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// Copyright 2014 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_AST_GRAPH_BUILDER_H_
#define V8_COMPILER_AST_GRAPH_BUILDER_H_
#include "src/ast/ast.h"
#include "src/compiler/js-graph.h"
#include "src/compiler/liveness-analyzer.h"
#include "src/compiler/state-values-utils.h"
namespace v8 {
namespace internal {
// Forward declarations.
class BitVector;
class CompilationInfo;
namespace compiler {
// Forward declarations.
class ControlBuilder;
class Graph;
class LoopAssignmentAnalysis;
class LoopBuilder;
class Node;
class TypeHintAnalysis;
// The AstGraphBuilder produces a high-level IR graph, based on an
// underlying AST. The produced graph can either be compiled into a
// stand-alone function or be wired into another graph for the purposes
// of function inlining.
class AstGraphBuilder : public AstVisitor {
public:
AstGraphBuilder(Zone* local_zone, CompilationInfo* info, JSGraph* jsgraph,
LoopAssignmentAnalysis* loop_assignment = nullptr,
TypeHintAnalysis* type_hint_analysis = nullptr);
// Creates a graph by visiting the entire AST.
bool CreateGraph(bool stack_check = true);
// Helpers to create new control nodes.
Node* NewIfTrue() { return NewNode(common()->IfTrue()); }
Node* NewIfFalse() { return NewNode(common()->IfFalse()); }
Node* NewMerge() { return NewNode(common()->Merge(1), true); }
Node* NewLoop() { return NewNode(common()->Loop(1), true); }
Node* NewBranch(Node* condition, BranchHint hint = BranchHint::kNone) {
return NewNode(common()->Branch(hint), condition);
}
protected:
#define DECLARE_VISIT(type) void Visit##type(type* node) override;
// Visiting functions for AST nodes make this an AstVisitor.
AST_NODE_LIST(DECLARE_VISIT)
#undef DECLARE_VISIT
// Visiting function for declarations list is overridden.
void VisitDeclarations(ZoneList<Declaration*>* declarations) override;
private:
class AstContext;
class AstEffectContext;
class AstValueContext;
class AstTestContext;
class ContextScope;
class ControlScope;
class ControlScopeForBreakable;
class ControlScopeForIteration;
class ControlScopeForCatch;
class ControlScopeForFinally;
class Environment;
class FrameStateBeforeAndAfter;
friend class ControlBuilder;
Isolate* isolate_;
Zone* local_zone_;
CompilationInfo* info_;
JSGraph* jsgraph_;
Environment* environment_;
AstContext* ast_context_;
// List of global declarations for functions and variables.
ZoneVector<Handle<Object>> globals_;
// Stack of control scopes currently entered by the visitor.
ControlScope* execution_control_;
// Stack of context objects pushed onto the chain by the visitor.
ContextScope* execution_context_;
// Nodes representing values in the activation record.
SetOncePointer<Node> function_closure_;
SetOncePointer<Node> function_context_;
SetOncePointer<Node> new_target_;
// Tracks how many try-blocks are currently entered.
int try_catch_nesting_level_;
int try_nesting_level_;
// Temporary storage for building node input lists.
int input_buffer_size_;
Node** input_buffer_;
// Optimization to cache loaded feedback vector.
SetOncePointer<Node> feedback_vector_;
// Optimization to cache empty frame state.
SetOncePointer<Node> empty_frame_state_;
// Control nodes that exit the function body.
ZoneVector<Node*> exit_controls_;
// Result of loop assignment analysis performed before graph creation.
LoopAssignmentAnalysis* loop_assignment_analysis_;
// Result of type hint analysis performed before graph creation.
TypeHintAnalysis* type_hint_analysis_;
// Cache for StateValues nodes for frame states.
StateValuesCache state_values_cache_;
// Analyzer of local variable liveness.
LivenessAnalyzer liveness_analyzer_;
// Function info for frame state construction.
const FrameStateFunctionInfo* const frame_state_function_info_;
// Growth increment for the temporary buffer used to construct input lists to
// new nodes.
static const int kInputBufferSizeIncrement = 64;
Zone* local_zone() const { return local_zone_; }
Environment* environment() const { return environment_; }
AstContext* ast_context() const { return ast_context_; }
ControlScope* execution_control() const { return execution_control_; }
ContextScope* execution_context() const { return execution_context_; }
CommonOperatorBuilder* common() const { return jsgraph_->common(); }
CompilationInfo* info() const { return info_; }
Isolate* isolate() const { return isolate_; }
LanguageMode language_mode() const;
JSGraph* jsgraph() { return jsgraph_; }
Graph* graph() { return jsgraph_->graph(); }
Zone* graph_zone() { return graph()->zone(); }
JSOperatorBuilder* javascript() { return jsgraph_->javascript(); }
ZoneVector<Handle<Object>>* globals() { return &globals_; }
Scope* current_scope() const;
Node* current_context() const;
LivenessAnalyzer* liveness_analyzer() { return &liveness_analyzer_; }
const FrameStateFunctionInfo* frame_state_function_info() const {
return frame_state_function_info_;
}
void set_environment(Environment* env) { environment_ = env; }
void set_ast_context(AstContext* ctx) { ast_context_ = ctx; }
void set_execution_control(ControlScope* ctrl) { execution_control_ = ctrl; }
void set_execution_context(ContextScope* ctx) { execution_context_ = ctx; }
// Create the main graph body by visiting the AST.
void CreateGraphBody(bool stack_check);
// Get or create the node that represents the incoming function closure.
Node* GetFunctionClosureForContext();
Node* GetFunctionClosure();
// Get or create the node that represents the incoming function context.
Node* GetFunctionContext();
// Get or create the node that represents the incoming new target value.
Node* GetNewTarget();
// Get or create the node that represents the empty frame state.
Node* GetEmptyFrameState();
// Node creation helpers.
Node* NewNode(const Operator* op, bool incomplete = false) {
return MakeNode(op, 0, static_cast<Node**>(nullptr), incomplete);
}
Node* NewNode(const Operator* op, Node* n1) {
return MakeNode(op, 1, &n1, false);
}
Node* NewNode(const Operator* op, Node* n1, Node* n2) {
Node* buffer[] = {n1, n2};
return MakeNode(op, arraysize(buffer), buffer, false);
}
Node* NewNode(const Operator* op, Node* n1, Node* n2, Node* n3) {
Node* buffer[] = {n1, n2, n3};
return MakeNode(op, arraysize(buffer), buffer, false);
}
Node* NewNode(const Operator* op, Node* n1, Node* n2, Node* n3, Node* n4) {
Node* buffer[] = {n1, n2, n3, n4};
return MakeNode(op, arraysize(buffer), buffer, false);
}
Node* NewNode(const Operator* op, Node* n1, Node* n2, Node* n3, Node* n4,
Node* n5) {
Node* buffer[] = {n1, n2, n3, n4, n5};
return MakeNode(op, arraysize(buffer), buffer, false);
}
Node* NewNode(const Operator* op, Node* n1, Node* n2, Node* n3, Node* n4,
Node* n5, Node* n6) {
Node* nodes[] = {n1, n2, n3, n4, n5, n6};
return MakeNode(op, arraysize(nodes), nodes, false);
}
Node* NewNode(const Operator* op, int value_input_count, Node** value_inputs,
bool incomplete = false) {
return MakeNode(op, value_input_count, value_inputs, incomplete);
}
// Creates a new Phi node having {count} input values.
Node* NewPhi(int count, Node* input, Node* control);
Node* NewEffectPhi(int count, Node* input, Node* control);
// Helpers for merging control, effect or value dependencies.
Node* MergeControl(Node* control, Node* other);
Node* MergeEffect(Node* value, Node* other, Node* control);
Node* MergeValue(Node* value, Node* other, Node* control);
// The main node creation chokepoint. Adds context, frame state, effect,
// and control dependencies depending on the operator.
Node* MakeNode(const Operator* op, int value_input_count, Node** value_inputs,
bool incomplete);
// Helper to indicate a node exits the function body.
void UpdateControlDependencyToLeaveFunction(Node* exit);
// Prepare information for lazy deoptimization. This information is attached
// to the given node and the output value produced by the node is combined.
// Conceptually this frame state is "after" a given operation.
void PrepareFrameState(Node* node, BailoutId ast_id,
OutputFrameStateCombine framestate_combine =
OutputFrameStateCombine::Ignore());
// Prepare information for eager deoptimization. This information is carried
// by dedicated {Checkpoint} nodes that are wired into the effect chain.
// Conceptually this frame state is "before" a given operation.
void PrepareEagerCheckpoint(BailoutId ast_id);
BitVector* GetVariablesAssignedInLoop(IterationStatement* stmt);
// Check if the given statement is an OSR entry.
// If so, record the stack height into the compilation and return {true}.
bool CheckOsrEntry(IterationStatement* stmt);
// Computes local variable liveness and replaces dead variables in
// frame states with the undefined values.
void ClearNonLiveSlotsInFrameStates();
Node** EnsureInputBufferSize(int size);
// Named and keyed loads require a VectorSlotPair for successful lowering.
VectorSlotPair CreateVectorSlotPair(FeedbackVectorSlot slot) const;
// Determine which contexts need to be checked for extension objects that
// might shadow the optimistic declaration of dynamic lookup variables.
uint32_t ComputeBitsetForDynamicGlobal(Variable* variable);
uint32_t ComputeBitsetForDynamicContext(Variable* variable);
// ===========================================================================
// The following build methods all generate graph fragments and return one
// resulting node. The operand stack height remains the same, variables and
// other dependencies tracked by the environment might be mutated though.
// Builders to create local function, script and block contexts.
Node* BuildLocalActivationContext(Node* context);
Node* BuildLocalFunctionContext(Scope* scope);
Node* BuildLocalScriptContext(Scope* scope);
Node* BuildLocalBlockContext(Scope* scope);
// Builder to create an arguments object if it is used.
Node* BuildArgumentsObject(Variable* arguments);
// Builder to create an array of rest parameters if used
Node* BuildRestArgumentsArray(Variable* rest, int index);
// Builder that assigns to the {.this_function} internal variable if needed.
Node* BuildThisFunctionVariable(Variable* this_function_var);
// Builder that assigns to the {new.target} internal variable if needed.
Node* BuildNewTargetVariable(Variable* new_target_var);
// Builders for variable load and assignment.
Node* BuildVariableAssignment(Variable* variable, Node* value,
Token::Value op, const VectorSlotPair& slot,
BailoutId bailout_id,
OutputFrameStateCombine framestate_combine =
OutputFrameStateCombine::Ignore());
Node* BuildVariableDelete(Variable* variable, BailoutId bailout_id,
OutputFrameStateCombine framestate_combine);
Node* BuildVariableLoad(Variable* variable, BailoutId bailout_id,
const VectorSlotPair& feedback,
OutputFrameStateCombine framestate_combine,
TypeofMode typeof_mode = NOT_INSIDE_TYPEOF);
// Builders for property loads and stores.
Node* BuildKeyedLoad(Node* receiver, Node* key,
const VectorSlotPair& feedback);
Node* BuildNamedLoad(Node* receiver, Handle<Name> name,
const VectorSlotPair& feedback);
Node* BuildKeyedStore(Node* receiver, Node* key, Node* value,
const VectorSlotPair& feedback);
Node* BuildNamedStore(Node* receiver, Handle<Name> name, Node* value,
const VectorSlotPair& feedback);
// Builders for super property loads and stores.
Node* BuildKeyedSuperStore(Node* receiver, Node* home_object, Node* key,
Node* value);
Node* BuildNamedSuperStore(Node* receiver, Node* home_object,
Handle<Name> name, Node* value);
Node* BuildNamedSuperLoad(Node* receiver, Node* home_object,
Handle<Name> name, const VectorSlotPair& feedback);
Node* BuildKeyedSuperLoad(Node* receiver, Node* home_object, Node* key,
const VectorSlotPair& feedback);
// Builders for global variable loads and stores.
Node* BuildGlobalLoad(Handle<Name> name, const VectorSlotPair& feedback,
TypeofMode typeof_mode);
Node* BuildGlobalStore(Handle<Name> name, Node* value,
const VectorSlotPair& feedback);
// Builders for dynamic variable loads and stores.
Node* BuildDynamicLoad(Handle<Name> name, TypeofMode typeof_mode);
Node* BuildDynamicStore(Handle<Name> name, Node* value);
// Builders for accessing the function context.
Node* BuildLoadGlobalObject();
Node* BuildLoadNativeContextField(int index);
// Builders for automatic type conversion.
Node* BuildToBoolean(Node* input, TypeFeedbackId feedback_id);
Node* BuildToName(Node* input, BailoutId bailout_id);
Node* BuildToObject(Node* input, BailoutId bailout_id);
// Builder for adding the [[HomeObject]] to a value if the value came from a
// function literal and needs a home object. Do nothing otherwise.
Node* BuildSetHomeObject(Node* value, Node* home_object,
ObjectLiteralProperty* property,
int slot_number = 0);
// Builders for error reporting at runtime.
Node* BuildThrowError(Node* exception, BailoutId bailout_id);
Node* BuildThrowReferenceError(Variable* var, BailoutId bailout_id);
Node* BuildThrowConstAssignError(BailoutId bailout_id);
Node* BuildThrowStaticPrototypeError(BailoutId bailout_id);
Node* BuildThrowUnsupportedSuperError(BailoutId bailout_id);
// Builders for dynamic hole-checks at runtime.
Node* BuildHoleCheckThenThrow(Node* value, Variable* var, Node* not_hole,
BailoutId bailout_id);
Node* BuildHoleCheckElseThrow(Node* value, Variable* var, Node* for_hole,
BailoutId bailout_id);
// Builders for conditional errors.
Node* BuildThrowIfStaticPrototype(Node* name, BailoutId bailout_id);
// Builders for non-local control flow.
Node* BuildReturn(Node* return_value);
Node* BuildThrow(Node* exception_value);
// Builders for binary operations.
Node* BuildBinaryOp(Node* left, Node* right, Token::Value op,
TypeFeedbackId feedback_id);
// Process arguments to a call by popping {arity} elements off the operand
// stack and build a call node using the given call operator.
Node* ProcessArguments(const Operator* op, int arity);
// ===========================================================================
// The following build methods have the same contract as the above ones, but
// they can also return {nullptr} to indicate that no fragment was built. Note
// that these are optimizations, disabling any of them should still produce
// correct graphs.
// Optimization for variable load from global object.
Node* TryLoadGlobalConstant(Handle<Name> name);
// Optimization for variable load of dynamic lookup slot that is most likely
// to resolve to a global slot or context slot (inferred from scope chain).
Node* TryLoadDynamicVariable(Variable* variable, Handle<String> name,
BailoutId bailout_id,
const VectorSlotPair& feedback,
OutputFrameStateCombine combine,
TypeofMode typeof_mode);
// Optimizations for automatic type conversion.
Node* TryFastToBoolean(Node* input);
Node* TryFastToName(Node* input);
// ===========================================================================
// The following visitation methods all recursively visit a subtree of the
// underlying AST and extent the graph. The operand stack is mutated in a way
// consistent with other compilers:
// - Expressions pop operands and push result, depending on {AstContext}.
// - Statements keep the operand stack balanced.
// Visit statements.
void VisitIfNotNull(Statement* stmt);
void VisitInScope(Statement* stmt, Scope* scope, Node* context);
// Visit expressions.
void Visit(Expression* expr);
void VisitForTest(Expression* expr);
void VisitForEffect(Expression* expr);
void VisitForValue(Expression* expr);
void VisitForValueOrNull(Expression* expr);
void VisitForValueOrTheHole(Expression* expr);
void VisitForValues(ZoneList<Expression*>* exprs);
// Common for all IterationStatement bodies.
void VisitIterationBody(IterationStatement* stmt, LoopBuilder* loop);
// Dispatched from VisitCall.
void VisitCallSuper(Call* expr);
// Dispatched from VisitCallRuntime.
void VisitCallJSRuntime(CallRuntime* expr);
// Dispatched from VisitUnaryOperation.
void VisitDelete(UnaryOperation* expr);
void VisitVoid(UnaryOperation* expr);
void VisitTypeof(UnaryOperation* expr);
void VisitNot(UnaryOperation* expr);
// Dispatched from VisitTypeof, VisitLiteralCompareTypeof.
void VisitTypeofExpression(Expression* expr);
// Dispatched from VisitBinaryOperation.
void VisitComma(BinaryOperation* expr);
void VisitLogicalExpression(BinaryOperation* expr);
void VisitArithmeticExpression(BinaryOperation* expr);
// Dispatched from VisitCompareOperation.
void VisitLiteralCompareNil(CompareOperation* expr, Expression* sub_expr,
Node* nil_value);
void VisitLiteralCompareTypeof(CompareOperation* expr, Expression* sub_expr,
Handle<String> check);
// Dispatched from VisitForInStatement.
void VisitForInAssignment(Expression* expr, Node* value,
const VectorSlotPair& feedback,
BailoutId bailout_id_before,
BailoutId bailout_id_after);
// Dispatched from VisitObjectLiteral.
void VisitObjectLiteralAccessor(Node* home_object,
ObjectLiteralProperty* property);
// Dispatched from VisitClassLiteral.
void VisitClassLiteralContents(ClassLiteral* expr);
DEFINE_AST_VISITOR_SUBCLASS_MEMBERS();
DISALLOW_COPY_AND_ASSIGN(AstGraphBuilder);
};
// The abstract execution environment for generated code consists of
// parameter variables, local variables and the operand stack. The
// environment will perform proper SSA-renaming of all tracked nodes
// at split and merge points in the control flow. Internally all the
// values are stored in one list using the following layout:
//
// [parameters (+receiver)] [locals] [operand stack]
//
class AstGraphBuilder::Environment : public ZoneObject {
public:
Environment(AstGraphBuilder* builder, Scope* scope, Node* control_dependency);
int parameters_count() const { return parameters_count_; }
int locals_count() const { return locals_count_; }
int context_chain_length() { return static_cast<int>(contexts_.size()); }
int stack_height() {
return static_cast<int>(values()->size()) - parameters_count_ -
locals_count_;
}
// Operations on parameter or local variables.
void Bind(Variable* variable, Node* node);
Node* Lookup(Variable* variable);
void MarkAllLocalsLive();
// Raw operations on parameter variables.
void RawParameterBind(int index, Node* node);
Node* RawParameterLookup(int index);
// Operations on the context chain.
Node* Context() const { return contexts_.back(); }
void PushContext(Node* context) { contexts()->push_back(context); }
void PopContext() { contexts()->pop_back(); }
void TrimContextChain(int trim_to_length) {
contexts()->resize(trim_to_length);
}
// Operations on the operand stack.
void Push(Node* node) {
values()->push_back(node);
}
Node* Top() {
DCHECK(stack_height() > 0);
return values()->back();
}
Node* Pop() {
DCHECK(stack_height() > 0);
Node* back = values()->back();
values()->pop_back();
return back;
}
// Direct mutations of the operand stack.
void Poke(int depth, Node* node) {
DCHECK(depth >= 0 && depth < stack_height());
int index = static_cast<int>(values()->size()) - depth - 1;
values()->at(index) = node;
}
Node* Peek(int depth) {
DCHECK(depth >= 0 && depth < stack_height());
int index = static_cast<int>(values()->size()) - depth - 1;
return values()->at(index);
}
void Drop(int depth) {
DCHECK(depth >= 0 && depth <= stack_height());
values()->erase(values()->end() - depth, values()->end());
}
void TrimStack(int trim_to_height) {
int depth = stack_height() - trim_to_height;
DCHECK(depth >= 0 && depth <= stack_height());
values()->erase(values()->end() - depth, values()->end());
}
// Preserve a checkpoint of the environment for the IR graph. Any
// further mutation of the environment will not affect checkpoints.
Node* Checkpoint(BailoutId ast_id, OutputFrameStateCombine combine =
OutputFrameStateCombine::Ignore(),
bool node_has_exception = false);
// Control dependency tracked by this environment.
Node* GetControlDependency() { return control_dependency_; }
void UpdateControlDependency(Node* dependency) {
control_dependency_ = dependency;
}
// Effect dependency tracked by this environment.
Node* GetEffectDependency() { return effect_dependency_; }
void UpdateEffectDependency(Node* dependency) {
effect_dependency_ = dependency;
}
// Mark this environment as being unreachable.
void MarkAsUnreachable() {
UpdateControlDependency(builder()->jsgraph()->Dead());
liveness_block_ = nullptr;
}
bool IsMarkedAsUnreachable() {
return GetControlDependency()->opcode() == IrOpcode::kDead;
}
// Merge another environment into this one.
void Merge(Environment* other);
// Copies this environment at a control-flow split point.
Environment* CopyForConditional();
// Copies this environment to a potentially unreachable control-flow point.
Environment* CopyAsUnreachable();
// Copies this environment at a loop header control-flow point.
Environment* CopyForLoop(BitVector* assigned, bool is_osr = false);
private:
AstGraphBuilder* builder_;
int parameters_count_;
int locals_count_;
LivenessAnalyzerBlock* liveness_block_;
NodeVector values_;
NodeVector contexts_;
Node* control_dependency_;
Node* effect_dependency_;
Node* parameters_node_;
Node* locals_node_;
Node* stack_node_;
explicit Environment(Environment* copy,
LivenessAnalyzerBlock* liveness_block);
Environment* CopyAndShareLiveness();
void UpdateStateValues(Node** state_values, int offset, int count);
void UpdateStateValuesWithCache(Node** state_values, int offset, int count);
Zone* zone() const { return builder_->local_zone(); }
Graph* graph() const { return builder_->graph(); }
AstGraphBuilder* builder() const { return builder_; }
CommonOperatorBuilder* common() { return builder_->common(); }
NodeVector* values() { return &values_; }
NodeVector* contexts() { return &contexts_; }
LivenessAnalyzerBlock* liveness_block() { return liveness_block_; }
bool IsLivenessAnalysisEnabled();
bool IsLivenessBlockConsistent();
// Prepare environment to be used as loop header.
void PrepareForLoop(BitVector* assigned, bool is_osr = false);
};
} // namespace compiler
} // namespace internal
} // namespace v8
#endif // V8_COMPILER_AST_GRAPH_BUILDER_H_