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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_COMPILER_H_
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#define V8_COMPILER_H_
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#include "ast.h"
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#include "frame-element.h"
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#include "parser.h"
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#include "register-allocator.h"
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#include "zone.h"
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namespace v8 {
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namespace internal {
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// CompilationInfo encapsulates some information known at compile time. It
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// is constructed based on the resources available at compile-time.
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class CompilationInfo BASE_EMBEDDED {
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public:
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// Compilation mode. Either the compiler is used as the primary
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// compiler and needs to setup everything or the compiler is used as
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// the secondary compiler for split compilation and has to handle
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// bailouts.
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enum Mode {
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PRIMARY,
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SECONDARY
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};
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// A description of the compilation state at a bailout to the secondary
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// code generator.
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//
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// The state is currently simple: there are no parameters or local
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// variables to worry about ('this' can be found in the stack frame).
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// There are at most two live values.
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//
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// There is a label that should be bound to the beginning of the bailout
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// stub code.
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class Bailout : public ZoneObject {
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public:
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Bailout(Register left, Register right) : left_(left), right_(right) {}
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Label* label() { return &label_; }
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private:
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Register left_;
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Register right_;
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Label label_;
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};
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// Lazy compilation of a JSFunction.
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CompilationInfo(Handle<JSFunction> closure,
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int loop_nesting,
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Handle<Object> receiver)
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: closure_(closure),
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function_(NULL),
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is_eval_(false),
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loop_nesting_(loop_nesting),
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receiver_(receiver) {
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Initialize();
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ASSERT(!closure_.is_null() &&
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shared_info_.is_null() &&
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script_.is_null());
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}
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// Lazy compilation based on SharedFunctionInfo.
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explicit CompilationInfo(Handle<SharedFunctionInfo> shared_info)
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: shared_info_(shared_info),
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function_(NULL),
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is_eval_(false),
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loop_nesting_(0) {
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Initialize();
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ASSERT(closure_.is_null() &&
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!shared_info_.is_null() &&
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script_.is_null());
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}
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// Eager compilation.
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CompilationInfo(FunctionLiteral* literal, Handle<Script> script, bool is_eval)
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: script_(script),
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function_(literal),
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is_eval_(is_eval),
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loop_nesting_(0) {
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Initialize();
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ASSERT(closure_.is_null() &&
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shared_info_.is_null() &&
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!script_.is_null());
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}
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// We can only get a JSFunction if we actually have one.
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Handle<JSFunction> closure() { return closure_; }
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// We can get a SharedFunctionInfo from a JSFunction or if we actually
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// have one.
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Handle<SharedFunctionInfo> shared_info() {
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if (!closure().is_null()) {
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return Handle<SharedFunctionInfo>(closure()->shared());
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} else {
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return shared_info_;
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}
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}
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// We can always get a script. Either we have one or we can get a shared
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// function info.
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Handle<Script> script() {
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if (!script_.is_null()) {
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return script_;
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} else {
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ASSERT(shared_info()->script()->IsScript());
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return Handle<Script>(Script::cast(shared_info()->script()));
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}
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}
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// There should always be a function literal, but it may be set after
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// construction (for lazy compilation).
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FunctionLiteral* function() { return function_; }
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void set_function(FunctionLiteral* literal) {
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ASSERT(function_ == NULL);
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function_ = literal;
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}
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// Simple accessors.
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bool is_eval() { return is_eval_; }
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int loop_nesting() { return loop_nesting_; }
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bool has_receiver() { return !receiver_.is_null(); }
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Handle<Object> receiver() { return receiver_; }
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List<Bailout*>* bailouts() { return &bailouts_; }
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// Accessors for mutable fields (possibly set by analysis passes) with
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// default values given by Initialize.
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Mode mode() { return mode_; }
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void set_mode(Mode mode) { mode_ = mode; }
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bool has_this_properties() { return has_this_properties_; }
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void set_has_this_properties(bool flag) { has_this_properties_ = flag; }
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bool has_global_object() {
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return !closure().is_null() && (closure()->context()->global() != NULL);
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}
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GlobalObject* global_object() {
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return has_global_object() ? closure()->context()->global() : NULL;
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}
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bool has_globals() { return has_globals_; }
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void set_has_globals(bool flag) { has_globals_ = flag; }
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// Derived accessors.
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Scope* scope() { return function()->scope(); }
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// Add a bailout with two live values.
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Label* AddBailout(Register left, Register right) {
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Bailout* bailout = new Bailout(left, right);
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bailouts_.Add(bailout);
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return bailout->label();
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}
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// Add a bailout with no live values.
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Label* AddBailout() { return AddBailout(no_reg, no_reg); }
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private:
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void Initialize() {
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mode_ = PRIMARY;
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has_this_properties_ = false;
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has_globals_ = false;
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}
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Handle<JSFunction> closure_;
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Handle<SharedFunctionInfo> shared_info_;
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Handle<Script> script_;
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FunctionLiteral* function_;
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Mode mode_;
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bool is_eval_;
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int loop_nesting_;
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Handle<Object> receiver_;
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bool has_this_properties_;
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bool has_globals_;
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// An ordered list of bailout points encountered during fast-path
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// compilation.
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List<Bailout*> bailouts_;
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DISALLOW_COPY_AND_ASSIGN(CompilationInfo);
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};
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// The V8 compiler
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//
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// General strategy: Source code is translated into an anonymous function w/o
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// parameters which then can be executed. If the source code contains other
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// functions, they will be compiled and allocated as part of the compilation
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// of the source code.
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// Please note this interface returns function boilerplates.
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// This means you need to call Factory::NewFunctionFromBoilerplate
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// before you have a real function with context.
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class Compiler : public AllStatic {
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public:
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enum ValidationState { VALIDATE_JSON, DONT_VALIDATE_JSON };
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// All routines return a JSFunction.
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// If an error occurs an exception is raised and
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// the return handle contains NULL.
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// Compile a String source within a context.
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static Handle<JSFunction> Compile(Handle<String> source,
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Handle<Object> script_name,
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int line_offset, int column_offset,
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v8::Extension* extension,
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ScriptDataImpl* pre_data,
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Handle<Object> script_data);
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// Compile a String source within a context for Eval.
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static Handle<JSFunction> CompileEval(Handle<String> source,
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Handle<Context> context,
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bool is_global,
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ValidationState validation);
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// Compile from function info (used for lazy compilation). Returns
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// true on success and false if the compilation resulted in a stack
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// overflow.
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static bool CompileLazy(CompilationInfo* info);
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// Compile a function boilerplate object (the function is possibly
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// lazily compiled). Called recursively from a backend code
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// generator 'caller' to build the boilerplate.
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static Handle<JSFunction> BuildBoilerplate(FunctionLiteral* node,
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Handle<Script> script,
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AstVisitor* caller);
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// Set the function info for a newly compiled function.
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static void SetFunctionInfo(Handle<JSFunction> fun,
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FunctionLiteral* lit,
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bool is_toplevel,
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Handle<Script> script);
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private:
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#if defined ENABLE_LOGGING_AND_PROFILING || defined ENABLE_OPROFILE_AGENT
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static void LogCodeCreateEvent(Logger::LogEventsAndTags tag,
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Handle<String> name,
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Handle<String> inferred_name,
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int start_position,
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Handle<Script> script,
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Handle<Code> code);
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#endif
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};
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// During compilation we need a global list of handles to constants
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// for frame elements. When the zone gets deleted, we make sure to
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// clear this list of handles as well.
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class CompilationZoneScope : public ZoneScope {
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public:
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explicit CompilationZoneScope(ZoneScopeMode mode) : ZoneScope(mode) { }
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virtual ~CompilationZoneScope() {
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if (ShouldDeleteOnExit()) {
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FrameElement::ClearConstantList();
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Result::ClearConstantList();
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}
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}
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};
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} } // namespace v8::internal
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#endif // V8_COMPILER_H_
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