Upgrade to 3.29
Update V8 to 3.29.88.17 and update makefiles to support building on
all the relevant platforms.
Bug: 17370214
Change-Id: Ia3407c157fd8d72a93e23d8318ccaf6ecf77fa4e
diff --git a/src/compiler/node-properties-inl.h b/src/compiler/node-properties-inl.h
new file mode 100644
index 0000000..3f6d531
--- /dev/null
+++ b/src/compiler/node-properties-inl.h
@@ -0,0 +1,212 @@
+// Copyright 2013 the V8 project authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#ifndef V8_COMPILER_NODE_PROPERTIES_INL_H_
+#define V8_COMPILER_NODE_PROPERTIES_INL_H_
+
+#include "src/v8.h"
+
+#include "src/compiler/common-operator.h"
+#include "src/compiler/generic-node-inl.h"
+#include "src/compiler/node-properties.h"
+#include "src/compiler/opcodes.h"
+#include "src/compiler/operator.h"
+#include "src/compiler/operator-properties-inl.h"
+#include "src/compiler/operator-properties.h"
+
+namespace v8 {
+namespace internal {
+namespace compiler {
+
+// -----------------------------------------------------------------------------
+// Input layout.
+// Inputs are always arranged in order as follows:
+// 0 [ values, context, effects, control ] node->InputCount()
+
+inline int NodeProperties::FirstValueIndex(Node* node) { return 0; }
+
+inline int NodeProperties::FirstContextIndex(Node* node) {
+ return PastValueIndex(node);
+}
+
+inline int NodeProperties::FirstFrameStateIndex(Node* node) {
+ return PastContextIndex(node);
+}
+
+inline int NodeProperties::FirstEffectIndex(Node* node) {
+ return PastFrameStateIndex(node);
+}
+
+inline int NodeProperties::FirstControlIndex(Node* node) {
+ return PastEffectIndex(node);
+}
+
+
+inline int NodeProperties::PastValueIndex(Node* node) {
+ return FirstValueIndex(node) +
+ OperatorProperties::GetValueInputCount(node->op());
+}
+
+inline int NodeProperties::PastContextIndex(Node* node) {
+ return FirstContextIndex(node) +
+ OperatorProperties::GetContextInputCount(node->op());
+}
+
+inline int NodeProperties::PastFrameStateIndex(Node* node) {
+ return FirstFrameStateIndex(node) +
+ OperatorProperties::GetFrameStateInputCount(node->op());
+}
+
+inline int NodeProperties::PastEffectIndex(Node* node) {
+ return FirstEffectIndex(node) +
+ OperatorProperties::GetEffectInputCount(node->op());
+}
+
+inline int NodeProperties::PastControlIndex(Node* node) {
+ return FirstControlIndex(node) +
+ OperatorProperties::GetControlInputCount(node->op());
+}
+
+
+// -----------------------------------------------------------------------------
+// Input accessors.
+
+inline Node* NodeProperties::GetValueInput(Node* node, int index) {
+ DCHECK(0 <= index &&
+ index < OperatorProperties::GetValueInputCount(node->op()));
+ return node->InputAt(FirstValueIndex(node) + index);
+}
+
+inline Node* NodeProperties::GetContextInput(Node* node) {
+ DCHECK(OperatorProperties::HasContextInput(node->op()));
+ return node->InputAt(FirstContextIndex(node));
+}
+
+inline Node* NodeProperties::GetFrameStateInput(Node* node) {
+ DCHECK(OperatorProperties::HasFrameStateInput(node->op()));
+ return node->InputAt(FirstFrameStateIndex(node));
+}
+
+inline Node* NodeProperties::GetEffectInput(Node* node, int index) {
+ DCHECK(0 <= index &&
+ index < OperatorProperties::GetEffectInputCount(node->op()));
+ return node->InputAt(FirstEffectIndex(node) + index);
+}
+
+inline Node* NodeProperties::GetControlInput(Node* node, int index) {
+ DCHECK(0 <= index &&
+ index < OperatorProperties::GetControlInputCount(node->op()));
+ return node->InputAt(FirstControlIndex(node) + index);
+}
+
+inline int NodeProperties::GetFrameStateIndex(Node* node) {
+ DCHECK(OperatorProperties::HasFrameStateInput(node->op()));
+ return FirstFrameStateIndex(node);
+}
+
+// -----------------------------------------------------------------------------
+// Edge kinds.
+
+inline bool NodeProperties::IsInputRange(Node::Edge edge, int first, int num) {
+ // TODO(titzer): edge.index() is linear time;
+ // edges maybe need to be marked as value/effect/control.
+ if (num == 0) return false;
+ int index = edge.index();
+ return first <= index && index < first + num;
+}
+
+inline bool NodeProperties::IsValueEdge(Node::Edge edge) {
+ Node* node = edge.from();
+ return IsInputRange(edge, FirstValueIndex(node),
+ OperatorProperties::GetValueInputCount(node->op()));
+}
+
+inline bool NodeProperties::IsContextEdge(Node::Edge edge) {
+ Node* node = edge.from();
+ return IsInputRange(edge, FirstContextIndex(node),
+ OperatorProperties::GetContextInputCount(node->op()));
+}
+
+inline bool NodeProperties::IsEffectEdge(Node::Edge edge) {
+ Node* node = edge.from();
+ return IsInputRange(edge, FirstEffectIndex(node),
+ OperatorProperties::GetEffectInputCount(node->op()));
+}
+
+inline bool NodeProperties::IsControlEdge(Node::Edge edge) {
+ Node* node = edge.from();
+ return IsInputRange(edge, FirstControlIndex(node),
+ OperatorProperties::GetControlInputCount(node->op()));
+}
+
+
+// -----------------------------------------------------------------------------
+// Miscellaneous predicates.
+
+inline bool NodeProperties::IsControl(Node* node) {
+ return IrOpcode::IsControlOpcode(node->opcode());
+}
+
+
+// -----------------------------------------------------------------------------
+// Miscellaneous mutators.
+
+inline void NodeProperties::ReplaceControlInput(Node* node, Node* control) {
+ node->ReplaceInput(FirstControlIndex(node), control);
+}
+
+inline void NodeProperties::ReplaceEffectInput(Node* node, Node* effect,
+ int index) {
+ DCHECK(index < OperatorProperties::GetEffectInputCount(node->op()));
+ return node->ReplaceInput(FirstEffectIndex(node) + index, effect);
+}
+
+inline void NodeProperties::ReplaceFrameStateInput(Node* node,
+ Node* frame_state) {
+ DCHECK(OperatorProperties::HasFrameStateInput(node->op()));
+ node->ReplaceInput(FirstFrameStateIndex(node), frame_state);
+}
+
+inline void NodeProperties::RemoveNonValueInputs(Node* node) {
+ node->TrimInputCount(OperatorProperties::GetValueInputCount(node->op()));
+}
+
+
+// Replace value uses of {node} with {value} and effect uses of {node} with
+// {effect}. If {effect == NULL}, then use the effect input to {node}.
+inline void NodeProperties::ReplaceWithValue(Node* node, Node* value,
+ Node* effect) {
+ DCHECK(!OperatorProperties::HasControlOutput(node->op()));
+ if (effect == NULL && OperatorProperties::HasEffectInput(node->op())) {
+ effect = NodeProperties::GetEffectInput(node);
+ }
+
+ // Requires distinguishing between value and effect edges.
+ UseIter iter = node->uses().begin();
+ while (iter != node->uses().end()) {
+ if (NodeProperties::IsEffectEdge(iter.edge())) {
+ DCHECK_NE(NULL, effect);
+ iter = iter.UpdateToAndIncrement(effect);
+ } else {
+ iter = iter.UpdateToAndIncrement(value);
+ }
+ }
+}
+
+
+// -----------------------------------------------------------------------------
+// Type Bounds.
+
+inline Bounds NodeProperties::GetBounds(Node* node) { return node->bounds(); }
+
+inline void NodeProperties::SetBounds(Node* node, Bounds b) {
+ node->set_bounds(b);
+}
+
+
+}
+}
+} // namespace v8::internal::compiler
+
+#endif // V8_COMPILER_NODE_PROPERTIES_INL_H_