}
}
- MachineBasicBlock::pred_iterator SI = MBB.succ_begin();
+ MachineBasicBlock::succ_iterator SI = MBB.succ_begin();
+ bool foundPad = false;
while (SI != MBB.succ_end()) {
if (*SI == DestA && DestA == DestB) {
DestA = DestB = 0;
+ if ((*SI)->isLandingPad())
+ foundPad = true;
++SI;
} else if (*SI == DestA) {
DestA = 0;
+ if ((*SI)->isLandingPad())
+ foundPad = true;
++SI;
} else if (*SI == DestB) {
DestB = 0;
+ if ((*SI)->isLandingPad())
+ foundPad = true;
++SI;
- } else if ((*SI)->isLandingPad()) {
+ } else if ((*SI)->isLandingPad() && !foundPad) {
+ foundPad = true;
++SI;
} else {
// Otherwise, this is a superfluous edge, remove it.
++FallThrough;
// If this block is empty, make everyone use its fall-through, not the block
- // explicitly.
- if (MBB->empty()) {
+ // explicitly. Landing pads should not do this since the landing-pad table
+ // points to this block.
+ if (MBB->empty() && !MBB->isLandingPad()) {
// Dead block? Leave for cleanup later.
if (MBB->pred_empty()) return;