetyInfo::computeBlockColors(const Loop *CurLoop) {
// Compute funclet colors if we might sink/hoist in a function with a funclet
// personality routine.
Function *Fn = CurLoop->getHeader()->getParent();
static bool isNotUsedOrFreeInLoop(const Instruction &I, const Loop *CurLoop,
const LoopSafetyInfo *SafetyInfo,
TargetTransformInfo *TTI, bool &FreeInLoop) {
- const auto &BlockColors = SafetyInfo->BlockColors;
+ const auto &BlockColors = SafetyInfo->getBlockColors();
bool IsFree = isFreeInLoop(I, CurLoop, TTI);
for (const User *U : I.users()) {
const Instruction *UI = cast<Instruction>(U);
const LoopSafetyInfo *SafetyInfo) {
Instruction *New;
if (auto *CI = dyn_cast<CallInst>(&I)) {
- const auto &BlockColors = SafetyInfo->BlockColors;
+ const auto &BlockColors = SafetyInfo->getBlockColors();
// Sinking call-sites need to be handled differently from other
// instructions. The cloned call-site needs a funclet bundle operand
// it require updating BlockColors for all offspring blocks accordingly. By
// skipping such corner case, we can make updating BlockColors after splitting
// predecessor fairly simple.
- if (!SafetyInfo->BlockColors.empty() && BB->getFirstNonPHI()->isEHPad())
+ if (!SafetyInfo->getBlockColors().empty() && BB->getFirstNonPHI()->isEHPad())
return false;
for (pred_iterator PI = pred_begin(BB), E = pred_end(BB); PI != E; ++PI) {
BasicBlock *BBPred = *PI;
// LE:
// %p = phi [%p1, %LE.split], [%p2, %LE.split2]
//
- auto &BlockColors = SafetyInfo->BlockColors;
+ const auto &BlockColors = SafetyInfo->getBlockColors();
SmallSetVector<BasicBlock *, 8> PredBBs(pred_begin(ExitBB), pred_end(ExitBB));
while (!PredBBs.empty()) {
BasicBlock *PredBB = *PredBBs.begin();
// Since we do not allow splitting EH-block with BlockColors in
// canSplitPredecessors(), we can simply assign predecessor's color to
// the new block.
- if (!BlockColors.empty()) {
+ if (!BlockColors.empty())
// Grab a reference to the ColorVector to be inserted before getting the
// reference to the vector we are copying because inserting the new
// element in BlockColors might cause the map to be reallocated.
- ColorVector &ColorsForNewBlock = BlockColors[NewPred];
- ColorVector &ColorsForOldBlock = BlockColors[PredBB];
- ColorsForNewBlock = ColorsForOldBlock;
- }
+ SafetyInfo->copyColors(NewPred, PredBB);
}
PredBBs.remove(PredBB);
}