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Unified Diff: src/virtual-frame-heavy.cc

Issue 1164002: Split the virtual frame into heavy and light versions.... (Closed) Base URL: http://v8.googlecode.com/svn/branches/bleeding_edge/
Patch Set: '' Created 10 years, 9 months ago
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Index: src/virtual-frame-heavy.cc
===================================================================
--- src/virtual-frame-heavy.cc (revision 0)
+++ src/virtual-frame-heavy.cc (revision 0)
@@ -0,0 +1,298 @@
+// Copyright 2010 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"
+#include "virtual-frame-inl.h"
+
+namespace v8 {
+namespace internal {
+
+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();
+}
+
+
+// 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 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 existing = elements_[index].number_info();
+ ASSERT(!existing.IsUninitialized());
+ // Assert that the new type information (a) does not conflict with the
+ // existing one and (b) is equally or more precise.
+ ASSERT((info.ToInt() & existing.ToInt()) == existing.ToInt());
+ ASSERT((info.ToInt() | existing.ToInt()) == info.ToInt());
+
+ elements_[index].set_number_info(!info.IsUninitialized()
+ ? 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::Unknown()));
+ }
+ 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);
+ }
+ }
+ }
+}
+
+
+// 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 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_untagged_int32()) {
+ new_element.set_untagged_int32(true);
+ }
+ 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);
+ }
+}
+
+
+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);
+}
+
+
+} } // namespace v8::internal
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