| Index: src/virtual-frame.cc
|
| ===================================================================
|
| --- src/virtual-frame.cc (revision 2033)
|
| +++ src/virtual-frame.cc (working copy)
|
| @@ -37,7 +37,7 @@
|
|
|
| // When cloned, a frame is a deep copy of the original.
|
| VirtualFrame::VirtualFrame(VirtualFrame* original)
|
| - : elements_(original->elements_.length()),
|
| + : elements_(original->element_count()),
|
| stack_pointer_(original->stack_pointer_) {
|
| elements_.AddAll(original->elements_);
|
| // Copy register locations from original.
|
| @@ -49,7 +49,7 @@
|
|
|
| FrameElement VirtualFrame::CopyElementAt(int index) {
|
| ASSERT(index >= 0);
|
| - ASSERT(index < elements_.length());
|
| + ASSERT(index < element_count());
|
|
|
| FrameElement target = elements_[index];
|
| FrameElement result;
|
| @@ -95,7 +95,7 @@
|
| // pushing an exception handler). No code is emitted.
|
| void VirtualFrame::Adjust(int count) {
|
| ASSERT(count >= 0);
|
| - ASSERT(stack_pointer_ == elements_.length() - 1);
|
| + ASSERT(stack_pointer_ == element_count() - 1);
|
|
|
| for (int i = 0; i < count; i++) {
|
| elements_.Add(FrameElement::MemoryElement());
|
| @@ -106,7 +106,7 @@
|
|
|
| void VirtualFrame::ForgetElements(int count) {
|
| ASSERT(count >= 0);
|
| - ASSERT(elements_.length() >= count);
|
| + ASSERT(element_count() >= count);
|
|
|
| for (int i = 0; i < count; i++) {
|
| FrameElement last = elements_.RemoveLast();
|
| @@ -172,7 +172,7 @@
|
|
|
| // Make the type of all elements be MEMORY.
|
| void VirtualFrame::SpillAll() {
|
| - for (int i = 0; i < elements_.length(); i++) {
|
| + for (int i = 0; i < element_count(); i++) {
|
| SpillElementAt(i);
|
| }
|
| }
|
| @@ -182,7 +182,7 @@
|
| // 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 < elements_.length(); i++) {
|
| + for (int i = 0; i < element_count(); i++) {
|
| FrameElement source = elements_[i];
|
| FrameElement target = expected->elements_[i];
|
|
|
| @@ -223,7 +223,7 @@
|
| ASSERT(height() >= spilled_args);
|
| ASSERT(dropped_args <= spilled_args);
|
|
|
| - SyncRange(0, elements_.length() - 1);
|
| + SyncRange(0, element_count() - 1);
|
| // Spill registers.
|
| for (int i = 0; i < kNumRegisters; i++) {
|
| if (is_used(i)) {
|
| @@ -232,7 +232,7 @@
|
| }
|
|
|
| // Spill the arguments.
|
| - for (int i = elements_.length() - spilled_args; i < elements_.length(); i++) {
|
| + for (int i = element_count() - spilled_args; i < element_count(); i++) {
|
| if (!elements_[i].is_memory()) {
|
| SpillElementAt(i);
|
| }
|
| @@ -256,9 +256,9 @@
|
|
|
|
|
| void VirtualFrame::SetElementAt(int index, Result* value) {
|
| - int frame_index = elements_.length() - index - 1;
|
| + int frame_index = element_count() - index - 1;
|
| ASSERT(frame_index >= 0);
|
| - ASSERT(frame_index < elements_.length());
|
| + ASSERT(frame_index < element_count());
|
| ASSERT(value->is_valid());
|
| FrameElement original = elements_[frame_index];
|
|
|
| @@ -299,7 +299,7 @@
|
| }
|
| elements_[frame_index].clear_sync();
|
| register_locations_[value->reg().code()] = frame_index;
|
| - for (int j = i + 1; j < elements_.length(); j++) {
|
| + for (int j = i + 1; j < element_count(); j++) {
|
| if (elements_[j].is_copy() && elements_[j].index() == i) {
|
| elements_[j].set_index(frame_index);
|
| }
|
| @@ -335,7 +335,7 @@
|
| ASSERT(static_type.merge(element.static_type()) == element.static_type());
|
| elements_.Add(element);
|
| } else {
|
| - Use(reg, elements_.length());
|
| + Use(reg, element_count());
|
| FrameElement element =
|
| FrameElement::RegisterElement(reg,
|
| FrameElement::NOT_SYNCED,
|
| @@ -370,10 +370,10 @@
|
| return false;
|
| }
|
| }
|
| - if (elements_.length() != other->elements_.length()) return false;
|
| + if (element_count() != other->element_count()) return false;
|
| #endif
|
| if (stack_pointer_ != other->stack_pointer_) return false;
|
| - for (int i = 0; i < elements_.length(); i++) {
|
| + for (int i = 0; i < element_count(); i++) {
|
| if (!elements_[i].Equals(other->elements_[i])) return false;
|
| }
|
|
|
|
|