}
uintptr_t ArtMethod::ToNativeQuickPc(const uint32_t dex_pc,
- bool is_catch_handler,
+ bool is_for_catch_handler,
bool abort_on_failure) {
const void* entry_point = GetQuickOatEntryPoint(sizeof(void*));
if (IsOptimized(sizeof(void*))) {
StackMapEncoding encoding = code_info.ExtractEncoding();
// All stack maps are stored in the same CodeItem section, safepoint stack
- // maps first, then catch stack maps. We use `is_catch_dex_pc` to select the
- // order of iteration.
+ // maps first, then catch stack maps. We use `is_for_catch_handler` to select
+ // the order of iteration.
StackMap stack_map =
- LIKELY(is_catch_handler) ? code_info.GetCatchStackMapForDexPc(dex_pc, encoding)
- : code_info.GetStackMapForDexPc(dex_pc, encoding);
+ LIKELY(is_for_catch_handler) ? code_info.GetCatchStackMapForDexPc(dex_pc, encoding)
+ : code_info.GetStackMapForDexPc(dex_pc, encoding);
if (stack_map.IsValid()) {
return reinterpret_cast<uintptr_t>(entry_point) + stack_map.GetNativePcOffset(encoding);
}
// Converts a dex PC to a native PC.
uintptr_t ToNativeQuickPc(const uint32_t dex_pc,
- bool is_catch_handler,
+ bool is_for_catch_handler,
bool abort_on_failure = true)
SHARED_REQUIRES(Locks::mutator_lock_);