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Unified Diff: src/x64/codegen-x64.h

Issue 113259: Inline the code dealing with entering spilled scopes and maintaining a... (Closed) Base URL: http://v8.googlecode.com/svn/branches/bleeding_edge/
Patch Set: Created 11 years, 7 months ago
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Index: src/x64/codegen-x64.h
===================================================================
--- src/x64/codegen-x64.h (revision 1913)
+++ src/x64/codegen-x64.h (working copy)
@@ -321,8 +321,10 @@
void AddDeferred(DeferredCode* code) { deferred_.Add(code); }
+#ifdef DEBUG
bool in_spilled_code() const { return in_spilled_code_; }
void set_in_spilled_code(bool flag) { in_spilled_code_ = flag; }
+#endif
private:
// Construction/Destruction
@@ -360,11 +362,11 @@
// 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);
@@ -404,8 +406,8 @@
// 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);
// Read a value from a slot and leave it on top of the expression stack.
void LoadFromSlot(Slot* slot, TypeofState typeof_state);
@@ -606,11 +608,13 @@
// to some unlinking code).
bool function_return_is_shadowed_;
+#ifdef DEBUG
// 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_;
+#endif
static InlineRuntimeLUT kInlineRuntimeLUT[];
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