numberFunclet(CRI->getSuccessor(), EntryBlock);
}
+ // Strip PHI nodes off of EH pads.
+ for (Function::iterator FI = F.begin(), FE = F.end(); FI != FE;) {
+ BasicBlock *BB = FI++;
+ for (BasicBlock::iterator BI = BB->begin(), BE = BB->end(); BI != BE;) {
+ if (!BI->isEHPad())
+ continue;
+ Instruction *I = BI++;
+ auto *PN = dyn_cast<PHINode>(I);
+ if (!PN)
+ continue;
+ auto *SpillSlot = new AllocaInst(I->getType(), nullptr,
+ Twine(I->getName(), ".wineh.phispill"),
+ EntryBlock->begin());
+
+ // Iterate over each operand inserting a store in each predecessor.
+ for (unsigned i = 0, e = PN->getNumIncomingValues(); i < e; ++i)
+ new StoreInst(P->getIncomingValue(i), Slot,
+ P->getIncomingBlock(i)->getTerminator());
+ }
+ }
+
// Turn all inter-funclet uses of a Value into loads and stores.
for (Function::iterator FI = F.begin(), FE = F.end(); FI != FE;) {
BasicBlock *BB = FI++;
std::set<BasicBlock *> &ColorsForBB = BlockColors[BB];
for (BasicBlock::iterator BI = BB->begin(), BE = BB->end(); BI != BE;) {
Instruction *I = BI++;
- // Funclets are permitted to use allocas.
- if (isa<AllocaInst>(I))
- continue;
+ // Funclets are permitted to use static allocas.
+ if (auto *AI = dyn_cast<AllocaInst>(I))
+ if (AI->isStaticAlloca())
+ continue;
// FIXME: Our spill-placement algorithm is incredibly naive. We should
// try to sink+hoist as much as possible to avoid redundant stores and reloads.
BasicBlock *NewBlock = SplitCriticalEdge(II, SuccNum);
assert(NewBlock && "Unable to split critical edge.");
// Update the color mapping for the newly split edge.
- std::set<BasicBlock *> &ColorsForUsingBB = BlockColors[II->getParent()];
+ std::set<BasicBlock *> &ColorsForUsingBB =
+ BlockColors[II->getParent()];
BlockColors[NewBlock] = ColorsForUsingBB;
for (BasicBlock *FuncletPad : ColorsForUsingBB)
FuncletBlocks[FuncletPad].insert(NewBlock);