//===-- ValueSymbolTable.cpp - Implement the ValueSymbolTable class -------===// // // The LLVM Compiler Infrastructure // // This file was developed by the LLVM research group. It is distributed under // the University of Illinois Open Source License. See LICENSE.TXT for details. // //===----------------------------------------------------------------------===// // // This file implements the ValueSymbolTable class for the VMCore library. // //===----------------------------------------------------------------------===// #define DEBUG_TYPE "valuesymtab" #include "llvm/GlobalValue.h" #include "llvm/Type.h" #include "llvm/ValueSymbolTable.h" #include "llvm/ADT/StringExtras.h" #include "llvm/Support/Debug.h" using namespace llvm; // Class destructor ValueSymbolTable::~ValueSymbolTable() { #ifndef NDEBUG // Only do this in -g mode... for (iterator VI = vmap.begin(), VE = vmap.end(); VI != VE; ++VI) cerr << "Value still in symbol table! Type = '" << VI->getValue()->getType()->getDescription() << "' Name = '" << VI->getKeyData() << "'\n"; assert(vmap.empty() && "Values remain in symbol table!"); #endif } // getUniqueName - Given a base name, return a string that is either equal to // it (or derived from it) that does not already occur in the symbol table for // the specified type. // std::string ValueSymbolTable::getUniqueName(const std::string &BaseName) const { std::string TryName = BaseName; // See if the name exists while (vmap.find(&TryName[0], &TryName[TryName.size()]) != vmap.end()) // Loop until we find a free name in the symbol table. TryName = BaseName + utostr(++LastUnique); return TryName; } // lookup a value - Returns null on failure... // Value *ValueSymbolTable::lookup(const std::string &Name) const { const_iterator VI = vmap.find(&Name[0], &Name[Name.size()]); if (VI != vmap.end()) // We found the symbol return VI->getValue(); return 0; } // Insert a value into the symbol table with the specified name... // void ValueSymbolTable::reinsertValue(Value* V) { assert(V->hasName() && "Can't insert nameless Value into symbol table"); // Try inserting the name, assuming it won't conflict. if (vmap.insert(V->Name)) { //DOUT << " Inserted value: " << V->Name << ": " << *V << "\n"; return; } // FIXME: this could be much more efficient. // Otherwise, there is a naming conflict. Rename this value. std::string UniqueName = V->getName(); V->Name->Destroy(); unsigned BaseSize = UniqueName.size(); while (1) { // Trim any suffix off. UniqueName.resize(BaseSize); UniqueName += utostr(++LastUnique); // Try insert the vmap entry with this suffix. ValueName &NewName = vmap.GetOrCreateValue(&UniqueName[0], &UniqueName[UniqueName.size()]); if (NewName.getValue() == 0) { // Newly inserted name. Success! NewName.setValue(V); V->Name = &NewName; //DEBUG(DOUT << " Inserted value: " << UniqueName << ": " << *V << "\n"); return; } } } void ValueSymbolTable::removeValueName(ValueName *V) { //DEBUG(DOUT << " Removing Value: " << V->getKeyData() << "\n"); // Remove the value from the plane. vmap.remove(V); } /// createValueName - This method attempts to create a value name and insert /// it into the symbol table with the specified name. If it conflicts, it /// auto-renames the name and returns that instead. ValueName *ValueSymbolTable::createValueName(const char *NameStart, unsigned NameLen, Value *V) { ValueName &Entry = vmap.GetOrCreateValue(NameStart, NameStart+NameLen); if (Entry.getValue() == 0) { Entry.setValue(V); //DEBUG(DOUT << " Inserted value: " << Entry.getKeyData() << ": " // << *V << "\n"); return &Entry; } // FIXME: this could be much more efficient. // Otherwise, there is a naming conflict. Rename this value. std::string UniqueName(NameStart, NameStart+NameLen); while (1) { // Trim any suffix off. UniqueName.resize(NameLen); UniqueName += utostr(++LastUnique); // Try insert the vmap entry with this suffix. ValueName &NewName = vmap.GetOrCreateValue(&UniqueName[0], &UniqueName[UniqueName.size()]); if (NewName.getValue() == 0) { // Newly inserted name. Success! NewName.setValue(V); //DEBUG(DOUT << " Inserted value: " << UniqueName << ": " << *V << "\n"); return &NewName; } } } // dump - print out the symbol table // void ValueSymbolTable::dump() const { //DOUT << "ValueSymbolTable:\n"; for (const_iterator I = begin(), E = end(); I != E; ++I) { //DOUT << " '" << I->getKeyData() << "' = "; I->getValue()->dump(); //DOUT << "\n"; } }