virtual ConstPoolBool *lessthan(const ConstPoolVal *V1,
const ConstPoolVal *V2) const = 0;
+ // Casting operators. ick
+ virtual ConstPoolBool *castToBool (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToSByte (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToUByte (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToShort (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToUShort(const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToInt (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToUInt (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToLong (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToULong (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolFP *castToFloat (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolFP *castToDouble(const ConstPoolVal *V) const = 0;
+
+ inline ConstPoolVal *castTo(const ConstPoolVal *V, const Type *Ty) const {
+ switch (Ty->getPrimitiveID()) {
+ case Type::BoolTyID: return castToBool(V);
+ case Type::UByteTyID: return castToUByte(V);
+ case Type::SByteTyID: return castToSByte(V);
+ case Type::UShortTyID: return castToUShort(V);
+ case Type::ShortTyID: return castToShort(V);
+ case Type::UIntTyID: return castToUInt(V);
+ case Type::IntTyID: return castToInt(V);
+ case Type::ULongTyID: return castToULong(V);
+ case Type::LongTyID: return castToLong(V);
+ case Type::FloatTyID: return castToFloat(V);
+ case Type::DoubleTyID: return castToDouble(V);
+ default: return 0;
+ }
+ }
+
// ConstRules::get - A type will cache its own type rules if one is needed...
// we just want to make sure to hit the cache instead of doing it indirectly,
// if possible...
virtual ConstPoolBool *lessthan(const ConstPoolVal *V1,
const ConstPoolVal *V2) const = 0;
+ // Casting operators. ick
+ virtual ConstPoolBool *castToBool (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToSByte (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToUByte (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToShort (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToUShort(const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToInt (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToUInt (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToLong (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToULong (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolFP *castToFloat (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolFP *castToDouble(const ConstPoolVal *V) const = 0;
+
+ inline ConstPoolVal *castTo(const ConstPoolVal *V, const Type *Ty) const {
+ switch (Ty->getPrimitiveID()) {
+ case Type::BoolTyID: return castToBool(V);
+ case Type::UByteTyID: return castToUByte(V);
+ case Type::SByteTyID: return castToSByte(V);
+ case Type::UShortTyID: return castToUShort(V);
+ case Type::ShortTyID: return castToShort(V);
+ case Type::UIntTyID: return castToUInt(V);
+ case Type::IntTyID: return castToInt(V);
+ case Type::ULongTyID: return castToULong(V);
+ case Type::LongTyID: return castToLong(V);
+ case Type::FloatTyID: return castToFloat(V);
+ case Type::DoubleTyID: return castToDouble(V);
+ default: return 0;
+ }
+ }
+
// ConstRules::get - A type will cache its own type rules if one is needed...
// we just want to make sure to hit the cache instead of doing it indirectly,
// if possible...
virtual ConstPoolBool *lessthan(const ConstPoolVal *V1,
const ConstPoolVal *V2) const = 0;
+ // Casting operators. ick
+ virtual ConstPoolBool *castToBool (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToSByte (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToUByte (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToShort (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToUShort(const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToInt (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToUInt (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolSInt *castToLong (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolUInt *castToULong (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolFP *castToFloat (const ConstPoolVal *V) const = 0;
+ virtual ConstPoolFP *castToDouble(const ConstPoolVal *V) const = 0;
+
+ inline ConstPoolVal *castTo(const ConstPoolVal *V, const Type *Ty) const {
+ switch (Ty->getPrimitiveID()) {
+ case Type::BoolTyID: return castToBool(V);
+ case Type::UByteTyID: return castToUByte(V);
+ case Type::SByteTyID: return castToSByte(V);
+ case Type::UShortTyID: return castToUShort(V);
+ case Type::ShortTyID: return castToShort(V);
+ case Type::UIntTyID: return castToUInt(V);
+ case Type::IntTyID: return castToInt(V);
+ case Type::ULongTyID: return castToULong(V);
+ case Type::LongTyID: return castToLong(V);
+ case Type::FloatTyID: return castToFloat(V);
+ case Type::DoubleTyID: return castToDouble(V);
+ default: return 0;
+ }
+ }
+
// ConstRules::get - A type will cache its own type rules if one is needed...
// we just want to make sure to hit the cache instead of doing it indirectly,
// if possible...