Searched refs:moves_ (Results 1 – 8 of 8) sorted by relevance
39 : cgen_(owner), moves_(32) {} in LGapResolver()43 ASSERT(moves_.is_empty()); in Resolve()47 for (int i = 0; i < moves_.length(); ++i) { in Resolve()48 LMoveOperands move = moves_[i]; in Resolve()58 for (int i = 0; i < moves_.length(); ++i) { in Resolve()59 if (!moves_[i].IsEliminated()) { in Resolve()60 ASSERT(moves_[i].source()->IsConstantOperand()); in Resolve()65 moves_.Rewind(0); in Resolve()77 if (!move.IsRedundant()) moves_.Add(move); in BuildInitialMoveList()91 ASSERT(!moves_[index].IsPending()); in PerformMove()[all …]
69 ZoneList<LMoveOperands> moves_; variable
39 : cgen_(owner), moves_(32), root_index_(0), in_cycle_(false), in LGapResolver()44 ASSERT(moves_.is_empty()); in Resolve()48 for (int i = 0; i < moves_.length(); ++i) { in Resolve()49 LMoveOperands move = moves_[i]; in Resolve()63 for (int i = 0; i < moves_.length(); ++i) { in Resolve()64 if (!moves_[i].IsEliminated()) { in Resolve()65 ASSERT(moves_[i].source()->IsConstantOperand()); in Resolve()70 moves_.Rewind(0); in Resolve()82 if (!move.IsRedundant()) moves_.Add(move); in BuildInitialMoveList()103 ASSERT(!moves_[index].IsPending()); in PerformMove()[all …]
74 ZoneList<LMoveOperands> moves_; variable
38 moves_(32), in LGapResolver()45 ASSERT(moves_.is_empty()); in Resolve()49 for (int i = 0; i < moves_.length(); ++i) { in Resolve()50 LMoveOperands move = moves_[i]; in Resolve()64 for (int i = 0; i < moves_.length(); ++i) { in Resolve()65 if (!moves_[i].IsEliminated()) { in Resolve()66 ASSERT(moves_[i].source()->IsConstantOperand()); in Resolve()71 moves_.Rewind(0); in Resolve()83 if (!move.IsRedundant()) moves_.Add(move); in BuildInitialMoveList()104 ASSERT(!moves_[index].IsPending()); in PerformMove()[all …]
40 moves_(32), in LGapResolver()51 for (int i = 0; i < moves_.length(); ++i) { in Resolve()52 LMoveOperands move = moves_[i]; in Resolve()62 for (int i = 0; i < moves_.length(); ++i) { in Resolve()63 if (!moves_[i].IsEliminated()) { in Resolve()64 ASSERT(moves_[i].source()->IsConstantOperand()); in Resolve()96 ASSERT(!moves_[index].IsPending()); in PerformMove()97 ASSERT(!moves_[index].IsRedundant()); in PerformMove()101 ASSERT(moves_[index].source() != NULL); // Or else it will look eliminated. in PerformMove()102 LOperand* destination = moves_[index].destination(); in PerformMove()[all …]
97 ZoneList<LMoveOperands> moves_; variable