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// Copyright 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
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//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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#ifndef V8_JUMP_TARGET_H_
#define V8_JUMP_TARGET_H_
#include "virtual-frame.h"
namespace v8 { namespace internal {
// -------------------------------------------------------------------------
// Jump targets
//
// A jump target is an abstraction of a basic-block entry in generated
// code. It collects all the virtual frames reaching the block by
// forward jumps and pairs them with labels for the merge code along
// all forward-reaching paths. When bound, an expected frame for the
// block is determined and code is generated to merge to the expected
// frame. For backward jumps, the merge code is generated at the edge
// leaving the predecessor block.
//
// A jump target must have been reached via control flow (either by
// jumping, branching, or falling through) at the time it is bound.
// In particular, this means that at least one of the control-flow
// graph edges reaching the target must be a forward edge.
class JumpTarget : public Malloced { // Shadows are dynamically allocated.
public:
// Forward-only jump targets can only be reached by forward CFG edges.
enum Directionality { FORWARD_ONLY, BIDIRECTIONAL };
// Construct a jump target with a given code generator used to generate
// code and to provide access to a current frame.
explicit JumpTarget(CodeGenerator* cgen,
Directionality direction = FORWARD_ONLY);
// Construct a jump target without a code generator. A code
// generator must be supplied before using the jump target as a
// label. This is useful, eg, when break targets are embedded in
// AST nodes.
JumpTarget();
// Supply a code generator and directionality to an already
// constructed jump target. This function expects to be given a
// non-null code generator, and to be called only when the code
// generator is not yet set.
virtual void Initialize(CodeGenerator* cgen,
Directionality direction = FORWARD_ONLY);
virtual ~JumpTarget() { Unuse(); }
// Treat the jump target as a fresh one. The state is reset and
// pointed-to virtual frames are deallocated. There should be no
// dangling jumps to the target.
void Unuse();
// Reset the internal state of this jump target. Pointed-to virtual
// frames are not deallocated and dangling jumps to the target are
// left dangling.
void Reset();
// Accessors.
CodeGenerator* code_generator() const { return cgen_; }
Label* entry_label() { return &entry_label_; }
VirtualFrame* entry_frame() const { return entry_frame_; }
void set_entry_frame(VirtualFrame* frame) {
entry_frame_ = frame;
}
void make_bidirectional() { direction_ = BIDIRECTIONAL; }
// Predicates testing the state of the encapsulated label.
bool is_bound() const { return is_bound_; }
bool is_linked() const { return is_linked_; }
bool is_unused() const { return !is_bound() && !is_linked(); }
// Emit a jump to the target. There must be a current frame at the
// jump and there will be no current frame after the jump.
virtual void Jump();
void Jump(Result* arg);
void Jump(Result* arg0, Result* arg1);
void Jump(Result* arg0, Result* arg1, Result* arg2);
// Emit a conditional branch to the target. There must be a current
// frame at the branch. The current frame will fall through to the
// code after the branch.
virtual void Branch(Condition cc, Hint hint = no_hint);
void Branch(Condition cc, Result* arg, Hint hint = no_hint);
void Branch(Condition cc, Result* arg0, Result* arg1, Hint hint = no_hint);
void Branch(Condition cc,
Result* arg0,
Result* arg1,
Result* arg2,
Hint hint = no_hint);
void Branch(Condition cc,
Result* arg0,
Result* arg1,
Result* arg2,
Result* arg3,
Hint hint = no_hint);
// Bind a jump target. If there is no current frame at the binding
// site, there must be at least one frame reaching via a forward
// jump.
//
// The number of mergable elements is a number of frame elements
// counting from the top down which must be "mergable" (not
// constants or copies) in the entry frame at the jump target.
// Backward jumps to the target must contain the same constants and
// sharing as the entry frame, except for the mergable elements.
//
// A mergable elements argument of kAllElements indicates that all
// frame elements must be mergable. Mergable elements are ignored
// completely for forward-only jump targets.
virtual void Bind(int mergable_elements = kAllElements);
void Bind(Result* arg, int mergable_elements = kAllElements);
void Bind(Result* arg0, Result* arg1, int mergable_elements = kAllElements);
void Bind(Result* arg0,
Result* arg1,
Result* arg2,
int mergable_elements = kAllElements);
void Bind(Result* arg0,
Result* arg1,
Result* arg2,
Result* arg3,
int mergable_elements = kAllElements);
// Emit a call to a jump target. There must be a current frame at
// the call. The frame at the target is the same as the current
// frame except for an extra return address on top of it. The frame
// after the call is the same as the frame before the call.
void Call();
static const int kAllElements = -1; // Not a valid number of elements.
protected:
// The code generator gives access to its current frame.
CodeGenerator* cgen_;
// Used to emit code.
MacroAssembler* masm_;
// Directionality flag set at initialization time.
Directionality direction_;
// A list of frames reaching this block via forward jumps.
List<VirtualFrame*> reaching_frames_;
// A parallel list of labels for merge code.
List<Label> merge_labels_;
// The frame used on entry to the block and expected at backward
// jumps to the block. Set when the jump target is bound, but may
// or may not be set for forward-only blocks.
VirtualFrame* entry_frame_;
// The actual entry label of the block.
Label entry_label_;
// A target is bound if its Bind member function has been called.
// It is linked if it is not bound but its Jump, Branch, or Call
// member functions have been called.
bool is_bound_;
bool is_linked_;
private:
// Add a virtual frame reaching this labeled block via a forward
// jump, and a fresh label for its merge code.
void AddReachingFrame(VirtualFrame* frame);
// Choose an element from a pair of frame elements to be in the
// expected frame. Return null if they are incompatible.
FrameElement* Combine(FrameElement* left, FrameElement* right);
// Compute a frame to use for entry to this block. Mergable
// elements is as described for the Bind function.
void ComputeEntryFrame(int mergable_elements);
DISALLOW_COPY_AND_ASSIGN(JumpTarget);
};
// -------------------------------------------------------------------------
// Break targets
//
// A break target is a jump target that can be used to break out of a
// statement that keeps extra state on the stack (eg, for/in or
// try/finally). They know the expected stack height at the target
// and will drop state from nested statements as part of merging.
//
// Break targets are used for return, break, and continue targets.
class BreakTarget : public JumpTarget {
public:
// Construct a break target without a code generator. A code
// generator must be supplied before using the break target as a
// label. This is useful, eg, when break targets are embedded in AST
// nodes.
BreakTarget() {}
// Supply a code generator, expected expression stack height, and
// directionality to an already constructed break target. This
// function expects to be given a non-null code generator, and to be
// called only when the code generator is not yet set.
virtual void Initialize(CodeGenerator* cgen,
Directionality direction = FORWARD_ONLY);
// Copy the state of this break target to the destination. The
// lists of forward-reaching frames and merge-point labels are
// copied. All virtual frame pointers are copied, not the
// pointed-to frames. The previous state of the destination is
// overwritten, without deallocating pointed-to virtual frames.
void CopyTo(BreakTarget* destination);
// Emit a jump to the target. There must be a current frame at the
// jump and there will be no current frame after the jump.
virtual void Jump();
// Emit a conditional branch to the target. There must be a current
// frame at the branch. The current frame will fall through to the
// code after the branch.
virtual void Branch(Condition cc, Hint hint = no_hint);
// Bind a break target. If there is no current frame at the binding
// site, there must be at least one frame reaching via a forward
// jump.
virtual void Bind(int mergable_elements = kAllElements);
// Setter for expected height.
void set_expected_height(int expected) { expected_height_ = expected; }
private:
// The expected height of the expression stack where the target will
// be bound, statically known at initialization time.
int expected_height_;
DISALLOW_COPY_AND_ASSIGN(BreakTarget);
};
// -------------------------------------------------------------------------
// Shadow break targets
//
// A shadow break target represents a break target that is temporarily
// shadowed by another one (represented by the original during
// shadowing). They are used to catch jumps to labels in certain
// contexts, e.g. try blocks. After shadowing ends, the formerly
// shadowed target is again represented by the original and the
// ShadowTarget can be used as a jump target in its own right,
// representing the formerly shadowing target.
class ShadowTarget : public BreakTarget {
public:
// Construct a shadow jump target. After construction the shadow
// target object holds the state of the original target, and the
// original target is actually a fresh one that intercepts control
// flow intended for the shadowed one.
explicit ShadowTarget(BreakTarget* shadowed);
virtual ~ShadowTarget() {
ASSERT(!is_shadowing_);
}
// End shadowing. After shadowing ends, the original jump target
// again gives access to the formerly shadowed target and the shadow
// target object gives access to the formerly shadowing target.
void StopShadowing();
// During shadowing, the currently shadowing target. After
// shadowing, the target that was shadowed.
BreakTarget* other_target() const { return other_target_; }
private:
// During shadowing, the currently shadowing target. After
// shadowing, the target that was shadowed.
BreakTarget* other_target_;
#ifdef DEBUG
bool is_shadowing_;
#endif
DISALLOW_COPY_AND_ASSIGN(ShadowTarget);
};
} } // namespace v8::internal
#endif // V8_JUMP_TARGET_H_