Remove no-longer-useful dyn_casts and pals.

llvm-svn: 149307
This commit is contained in:
Bill Wendling 2012-01-31 00:56:53 +00:00
parent bca91defcb
commit f3cae51490
1 changed files with 10 additions and 21 deletions

View File

@ -276,10 +276,7 @@ namespace {
UnwindDestPHIValues.push_back(PHI->getIncomingValueForBlock(InvokeBB));
}
// FIXME: With the new EH, this if/dyn_cast should be a 'cast'.
if (LandingPadInst *LPI = dyn_cast<LandingPadInst>(I)) {
CallerLPad = LPI;
}
CallerLPad = cast<LandingPadInst>(I);
}
/// The outer unwind destination is the target of unwind edges
@ -507,13 +504,12 @@ static bool HandleCallsInBlockInlinedThroughInvoke(BasicBlock *BB,
for (BasicBlock::iterator BBI = BB->begin(), E = BB->end(); BBI != E; ) {
Instruction *I = BBI++;
if (LPI) // FIXME: New EH - This won't be NULL in the new EH.
if (LandingPadInst *L = dyn_cast<LandingPadInst>(I)) {
unsigned NumClauses = LPI->getNumClauses();
L->reserveClauses(NumClauses);
for (unsigned i = 0; i != NumClauses; ++i)
L->addClause(LPI->getClause(i));
}
if (LandingPadInst *L = dyn_cast<LandingPadInst>(I)) {
unsigned NumClauses = LPI->getNumClauses();
L->reserveClauses(NumClauses);
for (unsigned i = 0; i != NumClauses; ++i)
L->addClause(LPI->getClause(i));
}
// We only need to check for function calls: inlined invoke
// instructions require no special handling.
@ -930,11 +926,8 @@ bool llvm::InlineFunction(CallSite CS, InlineFunctionInfo &IFI) {
I != E; ++I)
if (const InvokeInst *II = dyn_cast<InvokeInst>(I->getTerminator())) {
const BasicBlock *BB = II->getUnwindDest();
// FIXME: This 'if/dyn_cast' here should become a normal 'cast' once
// the new EH system is in place.
if (const LandingPadInst *LP =
dyn_cast<LandingPadInst>(BB->getFirstNonPHI()))
CalleePersonality = LP->getPersonalityFn();
const LandingPadInst *LP = BB->getLandingPadInst();
CalleePersonality = LP->getPersonalityFn();
break;
}
@ -946,11 +939,7 @@ bool llvm::InlineFunction(CallSite CS, InlineFunctionInfo &IFI) {
I != E; ++I)
if (const InvokeInst *II = dyn_cast<InvokeInst>(I->getTerminator())) {
const BasicBlock *BB = II->getUnwindDest();
// FIXME: This 'isa' here should become go away once the new EH system
// is in place.
if (!isa<LandingPadInst>(BB->getFirstNonPHI()))
continue;
const LandingPadInst *LP = cast<LandingPadInst>(BB->getFirstNonPHI());
const LandingPadInst *LP = BB->getLandingPadInst();
// If the personality functions match, then we can perform the
// inlining. Otherwise, we can't inline.