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Unified Diff: src/arm/codegen-arm.h

Issue 164136: Change the SpilledScope scope and ...AndSpill functions on ARM so that... (Closed) Base URL: http://v8.googlecode.com/svn/branches/bleeding_edge/
Patch Set: Created 11 years, 4 months ago
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Index: src/arm/codegen-arm.h
===================================================================
--- src/arm/codegen-arm.h (revision 2643)
+++ src/arm/codegen-arm.h (working copy)
@@ -183,9 +183,6 @@
void AddDeferred(DeferredCode* code) { deferred_.Add(code); }
- bool in_spilled_code() const { return in_spilled_code_; }
- void set_in_spilled_code(bool flag) { in_spilled_code_ = flag; }
-
static const int kUnknownIntValue = -1;
private:
@@ -222,11 +219,11 @@
// reach the end of the statement (ie, it does not exit via break,
// continue, return, or throw). This function is used temporarily while
// the code generator is being transformed.
- void VisitAndSpill(Statement* statement);
+ inline void VisitAndSpill(Statement* statement);
// Visit a list of statements and then spill the virtual frame if control
// flow can reach the end of the list.
- void VisitStatementsAndSpill(ZoneList<Statement*>* statements);
+ inline void VisitStatementsAndSpill(ZoneList<Statement*>* statements);
// Main code generation function
void GenCode(FunctionLiteral* fun);
@@ -263,17 +260,17 @@
// Generate code to push the value of an expression on top of the frame
// and then spill the frame fully to memory. This function is used
// temporarily while the code generator is being transformed.
- void LoadAndSpill(Expression* expression,
- TypeofState typeof_state = NOT_INSIDE_TYPEOF);
+ inline void LoadAndSpill(Expression* expression,
+ TypeofState typeof_state = NOT_INSIDE_TYPEOF);
// Call LoadCondition and then spill the virtual frame unless control flow
// cannot reach the end of the expression (ie, by emitting only
// unconditional jumps to the control targets).
- void LoadConditionAndSpill(Expression* expression,
- TypeofState typeof_state,
- JumpTarget* true_target,
- JumpTarget* false_target,
- bool force_control);
+ inline void LoadConditionAndSpill(Expression* expression,
+ TypeofState typeof_state,
+ JumpTarget* true_target,
+ JumpTarget* false_target,
+ bool force_control);
// Read a value from a slot and leave it on top of the expression stack.
void LoadFromSlot(Slot* slot, TypeofState typeof_state);
@@ -405,12 +402,6 @@
// 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;
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