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// Copyright 2009 the V8 project authors. All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "v8.h"
#include "codegen-inl.h"
#include "register-allocator-inl.h"
namespace v8 {
namespace internal {
// -------------------------------------------------------------------------
// VirtualFrame implementation.
// When cloned, a frame is a deep copy of the original.
VirtualFrame::VirtualFrame(VirtualFrame* original)
: elements_(original->element_count()),
stack_pointer_(original->stack_pointer_) {
elements_.AddAll(original->elements_);
// Copy register locations from original.
memcpy(&register_locations_,
original->register_locations_,
sizeof(register_locations_));
}
// Create a duplicate of an existing valid frame element.
// We can pass an optional number type information that will override the
// existing information about the backing element. The new information must
// not conflict with the existing type information and must be equally or
// more precise. The default parameter value kUninitialized means that there
// is no additional information.
FrameElement VirtualFrame::CopyElementAt(int index, NumberInfo::Type info) {
ASSERT(index >= 0);
ASSERT(index < element_count());
FrameElement target = elements_[index];
FrameElement result;
switch (target.type()) {
case FrameElement::CONSTANT:
// We do not copy constants and instead return a fresh unsynced
// constant.
result = FrameElement::ConstantElement(target.handle(),
FrameElement::NOT_SYNCED);
break;
case FrameElement::COPY:
// We do not allow copies of copies, so we follow one link to
// the actual backing store of a copy before making a copy.
index = target.index();
ASSERT(elements_[index].is_memory() || elements_[index].is_register());
// Fall through.
case FrameElement::MEMORY: // Fall through.
case FrameElement::REGISTER: {
// All copies are backed by memory or register locations.
result.set_type(FrameElement::COPY);
result.clear_copied();
result.clear_sync();
result.set_index(index);
elements_[index].set_copied();
// Update backing element's number information.
NumberInfo::Type existing = elements_[index].number_info();
ASSERT(existing != NumberInfo::kUninitialized);
// Assert that the new type information (a) does not conflict with the
// existing one and (b) is equally or more precise.
ASSERT((info == NumberInfo::kUninitialized) ||
(existing | info) != NumberInfo::kUninitialized);
ASSERT(existing <= info);
elements_[index].set_number_info(info != NumberInfo::kUninitialized
? info
: existing);
break;
}
case FrameElement::INVALID:
// We should not try to copy invalid elements.
UNREACHABLE();
break;
}
return result;
}
// Modify the state of the virtual frame to match the actual frame by adding
// extra in-memory elements to the top of the virtual frame. The extra
// elements will be externally materialized on the actual frame (eg, by
// pushing an exception handler). No code is emitted.
void VirtualFrame::Adjust(int count) {
ASSERT(count >= 0);
ASSERT(stack_pointer_ == element_count() - 1);
for (int i = 0; i < count; i++) {
elements_.Add(FrameElement::MemoryElement(NumberInfo::kUnknown));
}
stack_pointer_ += count;
}
void VirtualFrame::ForgetElements(int count) {
ASSERT(count >= 0);
ASSERT(element_count() >= count);
for (int i = 0; i < count; i++) {
FrameElement last = elements_.RemoveLast();
if (last.is_register()) {
// A hack to properly count register references for the code
// generator's current frame and also for other frames. The
// same code appears in PrepareMergeTo.
if (cgen()->frame() == this) {
Unuse(last.reg());
} else {
set_register_location(last.reg(), kIllegalIndex);
}
}
}
}
// If there are any registers referenced only by the frame, spill one.
Register VirtualFrame::SpillAnyRegister() {
// Find the leftmost (ordered by register number) register whose only
// reference is in the frame.
for (int i = 0; i < RegisterAllocator::kNumRegisters; i++) {
if (is_used(i) && cgen()->allocator()->count(i) == 1) {
SpillElementAt(register_location(i));
ASSERT(!cgen()->allocator()->is_used(i));
return RegisterAllocator::ToRegister(i);
}
}
return no_reg;
}
// Make the type of the element at a given index be MEMORY.
void VirtualFrame::SpillElementAt(int index) {
if (!elements_[index].is_valid()) return;
SyncElementAt(index);
// Number type information is preserved.
// Copies get their number information from their backing element.
NumberInfo::Type info;
if (!elements_[index].is_copy()) {
info = elements_[index].number_info();
} else {
info = elements_[elements_[index].index()].number_info();
}
// The element is now in memory. Its copied flag is preserved.
FrameElement new_element = FrameElement::MemoryElement(info);
if (elements_[index].is_copied()) {
new_element.set_copied();
}
if (elements_[index].is_register()) {
Unuse(elements_[index].reg());
}
elements_[index] = new_element;
}
// Clear the dirty bit for the element at a given index.
void VirtualFrame::SyncElementAt(int index) {
if (index <= stack_pointer_) {
if (!elements_[index].is_synced()) SyncElementBelowStackPointer(index);
} else if (index == stack_pointer_ + 1) {
SyncElementByPushing(index);
} else {
SyncRange(stack_pointer_ + 1, index);
}
}
// Make the type of all elements be MEMORY.
void VirtualFrame::SpillAll() {
for (int i = 0; i < element_count(); i++) {
SpillElementAt(i);
}
}
void VirtualFrame::PrepareMergeTo(VirtualFrame* expected) {
// Perform state changes on this frame that will make merge to the
// expected frame simpler or else increase the likelihood that his
// frame will match another.
for (int i = 0; i < element_count(); i++) {
FrameElement source = elements_[i];
FrameElement target = expected->elements_[i];
if (!target.is_valid() ||
(target.is_memory() && !source.is_memory() && source.is_synced())) {
// No code needs to be generated to invalidate valid elements.
// No code needs to be generated to move values to memory if
// they are already synced. We perform those moves here, before
// merging.
if (source.is_register()) {
// If the frame is the code generator's current frame, we have
// to decrement both the frame-internal and global register
// counts.
if (cgen()->frame() == this) {
Unuse(source.reg());
} else {
set_register_location(source.reg(), kIllegalIndex);
}
}
elements_[i] = target;
} else if (target.is_register() && !target.is_synced() &&
!source.is_memory()) {
// If an element's target is a register that doesn't need to be
// synced, and the element is not in memory, then the sync state
// of the element is irrelevant. We clear the sync bit.
ASSERT(source.is_valid());
elements_[i].clear_sync();
}
}
}
void VirtualFrame::PrepareForCall(int spilled_args, int dropped_args) {
ASSERT(height() >= dropped_args);
ASSERT(height() >= spilled_args);
ASSERT(dropped_args <= spilled_args);
SyncRange(0, element_count() - 1);
// Spill registers.
for (int i = 0; i < RegisterAllocator::kNumRegisters; i++) {
if (is_used(i)) {
SpillElementAt(register_location(i));
}
}
// Spill the arguments.
for (int i = element_count() - spilled_args; i < element_count(); i++) {
if (!elements_[i].is_memory()) {
SpillElementAt(i);
}
}
// Forget the frame elements that will be popped by the call.
Forget(dropped_args);
}
void VirtualFrame::PrepareForReturn() {
// Spill all locals. This is necessary to make sure all locals have
// the right value when breaking at the return site in the debugger.
for (int i = 0; i < expression_base_index(); i++) {
SpillElementAt(i);
}
}
void VirtualFrame::SetElementAt(int index, Result* value) {
int frame_index = element_count() - index - 1;
ASSERT(frame_index >= 0);
ASSERT(frame_index < element_count());
ASSERT(value->is_valid());
FrameElement original = elements_[frame_index];
// Early exit if the element is the same as the one being set.
bool same_register = original.is_register()
&& value->is_register()
&& original.reg().is(value->reg());
bool same_constant = original.is_constant()
&& value->is_constant()
&& original.handle().is_identical_to(value->handle());
if (same_register || same_constant) {
value->Unuse();
return;
}
InvalidateFrameSlotAt(frame_index);
if (value->is_register()) {
if (is_used(value->reg())) {
// The register already appears on the frame. Either the existing
// register element, or the new element at frame_index, must be made
// a copy.
int i = register_location(value->reg());
if (i < frame_index) {
// The register FrameElement is lower in the frame than the new copy.
elements_[frame_index] = CopyElementAt(i);
} else {
// There was an early bailout for the case of setting a
// register element to itself.
ASSERT(i != frame_index);
elements_[frame_index] = elements_[i];
elements_[i] = CopyElementAt(frame_index);
if (elements_[frame_index].is_synced()) {
elements_[i].set_sync();
}
elements_[frame_index].clear_sync();
set_register_location(value->reg(), frame_index);
for (int j = i + 1; j < element_count(); j++) {
if (elements_[j].is_copy() && elements_[j].index() == i) {
elements_[j].set_index(frame_index);
}
}
}
} else {
// The register value->reg() was not already used on the frame.
Use(value->reg(), frame_index);
elements_[frame_index] =
FrameElement::RegisterElement(value->reg(),
FrameElement::NOT_SYNCED,
value->number_info());
}
} else {
ASSERT(value->is_constant());
elements_[frame_index] =
FrameElement::ConstantElement(value->handle(),
FrameElement::NOT_SYNCED);
}
value->Unuse();
}
void VirtualFrame::PushFrameSlotAt(int index) {
elements_.Add(CopyElementAt(index));
}
void VirtualFrame::Push(Register reg, NumberInfo::Type info) {
if (is_used(reg)) {
int index = register_location(reg);
FrameElement element = CopyElementAt(index, info);
elements_.Add(element);
} else {
Use(reg, element_count());
FrameElement element =
FrameElement::RegisterElement(reg, FrameElement::NOT_SYNCED, info);
elements_.Add(element);
}
}
void VirtualFrame::Push(Handle<Object> value) {
FrameElement element =
FrameElement::ConstantElement(value, FrameElement::NOT_SYNCED);
elements_.Add(element);
}
void VirtualFrame::Nip(int num_dropped) {
ASSERT(num_dropped >= 0);
if (num_dropped == 0) return;
Result tos = Pop();
if (num_dropped > 1) {
Drop(num_dropped - 1);
}
SetElementAt(0, &tos);
}
bool VirtualFrame::Equals(VirtualFrame* other) {
#ifdef DEBUG
for (int i = 0; i < RegisterAllocator::kNumRegisters; i++) {
if (register_location(i) != other->register_location(i)) {
return false;
}
}
if (element_count() != other->element_count()) return false;
#endif
if (stack_pointer_ != other->stack_pointer_) return false;
for (int i = 0; i < element_count(); i++) {
if (!elements_[i].Equals(other->elements_[i])) return false;
}
return true;
}
// Specialization of List::ResizeAdd to non-inlined version for FrameElements.
// The function ResizeAdd becomes a real function, whose implementation is the
// inlined ResizeAddInternal.
template <>
void List<FrameElement,
FreeStoreAllocationPolicy>::ResizeAdd(const FrameElement& element) {
ResizeAddInternal(element);
}
} } // namespace v8::internal