// As we scan the uses of the alloca instruction, keep track of stores,
// and decide whether all of the loads and stores to the alloca are within
// the same basic block.
- for (auto UI = AI->user_begin(), E = AI->user_end(); UI != E;) {
- Instruction *User = cast<Instruction>(*UI++);
+ for (User *U : AI->users()) {
+ Instruction *User = cast<Instruction>(U);
if (StoreInst *SI = dyn_cast<StoreInst>(User)) {
// Remember the basic blocks which define new values for the alloca
// Knowing that this alloca is promotable, we know that it's safe to kill all
// instructions except for load and store.
- for (auto UI = AI->user_begin(), UE = AI->user_end(); UI != UE;) {
- Instruction *I = cast<Instruction>(*UI);
- ++UI;
+ for (User *U : AI->users()) {
+ Instruction *I = cast<Instruction>(U);
if (isa<LoadInst>(I) || isa<StoreInst>(I))
continue;
// Clear out UsingBlocks. We will reconstruct it here if needed.
Info.UsingBlocks.clear();
- for (auto UI = AI->user_begin(), E = AI->user_end(); UI != E;) {
- Instruction *UserInst = cast<Instruction>(*UI++);
+ for (User *U : AI->users()) {
+ Instruction *UserInst = cast<Instruction>(U);
if (!isa<LoadInst>(UserInst)) {
assert(UserInst == OnlyStore && "Should only have load/stores");
continue;
// Walk all of the loads from this alloca, replacing them with the nearest
// store above them, if any.
- for (auto UI = AI->user_begin(), E = AI->user_end(); UI != E;) {
- LoadInst *LI = dyn_cast<LoadInst>(*UI++);
+ for (User *U : AI->users()) {
+ LoadInst *LI = dyn_cast<LoadInst>(U);
if (!LI)
continue;