if (SkipNonDominatedBlock(root, block)) continue;
State* state = StateAt(block);
- if (block->IsLoopHeader()) {
- // Apply loop effects before analyzing loop body.
- ComputeLoopEffects(block)->Apply(state);
- } else {
- // Must have visited all predecessors before this block.
- CheckPredecessorCount(block);
- }
+ if (block->IsReachable()) {
+ if (block->IsLoopHeader()) {
+ // Apply loop effects before analyzing loop body.
+ ComputeLoopEffects(block)->Apply(state);
+ } else {
+ // Must have visited all predecessors before this block.
+ CheckPredecessorCount(block);
+ }
- // Go through all instructions of the current block, updating the state.
- for (HInstructionIterator it(block); !it.Done(); it.Advance()) {
- state = state->Process(it.Current(), zone_);
+ // Go through all instructions of the current block, updating the state.
+ for (HInstructionIterator it(block); !it.Done(); it.Advance()) {
+ state = state->Process(it.Current(), zone_);
+ }
}
// Propagate the block state forward to all successor blocks.
SetStateAt(succ, state);
} else {
// Successor needs a copy of the state.
- SetStateAt(succ, state->Copy(succ, zone_));
+ SetStateAt(succ, state->Copy(succ, block, zone_));
}
} else {
// Merge the current state with the state already at the successor.
- SetStateAt(succ, state->Merge(succ, StateAt(succ), zone_));
+ SetStateAt(succ, StateAt(succ)->Merge(succ, state, block, zone_));
}
}
}
i = member->loop_information()->GetLastBackEdge()->block_id();
} else {
// Process all the effects of the block.
+ if (member->IsUnreachable()) continue;
ASSERT(member->current_loop() == loop);
for (HInstructionIterator it(member); !it.Done(); it.Advance()) {
effects->Process(it.Current(), zone_);