On 02/05/2015 08:15 PM, Aldy Hernandez wrote:
Absolutely nothing, basically because #if 0 would have been too obvious. It was actually there to test if you were on your game. You passed
Yay?
The attached patch still passes the guality tests with no regressions. My apologies for the lack of ChangeLog entries. I've given up on them, especially on multiple iterations. And it seems I'll have to rewrite them at merge time anyhow.
That makes total sense to me.
+ && DECL_CONTEXT (snode->decl) + && TREE_CODE (DECL_CONTEXT (snode->decl)) != FUNCTION_DECL)
I think this should be !decl_function_context (snode->decl), in case there's a class or BLOCK between the symbol and its enclosing function.
dwarf2out_type_decl (tree decl, int local) + /* ?? Technically, we shouldn't need this hook at all, as all + symbols (and by consequence their types) will be outputed from + finalize_compilation_unit.
Note that we also want to emit debug info about some types that are not referenced by symbols, such as when a type is used in a cast.
+/* Perform any cleanups needed after the early debug generation pass + has run. */ + +static void +dwarf2out_early_finish (void)
Since this is also called from dwarf2out_finish, let's call it something more descriptive, say, flush_limbo_dies?
Jason