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// Copyright 2010 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_MIPS_CODEGEN_MIPS_H_
#define V8_MIPS_CODEGEN_MIPS_H_
namespace v8 {
namespace internal {
// Forward declarations
class CompilationInfo;
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 { UNLOADED = -2, ILLEGAL = -1, SLOT = 0, NAMED = 1, KEYED = 2 };
Reference(CodeGenerator* cgen,
Expression* expression,
bool persist_after_get = false);
~Reference();
Expression* expression() const { return expression_; }
Type type() const { return type_; }
void set_type(Type value) {
ASSERT_EQ(ILLEGAL, type_);
type_ = value;
}
void set_unloaded() {
ASSERT_NE(ILLEGAL, type_);
ASSERT_NE(UNLOADED, type_);
type_ = UNLOADED;
}
// The size the reference takes up on the stack.
int size() const {
return (type_ < SLOT) ? 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; }
bool is_unloaded() const { return type_ == UNLOADED; }
// 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 consumed by the call unless the
// reference is for a compound assignment.
// If the reference is not consumed, it is left in place under its value.
void GetValue();
// Generate code to pop a reference, push the value of the reference,
// and then spill the stack frame.
inline void GetValueAndSpill();
// 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 value is stored in the location specified
// by the reference, and is left on top of the stack, after the reference
// is popped from beneath it (unloaded).
void SetValue(InitState init_state);
private:
CodeGenerator* cgen_;
Expression* expression_;
Type type_;
// Keep the reference on the stack after get, so it can be used by set later.
bool persist_after_get_;
};
// -----------------------------------------------------------------------------
// 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 label 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.
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 has its own typeof state and pair of branch
// labels.
CodeGenState(CodeGenerator* owner,
JumpTarget* true_target,
JumpTarget* false_target);
// Destroy a code generator state and restore the owning code generator's
// previous state.
~CodeGenState();
TypeofState typeof_state() const { return typeof_state_; }
JumpTarget* true_target() const { return true_target_; }
JumpTarget* false_target() const { return false_target_; }
private:
// The owning code generator.
CodeGenerator* owner_;
// A flag indicating whether we are compiling the immediate subexpression
// of a typeof expression.
TypeofState typeof_state_;
JumpTarget* true_target_;
JumpTarget* false_target_;
// The previous state of the owning code generator, restored when
// this state is destroyed.
CodeGenState* previous_;
};
// -----------------------------------------------------------------------------
// CodeGenerator
class CodeGenerator: public AstVisitor {
public:
// Compilation mode. Either the compiler is used as the primary
// compiler and needs to setup everything or the compiler is used as
// the secondary compiler for split compilation and has to handle
// bailouts.
enum Mode {
PRIMARY,
SECONDARY
};
// Takes a function literal, generates code for it. This function should only
// be called by compiler.cc.
static Handle<Code> MakeCode(CompilationInfo* info);
// Printing of AST, etc. as requested by flags.
static void MakeCodePrologue(CompilationInfo* info);
// Allocate and install the code.
static Handle<Code> MakeCodeEpilogue(MacroAssembler* masm,
Code::Flags flags,
CompilationInfo* info);
#ifdef ENABLE_LOGGING_AND_PROFILING
static bool ShouldGenerateLog(Expression* type);
#endif
static void SetFunctionInfo(Handle<JSFunction> fun,
FunctionLiteral* lit,
bool is_toplevel,
Handle<Script> script);
static void RecordPositions(MacroAssembler* masm, int pos);
// Accessors
MacroAssembler* masm() { return masm_; }
VirtualFrame* frame() const { return frame_; }
inline Handle<Script> script();
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); }
static const int kUnknownIntValue = -1;
// Number of instructions used for the JS return sequence. The constant is
// used by the debugger to patch the JS return sequence.
static const int kJSReturnSequenceLength = 7;
// If the name is an inline runtime function call return the number of
// expected arguments. Otherwise return -1.
static int InlineRuntimeCallArgumentsCount(Handle<String> name);
private:
// Construction/Destruction.
explicit CodeGenerator(MacroAssembler* masm);
// Accessors.
inline bool is_eval();
inline Scope* scope();
// Generating deferred code.
void ProcessDeferred();
// State
bool has_cc() const { return cc_reg_ != cc_always; }
TypeofState typeof_state() const { return state_->typeof_state(); }
JumpTarget* true_target() const { return state_->true_target(); }
JumpTarget* false_target() const { return state_->false_target(); }
// We don't track loop nesting level on mips yet.
int loop_nesting() const { return 0; }
// Node visitors.
void VisitStatements(ZoneList<Statement*>* statements);
#define DEF_VISIT(type) \
void Visit##type(type* node);
AST_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.
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.
inline void VisitStatementsAndSpill(ZoneList<Statement*>* statements);
// Main code generation function
void Generate(CompilationInfo* info);
// The following are used by class Reference.
void LoadReference(Reference* ref);
void UnloadReference(Reference* ref);
MemOperand ContextOperand(Register context, int index) const {
return MemOperand(context, Context::SlotOffset(index));
}
MemOperand SlotOperand(Slot* slot, Register tmp);
// Expressions
MemOperand GlobalObject() const {
return ContextOperand(cp, Context::GLOBAL_INDEX);
}
void LoadCondition(Expression* x,
JumpTarget* true_target,
JumpTarget* false_target,
bool force_cc);
void Load(Expression* x);
void LoadGlobal();
// 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.
inline void LoadAndSpill(Expression* expression);
// Read a value from a slot and leave it on top of the expression stack.
void LoadFromSlot(Slot* slot, TypeofState typeof_state);
// Store the value on top of the stack to a slot.
void StoreToSlot(Slot* slot, InitState init_state);
struct InlineRuntimeLUT {
void (CodeGenerator::*method)(ZoneList<Expression*>*);
const char* name;
int nargs;
};
static InlineRuntimeLUT* FindInlineRuntimeLUT(Handle<String> name);
bool CheckForInlineRuntimeCall(CallRuntime* node);
static Handle<Code> ComputeLazyCompile(int argc);
void ProcessDeclarations(ZoneList<Declaration*>* declarations);
Handle<Code> ComputeCallInitialize(int argc, InLoopFlag in_loop);
// Declare global variables and functions in the given array of
// name/value pairs.
void DeclareGlobals(Handle<FixedArray> pairs);
// Support for type checks.
void GenerateIsSmi(ZoneList<Expression*>* args);
void GenerateIsNonNegativeSmi(ZoneList<Expression*>* args);
void GenerateIsArray(ZoneList<Expression*>* args);
void GenerateIsRegExp(ZoneList<Expression*>* args);
// Support for construct call checks.
void GenerateIsConstructCall(ZoneList<Expression*>* args);
// Support for arguments.length and arguments[?].
void GenerateArgumentsLength(ZoneList<Expression*>* args);
void GenerateArguments(ZoneList<Expression*>* args);
// Support for accessing the class and value fields of an object.
void GenerateClassOf(ZoneList<Expression*>* args);
void GenerateValueOf(ZoneList<Expression*>* args);
void GenerateSetValueOf(ZoneList<Expression*>* args);
// Fast support for charCodeAt(n).
void GenerateFastCharCodeAt(ZoneList<Expression*>* args);
// Fast support for string.charAt(n) and string[n].
void GenerateCharFromCode(ZoneList<Expression*>* args);
// Fast support for object equality testing.
void GenerateObjectEquals(ZoneList<Expression*>* args);
void GenerateLog(ZoneList<Expression*>* args);
// Fast support for Math.random().
void GenerateRandomHeapNumber(ZoneList<Expression*>* args);
void GenerateIsObject(ZoneList<Expression*>* args);
void GenerateIsSpecObject(ZoneList<Expression*>* args);
void GenerateIsFunction(ZoneList<Expression*>* args);
void GenerateIsUndetectableObject(ZoneList<Expression*>* args);
void GenerateStringAdd(ZoneList<Expression*>* args);
void GenerateSubString(ZoneList<Expression*>* args);
void GenerateStringCompare(ZoneList<Expression*>* args);
void GenerateRegExpExec(ZoneList<Expression*>* args);
void GenerateNumberToString(ZoneList<Expression*>* args);
// Fast call to math functions.
void GenerateMathPow(ZoneList<Expression*>* args);
void GenerateMathSin(ZoneList<Expression*>* args);
void GenerateMathCos(ZoneList<Expression*>* args);
void GenerateMathSqrt(ZoneList<Expression*>* args);
// Simple condition analysis.
enum ConditionAnalysis {
ALWAYS_TRUE,
ALWAYS_FALSE,
DONT_KNOW
};
ConditionAnalysis AnalyzeCondition(Expression* cond);
// 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(Statement* node);
void CodeForDoWhileConditionPosition(DoWhileStatement* stmt);
void CodeForSourcePosition(int pos);
#ifdef DEBUG
// True if the registers are valid for entry to a block.
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
CompilationInfo* info_;
// Code generation state
VirtualFrame* frame_;
RegisterAllocator* allocator_;
Condition cc_reg_;
CodeGenState* state_;
// Jump targets
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_;
static InlineRuntimeLUT kInlineRuntimeLUT[];
friend class VirtualFrame;
friend class JumpTarget;
friend class Reference;
friend class FastCodeGenerator;
friend class FullCodeGenerator;
friend class FullCodeGenSyntaxChecker;
DISALLOW_COPY_AND_ASSIGN(CodeGenerator);
};
} } // namespace v8::internal
#endif // V8_MIPS_CODEGEN_MIPS_H_