| Index: src/compiler/node-properties.cc
|
| diff --git a/src/compiler/node-properties.cc b/src/compiler/node-properties.cc
|
| index 80031eb2dcb32a163e3fb501e7e2fa7c2b64fb45..9c7ad346c2fcf8619df26353ada9e79b2ec1ea5d 100644
|
| --- a/src/compiler/node-properties.cc
|
| +++ b/src/compiler/node-properties.cc
|
| @@ -197,8 +197,56 @@ void NodeProperties::ReplaceUses(Node* node, Node* value, Node* effect,
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|
|
| // static
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| void NodeProperties::ChangeOp(Node* node, const Operator* new_op) {
|
| - DCHECK_EQ(OperatorProperties::GetTotalInputCount(new_op), node->InputCount());
|
| node->set_op(new_op);
|
| +
|
| +#ifdef DEBUG
|
| + Verify(node);
|
| +#endif // DEBUG
|
| +}
|
| +
|
| +
|
| +// static
|
| +void NodeProperties::Verify(Node* node) {
|
| + CHECK_EQ(OperatorProperties::GetTotalInputCount(node->op()),
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| + node->InputCount());
|
| + // If this node has no effect or no control outputs,
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| + // we check that no its uses are effect or control inputs.
|
| + bool check_no_control = node->op()->ControlOutputCount() == 0;
|
| + bool check_no_effect = node->op()->EffectOutputCount() == 0;
|
| + bool check_no_frame_state = node->opcode() != IrOpcode::kFrameState;
|
| + if (check_no_effect || check_no_control) {
|
| + for (Edge edge : node->use_edges()) {
|
| + Node* const user = edge.from();
|
| + CHECK(!user->IsDead());
|
| + if (NodeProperties::IsControlEdge(edge)) {
|
| + CHECK(!check_no_control);
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| + } else if (NodeProperties::IsEffectEdge(edge)) {
|
| + CHECK(!check_no_effect);
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| + } else if (NodeProperties::IsFrameStateEdge(edge)) {
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| + CHECK(!check_no_frame_state);
|
| + }
|
| + }
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| + }
|
| + // Frame state inputs should be frame states (or sentinels).
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| + for (int i = 0; i < OperatorProperties::GetFrameStateInputCount(node->op());
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| + i++) {
|
| + Node* input = NodeProperties::GetFrameStateInput(node, i);
|
| + CHECK(input->opcode() == IrOpcode::kFrameState ||
|
| + input->opcode() == IrOpcode::kStart ||
|
| + input->opcode() == IrOpcode::kDead);
|
| + }
|
| + // Effect inputs should be effect-producing nodes (or sentinels).
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| + for (int i = 0; i < node->op()->EffectInputCount(); i++) {
|
| + Node* input = NodeProperties::GetEffectInput(node, i);
|
| + CHECK(input->op()->EffectOutputCount() > 0 ||
|
| + input->opcode() == IrOpcode::kDead);
|
| + }
|
| + // Control inputs should be control-producing nodes (or sentinels).
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| + for (int i = 0; i < node->op()->ControlInputCount(); i++) {
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| + Node* input = NodeProperties::GetControlInput(node, i);
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| + CHECK(input->op()->ControlOutputCount() > 0 ||
|
| + input->opcode() == IrOpcode::kDead);
|
| + }
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| }
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