/// this basic block is entered via an exception handler.
void setIsLandingPad() { IsLandingPad = true; }
- /// isAccessable - Returns true if the block is alive. That is, if it has
- /// predecessors or is an eh landing pad.
- bool isAccessable() const { return !pred_empty() || isLandingPad(); }
-
// Code Layout methods.
/// moveBefore/moveAfter - move 'this' block before or after the specified
/// RemoveDeadBlock - Remove the specified dead machine basic block from the
/// function, updating the CFG.
void BranchFolder::RemoveDeadBlock(MachineBasicBlock *MBB) {
- assert(!MBB->isAccessable() && "MBB must be dead!");
+ assert(MBB->pred_empty() && "MBB must be dead!");
DOUT << "\nRemoving MBB: " << *MBB;
MachineFunction *MF = MBB->getParent();
OptimizeBlock(MBB);
// If it is dead, remove it.
- if (!MBB->isAccessable()) {
+ if (MBB->pred_empty()) {
RemoveDeadBlock(MBB);
MadeChange = true;
++NumDeadBlocks;
// explicitly.
if (MBB->empty()) {
// Dead block? Leave for cleanup later.
- if (!MBB->isAccessable()) return;
+ if (MBB->pred_empty()) return;
if (FallThrough == MBB->getParent()->end()) {
// TODO: Simplify preds to not branch here if possible!
} else {
// Rewrite all predecessors of the old block to go to the fallthrough
// instead.
- while (MBB->isAccessable()) {
+ while (!MBB->pred_empty()) {
MachineBasicBlock *Pred = *(MBB->pred_end()-1);
ReplaceUsesOfBlockWith(Pred, MBB, FallThrough, TII);
}