// sizes of each block, the location of all the water, and finding all of the
// constant pool users.
InitialFunctionScan(MF, CPEMIs);
+
+ bool MadeChange = false;
+ if (isThumb2)
+ MadeChange |= OptimizeThumb2JumpTables(MF);
+
CPEMIs.clear();
/// Remove dead constant pool entries.
// Iteratively place constant pool entries and fix up branches until there
// is no change.
- bool MadeChange = false;
unsigned NoCPIters = 0, NoBRIters = 0;
while (true) {
bool CPChange = false;
}
MadeChange |= OptimizeThumb2Branches(MF);
- MadeChange |= OptimizeThumb2JumpTables(MF);
return MadeChange;
}
JTBB->addSuccessor(NewBB);
// Update internal data structures to account for the newly inserted MBB.
- // This is almost the same as UpdateForInsertedWaterBlock, except that
- // the Water goes after OrigBB, not NewBB.
+ // Don't mark the new block as having water following it, as we want the
+ // blocks following the jump table to be as close together as possible.
MF.RenumberBlocks(NewBB);
// Insert a size into BBSizes to align it properly with the (newly