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Unified Diff: src/ia32/codegen-ia32.h

Issue 92068: Move backend specific files to separate directories. (Closed)
Patch Set: Added CPPPATH flag and made all includes use same base path. Created 11 years, 8 months ago
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Index: src/ia32/codegen-ia32.h
diff --git a/src/ia32/codegen-ia32.h b/src/ia32/codegen-ia32.h
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index 0000000000000000000000000000000000000000..a39bc58821c3d0538ba205b0c522c125961b321f
--- /dev/null
+++ b/src/ia32/codegen-ia32.h
@@ -0,0 +1,618 @@
+// Copyright 2006-2008 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.
+
+#ifndef V8_CODEGEN_IA32_H_
+#define V8_CODEGEN_IA32_H_
+
+namespace v8 { namespace internal {
+
+// Forward declarations
+class DeferredCode;
+class RegisterAllocator;
+class RegisterFile;
+
+enum InitState { CONST_INIT, NOT_CONST_INIT };
+enum TypeofState { INSIDE_TYPEOF, NOT_INSIDE_TYPEOF };
+
+
+// -------------------------------------------------------------------------
+// Reference support
+
+// A reference is a C++ stack-allocated object that keeps an ECMA
+// reference on the execution stack while in scope. For variables
+// the reference is empty, indicating that it isn't necessary to
+// store state on the stack for keeping track of references to those.
+// For properties, we keep either one (named) or two (indexed) values
+// on the execution stack to represent the reference.
+
+class Reference BASE_EMBEDDED {
+ public:
+ // The values of the types is important, see size().
+ enum Type { ILLEGAL = -1, SLOT = 0, NAMED = 1, KEYED = 2 };
+ Reference(CodeGenerator* cgen, Expression* expression);
+ ~Reference();
+
+ Expression* expression() const { return expression_; }
+ Type type() const { return type_; }
+ void set_type(Type value) {
+ ASSERT(type_ == ILLEGAL);
+ type_ = value;
+ }
+
+ // The size the reference takes up on the stack.
+ int size() const { return (type_ == ILLEGAL) ? 0 : type_; }
+
+ bool is_illegal() const { return type_ == ILLEGAL; }
+ bool is_slot() const { return type_ == SLOT; }
+ bool is_property() const { return type_ == NAMED || type_ == KEYED; }
+
+ // Return the name. Only valid for named property references.
+ Handle<String> GetName();
+
+ // Generate code to push the value of the reference on top of the
+ // expression stack. The reference is expected to be already on top of
+ // the expression stack, and it is left in place with its value above it.
+ void GetValue(TypeofState typeof_state);
+
+ // Like GetValue except that the slot is expected to be written to before
+ // being read from again. Thae value of the reference may be invalidated,
+ // causing subsequent attempts to read it to fail.
+ void TakeValue(TypeofState typeof_state);
+
+ // Generate code to store the value on top of the expression stack in the
+ // reference. The reference is expected to be immediately below the value
+ // on the expression stack. The stored value is left in place (with the
+ // reference intact below it) to support chained assignments.
+ void SetValue(InitState init_state);
+
+ private:
+ CodeGenerator* cgen_;
+ Expression* expression_;
+ Type type_;
+};
+
+
+// -------------------------------------------------------------------------
+// Control destinations.
+
+// A control destination encapsulates a pair of jump targets and a
+// flag indicating which one is the preferred fall-through. The
+// preferred fall-through must be unbound, the other may be already
+// bound (ie, a backward target).
+//
+// The true and false targets may be jumped to unconditionally or
+// control may split conditionally. Unconditional jumping and
+// splitting should be emitted in tail position (as the last thing
+// when compiling an expression) because they can cause either label
+// to be bound or the non-fall through to be jumped to leaving an
+// invalid virtual frame.
+//
+// The labels in the control destination can be extracted and
+// manipulated normally without affecting the state of the
+// destination.
+
+class ControlDestination BASE_EMBEDDED {
+ public:
+ ControlDestination(JumpTarget* true_target,
+ JumpTarget* false_target,
+ bool true_is_fall_through)
+ : true_target_(true_target),
+ false_target_(false_target),
+ true_is_fall_through_(true_is_fall_through),
+ is_used_(false) {
+ ASSERT(true_is_fall_through ? !true_target->is_bound()
+ : !false_target->is_bound());
+ }
+
+ // Accessors for the jump targets. Directly jumping or branching to
+ // or binding the targets will not update the destination's state.
+ JumpTarget* true_target() const { return true_target_; }
+ JumpTarget* false_target() const { return false_target_; }
+
+ // True if the the destination has been jumped to unconditionally or
+ // control has been split to both targets. This predicate does not
+ // test whether the targets have been extracted and manipulated as
+ // raw jump targets.
+ bool is_used() const { return is_used_; }
+
+ // True if the destination is used and the true target (respectively
+ // false target) was the fall through. If the target is backward,
+ // "fall through" included jumping unconditionally to it.
+ bool true_was_fall_through() const {
+ return is_used_ && true_is_fall_through_;
+ }
+
+ bool false_was_fall_through() const {
+ return is_used_ && !true_is_fall_through_;
+ }
+
+ // Emit a branch to one of the true or false targets, and bind the
+ // other target. Because this binds the fall-through target, it
+ // should be emitted in tail position (as the last thing when
+ // compiling an expression).
+ void Split(Condition cc) {
+ ASSERT(!is_used_);
+ if (true_is_fall_through_) {
+ false_target_->Branch(NegateCondition(cc));
+ true_target_->Bind();
+ } else {
+ true_target_->Branch(cc);
+ false_target_->Bind();
+ }
+ is_used_ = true;
+ }
+
+ // Emit an unconditional jump in tail position, to the true target
+ // (if the argument is true) or the false target. The "jump" will
+ // actually bind the jump target if it is forward, jump to it if it
+ // is backward.
+ void Goto(bool where) {
+ ASSERT(!is_used_);
+ JumpTarget* target = where ? true_target_ : false_target_;
+ if (target->is_bound()) {
+ target->Jump();
+ } else {
+ target->Bind();
+ }
+ is_used_ = true;
+ true_is_fall_through_ = where;
+ }
+
+ // Mark this jump target as used as if Goto had been called, but
+ // without generating a jump or binding a label (the control effect
+ // should have already happened). This is used when the left
+ // subexpression of the short-circuit boolean operators are
+ // compiled.
+ void Use(bool where) {
+ ASSERT(!is_used_);
+ ASSERT((where ? true_target_ : false_target_)->is_bound());
+ is_used_ = true;
+ true_is_fall_through_ = where;
+ }
+
+ // Swap the true and false targets but keep the same actual label as
+ // the fall through. This is used when compiling negated
+ // expressions, where we want to swap the targets but preserve the
+ // state.
+ void Invert() {
+ JumpTarget* temp_target = true_target_;
+ true_target_ = false_target_;
+ false_target_ = temp_target;
+
+ true_is_fall_through_ = !true_is_fall_through_;
+ }
+
+ private:
+ // True and false jump targets.
+ JumpTarget* true_target_;
+ JumpTarget* false_target_;
+
+ // Before using the destination: true if the true target is the
+ // preferred fall through, false if the false target is. After
+ // using the destination: true if the true target was actually used
+ // as the fall through, false if the false target was.
+ bool true_is_fall_through_;
+
+ // True if the Split or Goto functions have been called.
+ bool is_used_;
+};
+
+
+// -------------------------------------------------------------------------
+// Code generation state
+
+// The state is passed down the AST by the code generator (and back up, in
+// the form of the state of the jump target pair). It is threaded through
+// the call stack. Constructing a state implicitly pushes it on the owning
+// code generator's stack of states, and destroying one implicitly pops it.
+//
+// The code generator state is only used for expressions, so statements have
+// the initial state.
+
+class CodeGenState BASE_EMBEDDED {
+ public:
+ // Create an initial code generator state. Destroying the initial state
+ // leaves the code generator with a NULL state.
+ explicit CodeGenState(CodeGenerator* owner);
+
+ // Create a code generator state based on a code generator's current
+ // state. The new state may or may not be inside a typeof, and has its
+ // own control destination.
+ CodeGenState(CodeGenerator* owner,
+ TypeofState typeof_state,
+ ControlDestination* destination);
+
+ // Destroy a code generator state and restore the owning code generator's
+ // previous state.
+ ~CodeGenState();
+
+ // Accessors for the state.
+ TypeofState typeof_state() const { return typeof_state_; }
+ ControlDestination* destination() const { return destination_; }
+
+ private:
+ // The owning code generator.
+ CodeGenerator* owner_;
+
+ // A flag indicating whether we are compiling the immediate subexpression
+ // of a typeof expression.
+ TypeofState typeof_state_;
+
+ // A control destination in case the expression has a control-flow
+ // effect.
+ ControlDestination* destination_;
+
+ // The previous state of the owning code generator, restored when
+ // this state is destroyed.
+ CodeGenState* previous_;
+};
+
+
+
+
+// -------------------------------------------------------------------------
+// CodeGenerator
+
+class CodeGenerator: public AstVisitor {
+ public:
+ // Takes a function literal, generates code for it. This function should only
+ // be called by compiler.cc.
+ static Handle<Code> MakeCode(FunctionLiteral* fun,
+ Handle<Script> script,
+ bool is_eval);
+
+#ifdef ENABLE_LOGGING_AND_PROFILING
+ static bool ShouldGenerateLog(Expression* type);
+#endif
+
+ static void SetFunctionInfo(Handle<JSFunction> fun,
+ int length,
+ int function_token_position,
+ int start_position,
+ int end_position,
+ bool is_expression,
+ bool is_toplevel,
+ Handle<Script> script,
+ Handle<String> inferred_name);
+
+ // Accessors
+ MacroAssembler* masm() { return masm_; }
+
+ VirtualFrame* frame() const { return frame_; }
+
+ bool has_valid_frame() const { return frame_ != NULL; }
+
+ // Set the virtual frame to be new_frame, with non-frame register
+ // reference counts given by non_frame_registers. The non-frame
+ // register reference counts of the old frame are returned in
+ // non_frame_registers.
+ void SetFrame(VirtualFrame* new_frame, RegisterFile* non_frame_registers);
+
+ void DeleteFrame();
+
+ RegisterAllocator* allocator() const { return allocator_; }
+
+ CodeGenState* state() { return state_; }
+ void set_state(CodeGenState* state) { state_ = state; }
+
+ 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; }
+
+ private:
+ // Construction/Destruction
+ CodeGenerator(int buffer_size, Handle<Script> script, bool is_eval);
+ virtual ~CodeGenerator() { delete masm_; }
+
+ // Accessors
+ Scope* scope() const { return scope_; }
+
+ // Clearing and generating deferred code.
+ void ClearDeferred();
+ void ProcessDeferred();
+
+ bool is_eval() { return is_eval_; }
+
+ // State
+ TypeofState typeof_state() const { return state_->typeof_state(); }
+ ControlDestination* destination() const { return state_->destination(); }
+
+ // Track loop nesting level.
+ int loop_nesting() const { return loop_nesting_; }
+ void IncrementLoopNesting() { loop_nesting_++; }
+ void DecrementLoopNesting() { loop_nesting_--; }
+
+
+ // Node visitors.
+ void VisitStatements(ZoneList<Statement*>* statements);
+
+#define DEF_VISIT(type) \
+ void Visit##type(type* node);
+ NODE_LIST(DEF_VISIT)
+#undef DEF_VISIT
+
+ // Visit a statement and then spill the virtual frame if control flow can
+ // 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);
+
+ // 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);
+
+ // Main code generation function
+ void GenCode(FunctionLiteral* fun);
+
+ // Generate the return sequence code. Should be called no more than
+ // once per compiled function, immediately after binding the return
+ // target (which can not be done more than once).
+ void GenerateReturnSequence(Result* return_value);
+
+ // The following are used by class Reference.
+ void LoadReference(Reference* ref);
+ void UnloadReference(Reference* ref);
+
+ Operand ContextOperand(Register context, int index) const {
+ return Operand(context, Context::SlotOffset(index));
+ }
+
+ Operand SlotOperand(Slot* slot, Register tmp);
+
+ Operand ContextSlotOperandCheckExtensions(Slot* slot,
+ Result tmp,
+ JumpTarget* slow);
+
+ // Expressions
+ Operand GlobalObject() const {
+ return ContextOperand(esi, Context::GLOBAL_INDEX);
+ }
+
+ void LoadCondition(Expression* x,
+ TypeofState typeof_state,
+ ControlDestination* destination,
+ bool force_control);
+ void Load(Expression* x, TypeofState typeof_state = NOT_INSIDE_TYPEOF);
+ void LoadGlobal();
+ void LoadGlobalReceiver();
+
+ // 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);
+
+ // Read a value from a slot and leave it on top of the expression stack.
+ void LoadFromSlot(Slot* slot, TypeofState typeof_state);
+ Result LoadFromGlobalSlotCheckExtensions(Slot* slot,
+ TypeofState typeof_state,
+ JumpTarget* slow);
+
+ // Store the value on top of the expression stack into a slot, leaving the
+ // value in place.
+ void StoreToSlot(Slot* slot, InitState init_state);
+
+ // Special code for typeof expressions: Unfortunately, we must
+ // be careful when loading the expression in 'typeof'
+ // expressions. We are not allowed to throw reference errors for
+ // non-existing properties of the global object, so we must make it
+ // look like an explicit property access, instead of an access
+ // through the context chain.
+ void LoadTypeofExpression(Expression* x);
+
+ // Translate the value on top of the frame into control flow to the
+ // control destination.
+ void ToBoolean(ControlDestination* destination);
+
+ void GenericBinaryOperation(
+ Token::Value op,
+ SmiAnalysis* type,
+ OverwriteMode overwrite_mode);
+
+ // If possible, combine two constant smi values using op to produce
+ // a smi result, and push it on the virtual frame, all at compile time.
+ // Returns true if it succeeds. Otherwise it has no effect.
+ bool FoldConstantSmis(Token::Value op, int left, int right);
+
+ // Emit code to perform a binary operation on a constant
+ // smi and a likely smi. Consumes the Result *operand.
+ void ConstantSmiBinaryOperation(Token::Value op,
+ Result* operand,
+ Handle<Object> constant_operand,
+ SmiAnalysis* type,
+ bool reversed,
+ OverwriteMode overwrite_mode);
+
+ // Emit code to perform a binary operation on two likely smis.
+ // The code to handle smi arguments is produced inline.
+ // Consumes the Results *left and *right.
+ void LikelySmiBinaryOperation(Token::Value op,
+ Result* left,
+ Result* right,
+ OverwriteMode overwrite_mode);
+
+ void Comparison(Condition cc,
+ bool strict,
+ ControlDestination* destination);
+
+ // To prevent long attacker-controlled byte sequences, integer constants
+ // from the JavaScript source are loaded in two parts if they are larger
+ // than 16 bits.
+ static const int kMaxSmiInlinedBits = 16;
+ bool IsUnsafeSmi(Handle<Object> value);
+ // Load an integer constant x into a register target using
+ // at most 16 bits of user-controlled data per assembly operation.
+ void LoadUnsafeSmi(Register target, Handle<Object> value);
+
+ void CallWithArguments(ZoneList<Expression*>* arguments, int position);
+
+ void CheckStack();
+
+ bool CheckForInlineRuntimeCall(CallRuntime* node);
+ Handle<JSFunction> BuildBoilerplate(FunctionLiteral* node);
+ void ProcessDeclarations(ZoneList<Declaration*>* declarations);
+
+ Handle<Code> ComputeCallInitialize(int argc);
+ Handle<Code> ComputeCallInitializeInLoop(int argc);
+
+ // Declare global variables and functions in the given array of
+ // name/value pairs.
+ void DeclareGlobals(Handle<FixedArray> pairs);
+
+ // Instantiate the function boilerplate.
+ void InstantiateBoilerplate(Handle<JSFunction> boilerplate);
+
+ // Support for type checks.
+ void GenerateIsSmi(ZoneList<Expression*>* args);
+ void GenerateIsNonNegativeSmi(ZoneList<Expression*>* args);
+ void GenerateIsArray(ZoneList<Expression*>* args);
+
+ // Support for arguments.length and arguments[?].
+ void GenerateArgumentsLength(ZoneList<Expression*>* args);
+ void GenerateArgumentsAccess(ZoneList<Expression*>* args);
+
+ // Support for accessing the value field of an object (used by Date).
+ void GenerateValueOf(ZoneList<Expression*>* args);
+ void GenerateSetValueOf(ZoneList<Expression*>* args);
+
+ // Fast support for charCodeAt(n).
+ void GenerateFastCharCodeAt(ZoneList<Expression*>* args);
+
+ // Fast support for object equality testing.
+ void GenerateObjectEquals(ZoneList<Expression*>* args);
+
+ void GenerateLog(ZoneList<Expression*>* args);
+
+
+ // Methods and constants for fast case switch statement support.
+ //
+ // Only allow fast-case switch if the range of labels is at most
+ // this factor times the number of case labels.
+ // Value is derived from comparing the size of code generated by the normal
+ // switch code for Smi-labels to the size of a single pointer. If code
+ // quality increases this number should be decreased to match.
+ static const int kFastSwitchMaxOverheadFactor = 5;
+
+ // Minimal number of switch cases required before we allow jump-table
+ // optimization.
+ static const int kFastSwitchMinCaseCount = 5;
+
+ // The limit of the range of a fast-case switch, as a factor of the number
+ // of cases of the switch. Each platform should return a value that
+ // is optimal compared to the default code generated for a switch statement
+ // on that platform.
+ int FastCaseSwitchMaxOverheadFactor();
+
+ // The minimal number of cases in a switch before the fast-case switch
+ // optimization is enabled. Each platform should return a value that
+ // is optimal compared to the default code generated for a switch statement
+ // on that platform.
+ int FastCaseSwitchMinCaseCount();
+
+ // Allocate a jump table and create code to jump through it.
+ // Should call GenerateFastCaseSwitchCases to generate the code for
+ // all the cases at the appropriate point.
+ void GenerateFastCaseSwitchJumpTable(SwitchStatement* node,
+ int min_index,
+ int range,
+ Label* fail_label,
+ Vector<Label*> case_targets,
+ Vector<Label> case_labels);
+
+ // Generate the code for cases for the fast case switch.
+ // Called by GenerateFastCaseSwitchJumpTable.
+ void GenerateFastCaseSwitchCases(SwitchStatement* node,
+ Vector<Label> case_labels,
+ VirtualFrame* start_frame);
+
+ // Fast support for constant-Smi switches.
+ void GenerateFastCaseSwitchStatement(SwitchStatement* node,
+ int min_index,
+ int range,
+ int default_index);
+
+ // Fast support for constant-Smi switches. Tests whether switch statement
+ // permits optimization and calls GenerateFastCaseSwitch if it does.
+ // Returns true if the fast-case switch was generated, and false if not.
+ bool TryGenerateFastCaseSwitchStatement(SwitchStatement* node);
+
+ // Methods used to indicate which source code is generated for. Source
+ // positions are collected by the assembler and emitted with the relocation
+ // information.
+ void CodeForFunctionPosition(FunctionLiteral* fun);
+ void CodeForReturnPosition(FunctionLiteral* fun);
+ void CodeForStatementPosition(Node* node);
+ void CodeForSourcePosition(int pos);
+
+#ifdef DEBUG
+ // True if the registers are valid for entry to a block. There should be
+ // no frame-external references to eax, ebx, ecx, edx, or edi.
+ bool HasValidEntryRegisters();
+#endif
+
+ bool is_eval_; // Tells whether code is generated for eval.
+ Handle<Script> script_;
+ List<DeferredCode*> deferred_;
+
+ // Assembler
+ MacroAssembler* masm_; // to generate code
+
+ // Code generation state
+ Scope* scope_;
+ VirtualFrame* frame_;
+ RegisterAllocator* allocator_;
+ CodeGenState* state_;
+ int loop_nesting_;
+
+ // Jump targets.
+ // The target of the return from the function.
+ BreakTarget function_return_;
+
+ // True if the function return is shadowed (ie, jumping to the target
+ // function_return_ does not jump to the true function return, but rather
+ // 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_;
+
+ friend class VirtualFrame;
+ friend class JumpTarget;
+ friend class Reference;
+ friend class Result;
+
+ DISALLOW_COPY_AND_ASSIGN(CodeGenerator);
+};
+
+
+} } // namespace v8::internal
+
+#endif // V8_CODEGEN_IA32_H_
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