// 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 "jump-target-inl.h" #include "register-allocator-inl.h" namespace v8 { namespace internal { // ------------------------------------------------------------------------- // JumpTarget implementation. bool JumpTarget::compiling_deferred_code_ = false; void JumpTarget::Unuse() { reaching_frames_.Clear(); merge_labels_.Clear(); entry_frame_ = NULL; entry_label_.Unuse(); } void JumpTarget::ComputeEntryFrame() { // Given: a collection of frames reaching by forward CFG edges and // the directionality of the block. Compute: an entry frame for the // block. Counters::compute_entry_frame.Increment(); #ifdef DEBUG if (compiling_deferred_code_) { ASSERT(reaching_frames_.length() > 1); VirtualFrame* frame = reaching_frames_[0]; bool all_identical = true; for (int i = 1; i < reaching_frames_.length(); i++) { if (!frame->Equals(reaching_frames_[i])) { all_identical = false; break; } } ASSERT(!all_identical || all_identical); } #endif // Choose an initial frame. VirtualFrame* initial_frame = reaching_frames_[0]; // A list of pointers to frame elements in the entry frame. NULL // indicates that the element has not yet been determined. int length = initial_frame->element_count(); ZoneList elements(length); // Initially populate the list of elements based on the initial // frame. for (int i = 0; i < length; i++) { FrameElement element = initial_frame->elements_[i]; // We do not allow copies or constants in bidirectional frames. if (direction_ == BIDIRECTIONAL) { if (element.is_constant() || element.is_copy()) { elements.Add(NULL); continue; } } elements.Add(&initial_frame->elements_[i]); } // Compute elements based on the other reaching frames. if (reaching_frames_.length() > 1) { for (int i = 0; i < length; i++) { FrameElement* element = elements[i]; for (int j = 1; j < reaching_frames_.length(); j++) { // Element computation is monotonic: new information will not // change our decision about undetermined or invalid elements. if (element == NULL || !element->is_valid()) break; element = element->Combine(&reaching_frames_[j]->elements_[i]); } elements[i] = element; } } // Build the new frame. A freshly allocated frame has memory elements // for the parameters and some platform-dependent elements (e.g., // return address). Replace those first. entry_frame_ = new VirtualFrame(); int index = 0; for (; index < entry_frame_->element_count(); index++) { FrameElement* target = elements[index]; // If the element is determined, set it now. Count registers. Mark // elements as copied exactly when they have a copy. Undetermined // elements are initially recorded as if in memory. if (target != NULL) { entry_frame_->elements_[index] = *target; InitializeEntryElement(index, target); } } // Then fill in the rest of the frame with new elements. for (; index < length; index++) { FrameElement* target = elements[index]; if (target == NULL) { entry_frame_->elements_.Add(FrameElement::MemoryElement()); } else { entry_frame_->elements_.Add(*target); InitializeEntryElement(index, target); } } // Allocate any still-undetermined frame elements to registers or // memory, from the top down. for (int i = length - 1; i >= 0; i--) { if (elements[i] == NULL) { // Loop over all the reaching frames to check whether the element // is synced on all frames and to count the registers it occupies. bool is_synced = true; RegisterFile candidate_registers; int best_count = kMinInt; int best_reg_num = RegisterAllocator::kInvalidRegister; for (int j = 0; j < reaching_frames_.length(); j++) { FrameElement element = reaching_frames_[j]->elements_[i]; is_synced = is_synced && element.is_synced(); if (element.is_register() && !entry_frame_->is_used(element.reg())) { // Count the register occurrence and remember it if better // than the previous best. int num = RegisterAllocator::ToNumber(element.reg()); candidate_registers.Use(num); if (candidate_registers.count(num) > best_count) { best_count = candidate_registers.count(num); best_reg_num = num; } } } // If the value is synced on all frames, put it in memory. This // costs nothing at the merge code but will incur a // memory-to-register move when the value is needed later. if (is_synced) { // Already recorded as a memory element. continue; } // Try to put it in a register. If there was no best choice // consider any free register. if (best_reg_num == RegisterAllocator::kInvalidRegister) { for (int j = 0; j < RegisterAllocator::kNumRegisters; j++) { if (!entry_frame_->is_used(j)) { best_reg_num = j; break; } } } if (best_reg_num != RegisterAllocator::kInvalidRegister) { // If there was a register choice, use it. Preserve the copied // flag on the element. bool is_copied = entry_frame_->elements_[i].is_copied(); Register reg = RegisterAllocator::ToRegister(best_reg_num); entry_frame_->elements_[i] = FrameElement::RegisterElement(reg, FrameElement::NOT_SYNCED); if (is_copied) entry_frame_->elements_[i].set_copied(); entry_frame_->set_register_location(reg, i); } } } // The stack pointer is at the highest synced element or the base of // the expression stack. int stack_pointer = length - 1; while (stack_pointer >= entry_frame_->expression_base_index() && !entry_frame_->elements_[stack_pointer].is_synced()) { stack_pointer--; } entry_frame_->stack_pointer_ = stack_pointer; } void JumpTarget::Jump() { DoJump(); } void JumpTarget::Jump(Result* arg) { ASSERT(cgen()->has_valid_frame()); cgen()->frame()->Push(arg); DoJump(); } void JumpTarget::Branch(Condition cc, Hint hint) { DoBranch(cc, hint); } #ifdef DEBUG #define DECLARE_ARGCHECK_VARS(name) \ Result::Type name##_type = name->type(); \ Register name##_reg = name->is_register() ? name->reg() : no_reg #define ASSERT_ARGCHECK(name) \ ASSERT(name->type() == name##_type); \ ASSERT(!name->is_register() || name->reg().is(name##_reg)) #else #define DECLARE_ARGCHECK_VARS(name) do {} while (false) #define ASSERT_ARGCHECK(name) do {} while (false) #endif void JumpTarget::Branch(Condition cc, Result* arg, Hint hint) { ASSERT(cgen()->has_valid_frame()); // We want to check that non-frame registers at the call site stay in // the same registers on the fall-through branch. DECLARE_ARGCHECK_VARS(arg); cgen()->frame()->Push(arg); DoBranch(cc, hint); *arg = cgen()->frame()->Pop(); ASSERT_ARGCHECK(arg); } void BreakTarget::Branch(Condition cc, Result* arg, Hint hint) { ASSERT(cgen()->has_valid_frame()); int count = cgen()->frame()->height() - expected_height_; if (count > 0) { // We negate and branch here rather than using DoBranch's negate // and branch. This gives us a hook to remove statement state // from the frame. JumpTarget fall_through; // Branch to fall through will not negate, because it is a // forward-only target. fall_through.Branch(NegateCondition(cc), NegateHint(hint)); Jump(arg); // May emit merge code here. fall_through.Bind(); } else { DECLARE_ARGCHECK_VARS(arg); cgen()->frame()->Push(arg); DoBranch(cc, hint); *arg = cgen()->frame()->Pop(); ASSERT_ARGCHECK(arg); } } #undef DECLARE_ARGCHECK_VARS #undef ASSERT_ARGCHECK void JumpTarget::Bind() { DoBind(); } void JumpTarget::Bind(Result* arg) { if (cgen()->has_valid_frame()) { cgen()->frame()->Push(arg); } DoBind(); *arg = cgen()->frame()->Pop(); } void JumpTarget::AddReachingFrame(VirtualFrame* frame) { ASSERT(reaching_frames_.length() == merge_labels_.length()); ASSERT(entry_frame_ == NULL); Label fresh; merge_labels_.Add(fresh); reaching_frames_.Add(frame); } // ------------------------------------------------------------------------- // BreakTarget implementation. void BreakTarget::set_direction(Directionality direction) { JumpTarget::set_direction(direction); ASSERT(cgen()->has_valid_frame()); expected_height_ = cgen()->frame()->height(); } void BreakTarget::CopyTo(BreakTarget* destination) { ASSERT(destination != NULL); destination->direction_ = direction_; destination->reaching_frames_.Rewind(0); destination->reaching_frames_.AddAll(reaching_frames_); destination->merge_labels_.Rewind(0); destination->merge_labels_.AddAll(merge_labels_); destination->entry_frame_ = entry_frame_; destination->entry_label_ = entry_label_; destination->expected_height_ = expected_height_; } void BreakTarget::Branch(Condition cc, Hint hint) { ASSERT(cgen()->has_valid_frame()); int count = cgen()->frame()->height() - expected_height_; if (count > 0) { // We negate and branch here rather than using DoBranch's negate // and branch. This gives us a hook to remove statement state // from the frame. JumpTarget fall_through; // Branch to fall through will not negate, because it is a // forward-only target. fall_through.Branch(NegateCondition(cc), NegateHint(hint)); Jump(); // May emit merge code here. fall_through.Bind(); } else { DoBranch(cc, hint); } } // ------------------------------------------------------------------------- // ShadowTarget implementation. ShadowTarget::ShadowTarget(BreakTarget* shadowed) { ASSERT(shadowed != NULL); other_target_ = shadowed; #ifdef DEBUG is_shadowing_ = true; #endif // While shadowing this shadow target saves the state of the original. shadowed->CopyTo(this); // The original's state is reset. shadowed->Unuse(); ASSERT(cgen()->has_valid_frame()); shadowed->set_expected_height(cgen()->frame()->height()); } void ShadowTarget::StopShadowing() { ASSERT(is_shadowing_); // The states of this target, which was shadowed, and the original // target, which was shadowing, are swapped. BreakTarget temp; other_target_->CopyTo(&temp); CopyTo(other_target_); temp.CopyTo(this); temp.Unuse(); #ifdef DEBUG is_shadowing_ = false; #endif } } } // namespace v8::internal