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// Copyright 2006-2008 the V8 project authors. All rights reserved.
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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//
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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// * Neither the name of Google Inc. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef V8_IA32_CODEGEN_IA32_H_
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#define V8_IA32_CODEGEN_IA32_H_
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namespace v8 {
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namespace internal {
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// Forward declarations
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class DeferredCode;
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class RegisterAllocator;
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class RegisterFile;
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enum InitState { CONST_INIT, NOT_CONST_INIT };
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enum TypeofState { INSIDE_TYPEOF, NOT_INSIDE_TYPEOF };
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// -------------------------------------------------------------------------
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// Reference support
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// A reference is a C++ stack-allocated object that keeps an ECMA
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// reference on the execution stack while in scope. For variables
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// the reference is empty, indicating that it isn't necessary to
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// store state on the stack for keeping track of references to those.
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// For properties, we keep either one (named) or two (indexed) values
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// on the execution stack to represent the reference.
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class Reference BASE_EMBEDDED {
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public:
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// The values of the types is important, see size().
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enum Type { ILLEGAL = -1, SLOT = 0, NAMED = 1, KEYED = 2 };
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Reference(CodeGenerator* cgen, Expression* expression);
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~Reference();
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Expression* expression() const { return expression_; }
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Type type() const { return type_; }
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void set_type(Type value) {
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ASSERT(type_ == ILLEGAL);
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type_ = value;
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}
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// The size the reference takes up on the stack.
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int size() const { return (type_ == ILLEGAL) ? 0 : type_; }
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bool is_illegal() const { return type_ == ILLEGAL; }
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bool is_slot() const { return type_ == SLOT; }
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bool is_property() const { return type_ == NAMED || type_ == KEYED; }
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// Return the name. Only valid for named property references.
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Handle<String> GetName();
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// Generate code to push the value of the reference on top of the
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// expression stack. The reference is expected to be already on top of
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// the expression stack, and it is left in place with its value above it.
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void GetValue(TypeofState typeof_state);
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// Like GetValue except that the slot is expected to be written to before
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// being read from again. Thae value of the reference may be invalidated,
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// causing subsequent attempts to read it to fail.
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void TakeValue(TypeofState typeof_state);
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// Generate code to store the value on top of the expression stack in the
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// reference. The reference is expected to be immediately below the value
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// on the expression stack. The stored value is left in place (with the
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// reference intact below it) to support chained assignments.
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void SetValue(InitState init_state);
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private:
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CodeGenerator* cgen_;
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Expression* expression_;
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Type type_;
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};
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// -------------------------------------------------------------------------
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// Control destinations.
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// A control destination encapsulates a pair of jump targets and a
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// flag indicating which one is the preferred fall-through. The
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// preferred fall-through must be unbound, the other may be already
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// bound (ie, a backward target).
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//
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// The true and false targets may be jumped to unconditionally or
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// control may split conditionally. Unconditional jumping and
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// splitting should be emitted in tail position (as the last thing
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// when compiling an expression) because they can cause either label
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// to be bound or the non-fall through to be jumped to leaving an
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// invalid virtual frame.
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//
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// The labels in the control destination can be extracted and
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// manipulated normally without affecting the state of the
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// destination.
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class ControlDestination BASE_EMBEDDED {
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public:
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ControlDestination(JumpTarget* true_target,
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JumpTarget* false_target,
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bool true_is_fall_through)
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: true_target_(true_target),
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false_target_(false_target),
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true_is_fall_through_(true_is_fall_through),
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is_used_(false) {
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ASSERT(true_is_fall_through ? !true_target->is_bound()
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: !false_target->is_bound());
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}
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// Accessors for the jump targets. Directly jumping or branching to
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// or binding the targets will not update the destination's state.
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JumpTarget* true_target() const { return true_target_; }
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JumpTarget* false_target() const { return false_target_; }
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// True if the the destination has been jumped to unconditionally or
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// control has been split to both targets. This predicate does not
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// test whether the targets have been extracted and manipulated as
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// raw jump targets.
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bool is_used() const { return is_used_; }
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// True if the destination is used and the true target (respectively
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// false target) was the fall through. If the target is backward,
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// "fall through" included jumping unconditionally to it.
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bool true_was_fall_through() const {
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return is_used_ && true_is_fall_through_;
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}
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bool false_was_fall_through() const {
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return is_used_ && !true_is_fall_through_;
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}
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// Emit a branch to one of the true or false targets, and bind the
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// other target. Because this binds the fall-through target, it
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// should be emitted in tail position (as the last thing when
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// compiling an expression).
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void Split(Condition cc) {
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ASSERT(!is_used_);
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if (true_is_fall_through_) {
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false_target_->Branch(NegateCondition(cc));
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true_target_->Bind();
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} else {
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true_target_->Branch(cc);
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false_target_->Bind();
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}
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is_used_ = true;
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}
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// Emit an unconditional jump in tail position, to the true target
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// (if the argument is true) or the false target. The "jump" will
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// actually bind the jump target if it is forward, jump to it if it
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// is backward.
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void Goto(bool where) {
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ASSERT(!is_used_);
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JumpTarget* target = where ? true_target_ : false_target_;
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if (target->is_bound()) {
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target->Jump();
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} else {
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target->Bind();
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}
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is_used_ = true;
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true_is_fall_through_ = where;
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}
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// Mark this jump target as used as if Goto had been called, but
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// without generating a jump or binding a label (the control effect
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// should have already happened). This is used when the left
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// subexpression of the short-circuit boolean operators are
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// compiled.
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void Use(bool where) {
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ASSERT(!is_used_);
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ASSERT((where ? true_target_ : false_target_)->is_bound());
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is_used_ = true;
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true_is_fall_through_ = where;
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}
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// Swap the true and false targets but keep the same actual label as
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// the fall through. This is used when compiling negated
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// expressions, where we want to swap the targets but preserve the
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// state.
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void Invert() {
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JumpTarget* temp_target = true_target_;
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true_target_ = false_target_;
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false_target_ = temp_target;
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true_is_fall_through_ = !true_is_fall_through_;
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}
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private:
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// True and false jump targets.
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JumpTarget* true_target_;
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JumpTarget* false_target_;
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// Before using the destination: true if the true target is the
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// preferred fall through, false if the false target is. After
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// using the destination: true if the true target was actually used
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// as the fall through, false if the false target was.
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bool true_is_fall_through_;
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// True if the Split or Goto functions have been called.
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bool is_used_;
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};
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// -------------------------------------------------------------------------
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// Code generation state
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// The state is passed down the AST by the code generator (and back up, in
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// the form of the state of the jump target pair). It is threaded through
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// the call stack. Constructing a state implicitly pushes it on the owning
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// code generator's stack of states, and destroying one implicitly pops it.
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//
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// The code generator state is only used for expressions, so statements have
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// the initial state.
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class CodeGenState BASE_EMBEDDED {
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public:
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// Create an initial code generator state. Destroying the initial state
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// leaves the code generator with a NULL state.
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explicit CodeGenState(CodeGenerator* owner);
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// Create a code generator state based on a code generator's current
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// state. The new state may or may not be inside a typeof, and has its
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// own control destination.
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CodeGenState(CodeGenerator* owner,
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TypeofState typeof_state,
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ControlDestination* destination);
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// Destroy a code generator state and restore the owning code generator's
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// previous state.
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~CodeGenState();
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// Accessors for the state.
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TypeofState typeof_state() const { return typeof_state_; }
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ControlDestination* destination() const { return destination_; }
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private:
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// The owning code generator.
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CodeGenerator* owner_;
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// A flag indicating whether we are compiling the immediate subexpression
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// of a typeof expression.
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TypeofState typeof_state_;
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// A control destination in case the expression has a control-flow
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// effect.
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ControlDestination* destination_;
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// The previous state of the owning code generator, restored when
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// this state is destroyed.
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CodeGenState* previous_;
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};
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// -------------------------------------------------------------------------
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// Arguments allocation mode
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enum ArgumentsAllocationMode {
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NO_ARGUMENTS_ALLOCATION,
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EAGER_ARGUMENTS_ALLOCATION,
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LAZY_ARGUMENTS_ALLOCATION
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};
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// -------------------------------------------------------------------------
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// CodeGenerator
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class CodeGenerator: public AstVisitor {
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public:
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// Takes a function literal, generates code for it. This function should only
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// be called by compiler.cc.
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static Handle<Code> MakeCode(FunctionLiteral* fun,
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Handle<Script> script,
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bool is_eval);
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#ifdef ENABLE_LOGGING_AND_PROFILING
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static bool ShouldGenerateLog(Expression* type);
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#endif
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static void SetFunctionInfo(Handle<JSFunction> fun,
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int length,
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int function_token_position,
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int start_position,
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int end_position,
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bool is_expression,
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bool is_toplevel,
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Handle<Script> script,
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Handle<String> inferred_name);
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// Accessors
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MacroAssembler* masm() { return masm_; }
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VirtualFrame* frame() const { return frame_; }
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bool has_valid_frame() const { return frame_ != NULL; }
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// Set the virtual frame to be new_frame, with non-frame register
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// reference counts given by non_frame_registers. The non-frame
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// register reference counts of the old frame are returned in
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// non_frame_registers.
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void SetFrame(VirtualFrame* new_frame, RegisterFile* non_frame_registers);
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void DeleteFrame();
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RegisterAllocator* allocator() const { return allocator_; }
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CodeGenState* state() { return state_; }
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void set_state(CodeGenState* state) { state_ = state; }
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void AddDeferred(DeferredCode* code) { deferred_.Add(code); }
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bool in_spilled_code() const { return in_spilled_code_; }
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void set_in_spilled_code(bool flag) { in_spilled_code_ = flag; }
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private:
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// Construction/Destruction
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CodeGenerator(int buffer_size, Handle<Script> script, bool is_eval);
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virtual ~CodeGenerator() { delete masm_; }
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// Accessors
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Scope* scope() const { return scope_; }
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bool is_eval() { return is_eval_; }
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// Generating deferred code.
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void ProcessDeferred();
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// State
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TypeofState typeof_state() const { return state_->typeof_state(); }
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ControlDestination* destination() const { return state_->destination(); }
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// Track loop nesting level.
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int loop_nesting() const { return loop_nesting_; }
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void IncrementLoopNesting() { loop_nesting_++; }
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void DecrementLoopNesting() { loop_nesting_--; }
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// Node visitors.
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void VisitStatements(ZoneList<Statement*>* statements);
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#define DEF_VISIT(type) \
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void Visit##type(type* node);
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AST_NODE_LIST(DEF_VISIT)
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#undef DEF_VISIT
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// Visit a statement and then spill the virtual frame if control flow can
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// reach the end of the statement (ie, it does not exit via break,
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// continue, return, or throw). This function is used temporarily while
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// the code generator is being transformed.
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void VisitAndSpill(Statement* statement);
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// Visit a list of statements and then spill the virtual frame if control
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// flow can reach the end of the list.
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void VisitStatementsAndSpill(ZoneList<Statement*>* statements);
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// Main code generation function
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void GenCode(FunctionLiteral* fun);
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// Generate the return sequence code. Should be called no more than
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// once per compiled function, immediately after binding the return
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// target (which can not be done more than once).
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void GenerateReturnSequence(Result* return_value);
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// Returns the arguments allocation mode.
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|
ArgumentsAllocationMode ArgumentsMode() const;
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// Store the arguments object and allocate it if necessary.
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Result StoreArgumentsObject(bool initial);
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// The following are used by class Reference.
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void LoadReference(Reference* ref);
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void UnloadReference(Reference* ref);
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Operand ContextOperand(Register context, int index) const {
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|
return Operand(context, Context::SlotOffset(index));
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|
}
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Operand SlotOperand(Slot* slot, Register tmp);
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Operand ContextSlotOperandCheckExtensions(Slot* slot,
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Result tmp,
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JumpTarget* slow);
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// Expressions
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Operand GlobalObject() const {
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|
return ContextOperand(esi, Context::GLOBAL_INDEX);
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|
}
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void LoadCondition(Expression* x,
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TypeofState typeof_state,
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|
ControlDestination* destination,
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|
|
bool force_control);
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|
void Load(Expression* x, TypeofState typeof_state = NOT_INSIDE_TYPEOF);
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|
void LoadGlobal();
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void LoadGlobalReceiver();
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|
// Generate code to push the value of an expression on top of the frame
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|
// and then spill the frame fully to memory. This function is used
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|
// temporarily while the code generator is being transformed.
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|
void LoadAndSpill(Expression* expression,
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TypeofState typeof_state = NOT_INSIDE_TYPEOF);
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// Read a value from a slot and leave it on top of the expression stack.
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|
void LoadFromSlot(Slot* slot, TypeofState typeof_state);
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|
void LoadFromSlotCheckForArguments(Slot* slot, TypeofState typeof_state);
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|
Result LoadFromGlobalSlotCheckExtensions(Slot* slot,
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|
TypeofState typeof_state,
|
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|
JumpTarget* slow);
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|
// Store the value on top of the expression stack into a slot, leaving the
|
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|
// value in place.
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|
|
void StoreToSlot(Slot* slot, InitState init_state);
|
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|
// Special code for typeof expressions: Unfortunately, we must
|
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|
// be careful when loading the expression in 'typeof'
|
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|
// expressions. We are not allowed to throw reference errors for
|
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|
// non-existing properties of the global object, so we must make it
|
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|
|
// look like an explicit property access, instead of an access
|
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|
|
// through the context chain.
|
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|
|
void LoadTypeofExpression(Expression* x);
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|
|
// Translate the value on top of the frame into control flow to the
|
|
|
|
// control destination.
|
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|
|
void ToBoolean(ControlDestination* destination);
|
|
|
|
|
|
|
|
void GenericBinaryOperation(
|
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|
|
Token::Value op,
|
|
|
|
SmiAnalysis* type,
|
|
|
|
OverwriteMode overwrite_mode);
|
|
|
|
|
|
|
|
// If possible, combine two constant smi values using op to produce
|
|
|
|
// a smi result, and push it on the virtual frame, all at compile time.
|
|
|
|
// Returns true if it succeeds. Otherwise it has no effect.
|
|
|
|
bool FoldConstantSmis(Token::Value op, int left, int right);
|
|
|
|
|
|
|
|
// Emit code to perform a binary operation on a constant
|
|
|
|
// smi and a likely smi. Consumes the Result *operand.
|
|
|
|
void ConstantSmiBinaryOperation(Token::Value op,
|
|
|
|
Result* operand,
|
|
|
|
Handle<Object> constant_operand,
|
|
|
|
SmiAnalysis* type,
|
|
|
|
bool reversed,
|
|
|
|
OverwriteMode overwrite_mode);
|
|
|
|
|
|
|
|
// Emit code to perform a binary operation on two likely smis.
|
|
|
|
// The code to handle smi arguments is produced inline.
|
|
|
|
// Consumes the Results *left and *right.
|
|
|
|
void LikelySmiBinaryOperation(Token::Value op,
|
|
|
|
Result* left,
|
|
|
|
Result* right,
|
|
|
|
OverwriteMode overwrite_mode);
|
|
|
|
|
|
|
|
void Comparison(Condition cc,
|
|
|
|
bool strict,
|
|
|
|
ControlDestination* destination);
|
|
|
|
|
|
|
|
// To prevent long attacker-controlled byte sequences, integer constants
|
|
|
|
// from the JavaScript source are loaded in two parts if they are larger
|
|
|
|
// than 16 bits.
|
|
|
|
static const int kMaxSmiInlinedBits = 16;
|
|
|
|
bool IsUnsafeSmi(Handle<Object> value);
|
|
|
|
// Load an integer constant x into a register target using
|
|
|
|
// at most 16 bits of user-controlled data per assembly operation.
|
|
|
|
void LoadUnsafeSmi(Register target, Handle<Object> value);
|
|
|
|
|
|
|
|
void CallWithArguments(ZoneList<Expression*>* arguments, int position);
|
|
|
|
|
|
|
|
// Use an optimized version of Function.prototype.apply that avoid
|
|
|
|
// allocating the arguments object and just copies the arguments
|
|
|
|
// from the stack.
|
|
|
|
void CallApplyLazy(Property* apply,
|
|
|
|
Expression* receiver,
|
|
|
|
VariableProxy* arguments,
|
|
|
|
int position);
|
|
|
|
|
|
|
|
void CheckStack();
|
|
|
|
|
|
|
|
struct InlineRuntimeLUT {
|
|
|
|
void (CodeGenerator::*method)(ZoneList<Expression*>*);
|
|
|
|
const char* name;
|
|
|
|
};
|
|
|
|
|
|
|
|
static InlineRuntimeLUT* FindInlineRuntimeLUT(Handle<String> name);
|
|
|
|
bool CheckForInlineRuntimeCall(CallRuntime* node);
|
|
|
|
static bool PatchInlineRuntimeEntry(Handle<String> name,
|
|
|
|
const InlineRuntimeLUT& new_entry,
|
|
|
|
InlineRuntimeLUT* old_entry);
|
|
|
|
|
|
|
|
Handle<JSFunction> BuildBoilerplate(FunctionLiteral* node);
|
|
|
|
void ProcessDeclarations(ZoneList<Declaration*>* declarations);
|
|
|
|
|
|
|
|
Handle<Code> ComputeCallInitialize(int argc, InLoopFlag in_loop);
|
|
|
|
|
|
|
|
// Declare global variables and functions in the given array of
|
|
|
|
// name/value pairs.
|
|
|
|
void DeclareGlobals(Handle<FixedArray> pairs);
|
|
|
|
|
|
|
|
// Instantiate the function boilerplate.
|
|
|
|
void InstantiateBoilerplate(Handle<JSFunction> boilerplate);
|
|
|
|
|
|
|
|
// Support for type checks.
|
|
|
|
void GenerateIsSmi(ZoneList<Expression*>* args);
|
|
|
|
void GenerateIsNonNegativeSmi(ZoneList<Expression*>* args);
|
|
|
|
void GenerateIsArray(ZoneList<Expression*>* args);
|
|
|
|
|
|
|
|
// Support for construct call checks.
|
|
|
|
void GenerateIsConstructCall(ZoneList<Expression*>* args);
|
|
|
|
|
|
|
|
// Support for arguments.length and arguments[?].
|
|
|
|
void GenerateArgumentsLength(ZoneList<Expression*>* args);
|
|
|
|
void GenerateArgumentsAccess(ZoneList<Expression*>* args);
|
|
|
|
|
|
|
|
// Support for accessing the class and value fields of an object.
|
|
|
|
void GenerateClassOf(ZoneList<Expression*>* args);
|
|
|
|
void GenerateValueOf(ZoneList<Expression*>* args);
|
|
|
|
void GenerateSetValueOf(ZoneList<Expression*>* args);
|
|
|
|
|
|
|
|
// Fast support for charCodeAt(n).
|
|
|
|
void GenerateFastCharCodeAt(ZoneList<Expression*>* args);
|
|
|
|
|
|
|
|
// Fast support for object equality testing.
|
|
|
|
void GenerateObjectEquals(ZoneList<Expression*>* args);
|
|
|
|
|
|
|
|
void GenerateLog(ZoneList<Expression*>* args);
|
|
|
|
|
|
|
|
void GenerateGetFramePointer(ZoneList<Expression*>* args);
|
|
|
|
|
|
|
|
// Fast support for Math.random().
|
|
|
|
void GenerateRandomPositiveSmi(ZoneList<Expression*>* args);
|
|
|
|
|
|
|
|
// Fast support for Math.sin and Math.cos.
|
|
|
|
enum MathOp { SIN, COS };
|
|
|
|
void GenerateFastMathOp(MathOp op, ZoneList<Expression*>* args);
|
|
|
|
inline void GenerateMathSin(ZoneList<Expression*>* args);
|
|
|
|
inline void GenerateMathCos(ZoneList<Expression*>* args);
|
|
|
|
|
|
|
|
// Methods used to indicate which source code is generated for. Source
|
|
|
|
// positions are collected by the assembler and emitted with the relocation
|
|
|
|
// information.
|
|
|
|
void CodeForFunctionPosition(FunctionLiteral* fun);
|
|
|
|
void CodeForReturnPosition(FunctionLiteral* fun);
|
|
|
|
void CodeForStatementPosition(AstNode* node);
|
|
|
|
void CodeForSourcePosition(int pos);
|
|
|
|
|
|
|
|
#ifdef DEBUG
|
|
|
|
// True if the registers are valid for entry to a block. There should
|
|
|
|
// be no frame-external references to (non-reserved) registers.
|
|
|
|
bool HasValidEntryRegisters();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
bool is_eval_; // Tells whether code is generated for eval.
|
|
|
|
Handle<Script> script_;
|
|
|
|
ZoneList<DeferredCode*> deferred_;
|
|
|
|
|
|
|
|
// Assembler
|
|
|
|
MacroAssembler* masm_; // to generate code
|
|
|
|
|
|
|
|
// Code generation state
|
|
|
|
Scope* scope_;
|
|
|
|
VirtualFrame* frame_;
|
|
|
|
RegisterAllocator* allocator_;
|
|
|
|
CodeGenState* state_;
|
|
|
|
int loop_nesting_;
|
|
|
|
|
|
|
|
// Jump targets.
|
|
|
|
// The target of the return from the function.
|
|
|
|
BreakTarget function_return_;
|
|
|
|
|
|
|
|
// True if the function return is shadowed (ie, jumping to the target
|
|
|
|
// function_return_ does not jump to the true function return, but rather
|
|
|
|
// to some unlinking code).
|
|
|
|
bool function_return_is_shadowed_;
|
|
|
|
|
|
|
|
// True when we are in code that expects the virtual frame to be fully
|
|
|
|
// spilled. Some virtual frame function are disabled in DEBUG builds when
|
|
|
|
// called from spilled code, because they do not leave the virtual frame
|
|
|
|
// in a spilled state.
|
|
|
|
bool in_spilled_code_;
|
|
|
|
|
|
|
|
static InlineRuntimeLUT kInlineRuntimeLUT[];
|
|
|
|
|
|
|
|
friend class VirtualFrame;
|
|
|
|
friend class JumpTarget;
|
|
|
|
friend class Reference;
|
|
|
|
friend class Result;
|
|
|
|
|
|
|
|
friend class CodeGeneratorPatcher; // Used in test-log-stack-tracer.cc
|
|
|
|
|
|
|
|
DISALLOW_COPY_AND_ASSIGN(CodeGenerator);
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
} } // namespace v8::internal
|
|
|
|
|
|
|
|
#endif // V8_IA32_CODEGEN_IA32_H_
|