Refactor code to create getFallThrough method in MachineBasicBlock.
Differential Revision: https://reviews.llvm.org/D27264 llvm-svn: 299227
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@@ -688,16 +688,16 @@ bool MachineBasicBlock::isLayoutSuccessor(const MachineBasicBlock *MBB) const {
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return std::next(I) == MachineFunction::const_iterator(MBB);
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}
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bool MachineBasicBlock::canFallThrough() {
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MachineBasicBlock *MachineBasicBlock::getFallThrough() {
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MachineFunction::iterator Fallthrough = getIterator();
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++Fallthrough;
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// If FallthroughBlock is off the end of the function, it can't fall through.
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if (Fallthrough == getParent()->end())
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return false;
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return nullptr;
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// If FallthroughBlock isn't a successor, no fallthrough is possible.
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if (!isSuccessor(&*Fallthrough))
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return false;
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return nullptr;
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// Analyze the branches, if any, at the end of the block.
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MachineBasicBlock *TBB = nullptr, *FBB = nullptr;
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@@ -709,25 +709,31 @@ bool MachineBasicBlock::canFallThrough() {
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// is possible. The isPredicated check is needed because this code can be
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// called during IfConversion, where an instruction which is normally a
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// Barrier is predicated and thus no longer an actual control barrier.
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return empty() || !back().isBarrier() || TII->isPredicated(back());
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return (empty() || !back().isBarrier() || TII->isPredicated(back()))
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? &*Fallthrough
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: nullptr;
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}
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// If there is no branch, control always falls through.
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if (!TBB) return true;
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if (!TBB) return &*Fallthrough;
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// If there is some explicit branch to the fallthrough block, it can obviously
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// reach, even though the branch should get folded to fall through implicitly.
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if (MachineFunction::iterator(TBB) == Fallthrough ||
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MachineFunction::iterator(FBB) == Fallthrough)
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return true;
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return &*Fallthrough;
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// If it's an unconditional branch to some block not the fall through, it
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// doesn't fall through.
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if (Cond.empty()) return false;
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if (Cond.empty()) return nullptr;
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// Otherwise, if it is conditional and has no explicit false block, it falls
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// through.
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return FBB == nullptr;
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return (FBB == nullptr) ? &*Fallthrough : nullptr;
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}
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bool MachineBasicBlock::canFallThrough() {
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return getFallThrough() != nullptr;
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}
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MachineBasicBlock *MachineBasicBlock::SplitCriticalEdge(MachineBasicBlock *Succ,
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