Commit dc49c566 authored by ager@chromium.org's avatar ager@chromium.org

Use the virtual-frame based optimizing compiler for split-compilation

bailouts.  For now the virtual-frame state at entry of a function is
hard-coded when using the virtual-frame based compiler as the
secondary compiler.

Setup frame pointer correctly on function entry on ARM in
fast-codegen-arm.

Review URL: http://codereview.chromium.org/569010

git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@3776 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
parent 0045327b
......@@ -143,7 +143,9 @@ CodeGenerator::CodeGenerator(MacroAssembler* masm,
// r1: called JS function
// cp: callee's context
void CodeGenerator::GenCode(FunctionLiteral* fun, CompilationInfo* info) {
void CodeGenerator::Generate(FunctionLiteral* fun,
Mode mode,
CompilationInfo* info) {
// Record the position for debugging purposes.
CodeForFunctionPosition(fun);
......@@ -169,8 +171,7 @@ void CodeGenerator::GenCode(FunctionLiteral* fun, CompilationInfo* info) {
// r1: called JS function
// cp: callee's context
allocator_->Initialize();
frame_->Enter();
// tos: code slot
#ifdef DEBUG
if (strlen(FLAG_stop_at) > 0 &&
fun->name()->IsEqualTo(CStrVector(FLAG_stop_at))) {
......@@ -179,104 +180,118 @@ void CodeGenerator::GenCode(FunctionLiteral* fun, CompilationInfo* info) {
}
#endif
// Allocate space for locals and initialize them. This also checks
// for stack overflow.
frame_->AllocateStackSlots();
// Initialize the function return target after the locals are set
// up, because it needs the expected frame height from the frame.
function_return_.set_direction(JumpTarget::BIDIRECTIONAL);
function_return_is_shadowed_ = false;
if (mode == PRIMARY) {
frame_->Enter();
// tos: code slot
VirtualFrame::SpilledScope spilled_scope;
int heap_slots = scope_->num_heap_slots();
if (heap_slots > 0) {
// Allocate local context.
// Get outer context and create a new context based on it.
__ ldr(r0, frame_->Function());
frame_->EmitPush(r0);
if (heap_slots <= FastNewContextStub::kMaximumSlots) {
FastNewContextStub stub(heap_slots);
frame_->CallStub(&stub, 1);
} else {
frame_->CallRuntime(Runtime::kNewContext, 1);
}
// Allocate space for locals and initialize them. This also checks
// for stack overflow.
frame_->AllocateStackSlots();
VirtualFrame::SpilledScope spilled_scope;
int heap_slots = scope_->num_heap_slots();
if (heap_slots > 0) {
// Allocate local context.
// Get outer context and create a new context based on it.
__ ldr(r0, frame_->Function());
frame_->EmitPush(r0);
if (heap_slots <= FastNewContextStub::kMaximumSlots) {
FastNewContextStub stub(heap_slots);
frame_->CallStub(&stub, 1);
} else {
frame_->CallRuntime(Runtime::kNewContext, 1);
}
#ifdef DEBUG
JumpTarget verified_true;
__ cmp(r0, Operand(cp));
verified_true.Branch(eq);
__ stop("NewContext: r0 is expected to be the same as cp");
verified_true.Bind();
JumpTarget verified_true;
__ cmp(r0, Operand(cp));
verified_true.Branch(eq);
__ stop("NewContext: r0 is expected to be the same as cp");
verified_true.Bind();
#endif
// Update context local.
__ str(cp, frame_->Context());
}
// Update context local.
__ str(cp, frame_->Context());
}
// TODO(1241774): Improve this code:
// 1) only needed if we have a context
// 2) no need to recompute context ptr every single time
// 3) don't copy parameter operand code from SlotOperand!
{
Comment cmnt2(masm_, "[ copy context parameters into .context");
// Note that iteration order is relevant here! If we have the same
// parameter twice (e.g., function (x, y, x)), and that parameter
// needs to be copied into the context, it must be the last argument
// passed to the parameter that needs to be copied. This is a rare
// case so we don't check for it, instead we rely on the copying
// order: such a parameter is copied repeatedly into the same
// context location and thus the last value is what is seen inside
// the function.
for (int i = 0; i < scope_->num_parameters(); i++) {
Variable* par = scope_->parameter(i);
Slot* slot = par->slot();
if (slot != NULL && slot->type() == Slot::CONTEXT) {
ASSERT(!scope_->is_global_scope()); // no parameters in global scope
__ ldr(r1, frame_->ParameterAt(i));
// Loads r2 with context; used below in RecordWrite.
__ str(r1, SlotOperand(slot, r2));
// Load the offset into r3.
int slot_offset =
FixedArray::kHeaderSize + slot->index() * kPointerSize;
__ mov(r3, Operand(slot_offset));
__ RecordWrite(r2, r3, r1);
// TODO(1241774): Improve this code:
// 1) only needed if we have a context
// 2) no need to recompute context ptr every single time
// 3) don't copy parameter operand code from SlotOperand!
{
Comment cmnt2(masm_, "[ copy context parameters into .context");
// Note that iteration order is relevant here! If we have the same
// parameter twice (e.g., function (x, y, x)), and that parameter
// needs to be copied into the context, it must be the last argument
// passed to the parameter that needs to be copied. This is a rare
// case so we don't check for it, instead we rely on the copying
// order: such a parameter is copied repeatedly into the same
// context location and thus the last value is what is seen inside
// the function.
for (int i = 0; i < scope_->num_parameters(); i++) {
Variable* par = scope_->parameter(i);
Slot* slot = par->slot();
if (slot != NULL && slot->type() == Slot::CONTEXT) {
// No parameters in global scope.
ASSERT(!scope_->is_global_scope());
__ ldr(r1, frame_->ParameterAt(i));
// Loads r2 with context; used below in RecordWrite.
__ str(r1, SlotOperand(slot, r2));
// Load the offset into r3.
int slot_offset =
FixedArray::kHeaderSize + slot->index() * kPointerSize;
__ mov(r3, Operand(slot_offset));
__ RecordWrite(r2, r3, r1);
}
}
}
}
// Store the arguments object. This must happen after context
// initialization because the arguments object may be stored in the
// context.
if (scope_->arguments() != NULL) {
Comment cmnt(masm_, "[ allocate arguments object");
ASSERT(scope_->arguments_shadow() != NULL);
Variable* arguments = scope_->arguments()->var();
Variable* shadow = scope_->arguments_shadow()->var();
ASSERT(arguments != NULL && arguments->slot() != NULL);
ASSERT(shadow != NULL && shadow->slot() != NULL);
ArgumentsAccessStub stub(ArgumentsAccessStub::NEW_OBJECT);
__ ldr(r2, frame_->Function());
// The receiver is below the arguments, the return address, and the
// frame pointer on the stack.
const int kReceiverDisplacement = 2 + scope_->num_parameters();
__ add(r1, fp, Operand(kReceiverDisplacement * kPointerSize));
__ mov(r0, Operand(Smi::FromInt(scope_->num_parameters())));
frame_->Adjust(3);
__ stm(db_w, sp, r0.bit() | r1.bit() | r2.bit());
frame_->CallStub(&stub, 3);
frame_->EmitPush(r0);
StoreToSlot(arguments->slot(), NOT_CONST_INIT);
StoreToSlot(shadow->slot(), NOT_CONST_INIT);
frame_->Drop(); // Value is no longer needed.
}
// Store the arguments object. This must happen after context
// initialization because the arguments object may be stored in the
// context.
if (scope_->arguments() != NULL) {
Comment cmnt(masm_, "[ allocate arguments object");
ASSERT(scope_->arguments_shadow() != NULL);
Variable* arguments = scope_->arguments()->var();
Variable* shadow = scope_->arguments_shadow()->var();
ASSERT(arguments != NULL && arguments->slot() != NULL);
ASSERT(shadow != NULL && shadow->slot() != NULL);
ArgumentsAccessStub stub(ArgumentsAccessStub::NEW_OBJECT);
__ ldr(r2, frame_->Function());
// The receiver is below the arguments, the return address, and the
// frame pointer on the stack.
const int kReceiverDisplacement = 2 + scope_->num_parameters();
__ add(r1, fp, Operand(kReceiverDisplacement * kPointerSize));
__ mov(r0, Operand(Smi::FromInt(scope_->num_parameters())));
frame_->Adjust(3);
__ stm(db_w, sp, r0.bit() | r1.bit() | r2.bit());
frame_->CallStub(&stub, 3);
frame_->EmitPush(r0);
StoreToSlot(arguments->slot(), NOT_CONST_INIT);
StoreToSlot(shadow->slot(), NOT_CONST_INIT);
frame_->Drop(); // Value is no longer needed.
}
// Initialize ThisFunction reference if present.
if (scope_->is_function_scope() && scope_->function() != NULL) {
__ mov(ip, Operand(Factory::the_hole_value()));
frame_->EmitPush(ip);
StoreToSlot(scope_->function()->slot(), NOT_CONST_INIT);
// Initialize ThisFunction reference if present.
if (scope_->is_function_scope() && scope_->function() != NULL) {
__ mov(ip, Operand(Factory::the_hole_value()));
frame_->EmitPush(ip);
StoreToSlot(scope_->function()->slot(), NOT_CONST_INIT);
}
} else {
// When used as the secondary compiler for splitting, r1, cp,
// fp, and lr have been pushed on the stack. Adjust the virtual
// frame to match this state.
frame_->Adjust(4);
allocator_->Unuse(r1);
allocator_->Unuse(lr);
}
// Initialize the function return target after the locals are set
// up, because it needs the expected frame height from the frame.
function_return_.set_direction(JumpTarget::BIDIRECTIONAL);
function_return_is_shadowed_ = false;
// Generate code to 'execute' declarations and initialize functions
// (source elements). In case of an illegal redeclaration we need to
// handle that instead of processing the declarations.
......
......@@ -150,6 +150,15 @@ class CodeGenState BASE_EMBEDDED {
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(FunctionLiteral* fun,
......@@ -240,7 +249,7 @@ class CodeGenerator: public AstVisitor {
inline void VisitStatementsAndSpill(ZoneList<Statement*>* statements);
// Main code generation function
void GenCode(FunctionLiteral* fun, CompilationInfo* info);
void Generate(FunctionLiteral* fun, Mode mode, CompilationInfo* info);
// The following are used by class Reference.
void LoadReference(Reference* ref);
......
......@@ -111,6 +111,7 @@ void FastCodeGenerator::Generate(FunctionLiteral* fun, CompilationInfo* info) {
// Save the caller's frame pointer and set up our own.
Comment prologue_cmnt(masm(), ";; Prologue");
__ stm(db_w, sp, r1.bit() | cp.bit() | fp.bit() | lr.bit());
__ add(fp, sp, Operand(2 * kPointerSize));
// Note that we keep a live register reference to cp (context) at
// this point.
......
......@@ -228,7 +228,7 @@ Handle<Code> CodeGenerator::MakeCode(FunctionLiteral* fun,
MacroAssembler masm(NULL, kInitialBufferSize);
CodeGenerator cgen(&masm, script, is_eval);
CodeGeneratorScope scope(&cgen);
cgen.GenCode(fun, info);
cgen.Generate(fun, PRIMARY, info);
if (cgen.HasStackOverflow()) {
ASSERT(!Top::has_pending_exception());
return Handle<Code>::null();
......
......@@ -55,7 +55,7 @@
// CodeGenerator
// ~CodeGenerator
// ProcessDeferred
// GenCode
// Generate
// ComputeLazyCompile
// BuildBoilerplate
// ComputeCallInitialize
......
......@@ -30,7 +30,6 @@
#include "codegen-inl.h"
#include "data-flow.h"
#include "fast-codegen.h"
#include "full-codegen.h"
#include "scopes.h"
namespace v8 {
......@@ -358,9 +357,10 @@ Handle<Code> FastCodeGenerator::MakeCode(FunctionLiteral* fun,
// Generate the full code for the function in bailout mode, using the same
// macro assembler.
FullCodeGenerator full_cgen(&masm, script, is_eval);
full_cgen.Generate(fun, FullCodeGenerator::SECONDARY);
if (full_cgen.HasStackOverflow()) {
CodeGenerator cgen(&masm, script, is_eval);
CodeGeneratorScope scope(&cgen);
cgen.Generate(fun, CodeGenerator::SECONDARY, info);
if (cgen.HasStackOverflow()) {
ASSERT(!Top::has_pending_exception());
return Handle<Code>::null();
}
......
......@@ -126,7 +126,9 @@ CodeGenerator::CodeGenerator(MacroAssembler* masm,
// edi: called JS function
// esi: callee's context
void CodeGenerator::GenCode(FunctionLiteral* fun, CompilationInfo* info) {
void CodeGenerator::Generate(FunctionLiteral* fun,
Mode mode,
CompilationInfo* info) {
// Record the position for debugging purposes.
CodeForFunctionPosition(fun);
......@@ -167,96 +169,106 @@ void CodeGenerator::GenCode(FunctionLiteral* fun, CompilationInfo* info) {
// edi: called JS function
// esi: callee's context
allocator_->Initialize();
frame_->Enter();
// Allocate space for locals and initialize them.
frame_->AllocateStackSlots();
// Initialize the function return target after the locals are set
// up, because it needs the expected frame height from the frame.
function_return_.set_direction(JumpTarget::BIDIRECTIONAL);
function_return_is_shadowed_ = false;
// Allocate the local context if needed.
int heap_slots = scope_->num_heap_slots() - Context::MIN_CONTEXT_SLOTS;
if (heap_slots > 0) {
Comment cmnt(masm_, "[ allocate local context");
// Allocate local context.
// Get outer context and create a new context based on it.
frame_->PushFunction();
Result context;
if (heap_slots <= FastNewContextStub::kMaximumSlots) {
FastNewContextStub stub(heap_slots);
context = frame_->CallStub(&stub, 1);
} else {
context = frame_->CallRuntime(Runtime::kNewContext, 1);
}
if (mode == PRIMARY) {
frame_->Enter();
// Allocate space for locals and initialize them.
frame_->AllocateStackSlots();
// Allocate the local context if needed.
int heap_slots = scope_->num_heap_slots() - Context::MIN_CONTEXT_SLOTS;
if (heap_slots > 0) {
Comment cmnt(masm_, "[ allocate local context");
// Allocate local context.
// Get outer context and create a new context based on it.
frame_->PushFunction();
Result context;
if (heap_slots <= FastNewContextStub::kMaximumSlots) {
FastNewContextStub stub(heap_slots);
context = frame_->CallStub(&stub, 1);
} else {
context = frame_->CallRuntime(Runtime::kNewContext, 1);
}
// Update context local.
frame_->SaveContextRegister();
// Update context local.
frame_->SaveContextRegister();
// Verify that the runtime call result and esi agree.
if (FLAG_debug_code) {
__ cmp(context.reg(), Operand(esi));
__ Assert(equal, "Runtime::NewContext should end up in esi");
// Verify that the runtime call result and esi agree.
if (FLAG_debug_code) {
__ cmp(context.reg(), Operand(esi));
__ Assert(equal, "Runtime::NewContext should end up in esi");
}
}
}
// TODO(1241774): Improve this code:
// 1) only needed if we have a context
// 2) no need to recompute context ptr every single time
// 3) don't copy parameter operand code from SlotOperand!
{
Comment cmnt2(masm_, "[ copy context parameters into .context");
// Note that iteration order is relevant here! If we have the same
// parameter twice (e.g., function (x, y, x)), and that parameter
// needs to be copied into the context, it must be the last argument
// passed to the parameter that needs to be copied. This is a rare
// case so we don't check for it, instead we rely on the copying
// order: such a parameter is copied repeatedly into the same
// context location and thus the last value is what is seen inside
// the function.
for (int i = 0; i < scope_->num_parameters(); i++) {
Variable* par = scope_->parameter(i);
Slot* slot = par->slot();
if (slot != NULL && slot->type() == Slot::CONTEXT) {
// The use of SlotOperand below is safe in unspilled code
// because the slot is guaranteed to be a context slot.
//
// There are no parameters in the global scope.
ASSERT(!scope_->is_global_scope());
frame_->PushParameterAt(i);
Result value = frame_->Pop();
value.ToRegister();
// SlotOperand loads context.reg() with the context object
// stored to, used below in RecordWrite.
Result context = allocator_->Allocate();
ASSERT(context.is_valid());
__ mov(SlotOperand(slot, context.reg()), value.reg());
int offset = FixedArray::kHeaderSize + slot->index() * kPointerSize;
Result scratch = allocator_->Allocate();
ASSERT(scratch.is_valid());
frame_->Spill(context.reg());
frame_->Spill(value.reg());
__ RecordWrite(context.reg(), offset, value.reg(), scratch.reg());
// TODO(1241774): Improve this code:
// 1) only needed if we have a context
// 2) no need to recompute context ptr every single time
// 3) don't copy parameter operand code from SlotOperand!
{
Comment cmnt2(masm_, "[ copy context parameters into .context");
// Note that iteration order is relevant here! If we have the same
// parameter twice (e.g., function (x, y, x)), and that parameter
// needs to be copied into the context, it must be the last argument
// passed to the parameter that needs to be copied. This is a rare
// case so we don't check for it, instead we rely on the copying
// order: such a parameter is copied repeatedly into the same
// context location and thus the last value is what is seen inside
// the function.
for (int i = 0; i < scope_->num_parameters(); i++) {
Variable* par = scope_->parameter(i);
Slot* slot = par->slot();
if (slot != NULL && slot->type() == Slot::CONTEXT) {
// The use of SlotOperand below is safe in unspilled code
// because the slot is guaranteed to be a context slot.
//
// There are no parameters in the global scope.
ASSERT(!scope_->is_global_scope());
frame_->PushParameterAt(i);
Result value = frame_->Pop();
value.ToRegister();
// SlotOperand loads context.reg() with the context object
// stored to, used below in RecordWrite.
Result context = allocator_->Allocate();
ASSERT(context.is_valid());
__ mov(SlotOperand(slot, context.reg()), value.reg());
int offset = FixedArray::kHeaderSize + slot->index() * kPointerSize;
Result scratch = allocator_->Allocate();
ASSERT(scratch.is_valid());
frame_->Spill(context.reg());
frame_->Spill(value.reg());
__ RecordWrite(context.reg(), offset, value.reg(), scratch.reg());
}
}
}
}
// Store the arguments object. This must happen after context
// initialization because the arguments object may be stored in
// the context.
if (ArgumentsMode() != NO_ARGUMENTS_ALLOCATION) {
StoreArgumentsObject(true);
}
// Store the arguments object. This must happen after context
// initialization because the arguments object may be stored in
// the context.
if (ArgumentsMode() != NO_ARGUMENTS_ALLOCATION) {
StoreArgumentsObject(true);
}
// Initialize ThisFunction reference if present.
if (scope_->is_function_scope() && scope_->function() != NULL) {
frame_->Push(Factory::the_hole_value());
StoreToSlot(scope_->function()->slot(), NOT_CONST_INIT);
// Initialize ThisFunction reference if present.
if (scope_->is_function_scope() && scope_->function() != NULL) {
frame_->Push(Factory::the_hole_value());
StoreToSlot(scope_->function()->slot(), NOT_CONST_INIT);
}
} else {
// When used as the secondary compiler for splitting, ebp, esi,
// and edi have been pushed on the stack. Adjust the virtual
// frame to match this state.
frame_->Adjust(3);
allocator_->Unuse(edi);
}
// Initialize the function return target after the locals are set
// up, because it needs the expected frame height from the frame.
function_return_.set_direction(JumpTarget::BIDIRECTIONAL);
function_return_is_shadowed_ = false;
// Generate code to 'execute' declarations and initialize functions
// (source elements). In case of an illegal redeclaration we need to
// handle that instead of processing the declarations.
......
......@@ -294,6 +294,15 @@ enum ArgumentsAllocationMode {
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(FunctionLiteral* fun,
......@@ -379,7 +388,7 @@ class CodeGenerator: public AstVisitor {
void VisitStatementsAndSpill(ZoneList<Statement*>* statements);
// Main code generation function
void GenCode(FunctionLiteral* fun, CompilationInfo* info);
void Generate(FunctionLiteral* fun, Mode mode, CompilationInfo* info);
// Generate the return sequence code. Should be called no more than
// once per compiled function, immediately after binding the return
......
......@@ -278,7 +278,9 @@ void CodeGenerator::DeclareGlobals(Handle<FixedArray> pairs) {
}
void CodeGenerator::GenCode(FunctionLiteral* function, CompilationInfo* info) {
void CodeGenerator::Generate(FunctionLiteral* function,
Mode mode,
CompilationInfo* info) {
// Record the position for debugging purposes.
CodeForFunctionPosition(function);
ZoneList<Statement*>* body = function->body();
......@@ -318,96 +320,106 @@ void CodeGenerator::GenCode(FunctionLiteral* function, CompilationInfo* info) {
// rdi: called JS function
// rsi: callee's context
allocator_->Initialize();
frame_->Enter();
// Allocate space for locals and initialize them.
frame_->AllocateStackSlots();
// Initialize the function return target after the locals are set
// up, because it needs the expected frame height from the frame.
function_return_.set_direction(JumpTarget::BIDIRECTIONAL);
function_return_is_shadowed_ = false;
// Allocate the local context if needed.
int heap_slots = scope_->num_heap_slots();
if (heap_slots > 0) {
Comment cmnt(masm_, "[ allocate local context");
// Allocate local context.
// Get outer context and create a new context based on it.
frame_->PushFunction();
Result context;
if (heap_slots <= FastNewContextStub::kMaximumSlots) {
FastNewContextStub stub(heap_slots);
context = frame_->CallStub(&stub, 1);
} else {
context = frame_->CallRuntime(Runtime::kNewContext, 1);
}
if (mode == PRIMARY) {
frame_->Enter();
// Allocate space for locals and initialize them.
frame_->AllocateStackSlots();
// Allocate the local context if needed.
int heap_slots = scope_->num_heap_slots();
if (heap_slots > 0) {
Comment cmnt(masm_, "[ allocate local context");
// Allocate local context.
// Get outer context and create a new context based on it.
frame_->PushFunction();
Result context;
if (heap_slots <= FastNewContextStub::kMaximumSlots) {
FastNewContextStub stub(heap_slots);
context = frame_->CallStub(&stub, 1);
} else {
context = frame_->CallRuntime(Runtime::kNewContext, 1);
}
// Update context local.
frame_->SaveContextRegister();
// Update context local.
frame_->SaveContextRegister();
// Verify that the runtime call result and rsi agree.
if (FLAG_debug_code) {
__ cmpq(context.reg(), rsi);
__ Assert(equal, "Runtime::NewContext should end up in rsi");
// Verify that the runtime call result and rsi agree.
if (FLAG_debug_code) {
__ cmpq(context.reg(), rsi);
__ Assert(equal, "Runtime::NewContext should end up in rsi");
}
}
}
// TODO(1241774): Improve this code:
// 1) only needed if we have a context
// 2) no need to recompute context ptr every single time
// 3) don't copy parameter operand code from SlotOperand!
{
Comment cmnt2(masm_, "[ copy context parameters into .context");
// Note that iteration order is relevant here! If we have the same
// parameter twice (e.g., function (x, y, x)), and that parameter
// needs to be copied into the context, it must be the last argument
// passed to the parameter that needs to be copied. This is a rare
// case so we don't check for it, instead we rely on the copying
// order: such a parameter is copied repeatedly into the same
// context location and thus the last value is what is seen inside
// the function.
for (int i = 0; i < scope_->num_parameters(); i++) {
Variable* par = scope_->parameter(i);
Slot* slot = par->slot();
if (slot != NULL && slot->type() == Slot::CONTEXT) {
// The use of SlotOperand below is safe in unspilled code
// because the slot is guaranteed to be a context slot.
//
// There are no parameters in the global scope.
ASSERT(!scope_->is_global_scope());
frame_->PushParameterAt(i);
Result value = frame_->Pop();
value.ToRegister();
// SlotOperand loads context.reg() with the context object
// stored to, used below in RecordWrite.
Result context = allocator_->Allocate();
ASSERT(context.is_valid());
__ movq(SlotOperand(slot, context.reg()), value.reg());
int offset = FixedArray::kHeaderSize + slot->index() * kPointerSize;
Result scratch = allocator_->Allocate();
ASSERT(scratch.is_valid());
frame_->Spill(context.reg());
frame_->Spill(value.reg());
__ RecordWrite(context.reg(), offset, value.reg(), scratch.reg());
// TODO(1241774): Improve this code:
// 1) only needed if we have a context
// 2) no need to recompute context ptr every single time
// 3) don't copy parameter operand code from SlotOperand!
{
Comment cmnt2(masm_, "[ copy context parameters into .context");
// Note that iteration order is relevant here! If we have the same
// parameter twice (e.g., function (x, y, x)), and that parameter
// needs to be copied into the context, it must be the last argument
// passed to the parameter that needs to be copied. This is a rare
// case so we don't check for it, instead we rely on the copying
// order: such a parameter is copied repeatedly into the same
// context location and thus the last value is what is seen inside
// the function.
for (int i = 0; i < scope_->num_parameters(); i++) {
Variable* par = scope_->parameter(i);
Slot* slot = par->slot();
if (slot != NULL && slot->type() == Slot::CONTEXT) {
// The use of SlotOperand below is safe in unspilled code
// because the slot is guaranteed to be a context slot.
//
// There are no parameters in the global scope.
ASSERT(!scope_->is_global_scope());
frame_->PushParameterAt(i);
Result value = frame_->Pop();
value.ToRegister();
// SlotOperand loads context.reg() with the context object
// stored to, used below in RecordWrite.
Result context = allocator_->Allocate();
ASSERT(context.is_valid());
__ movq(SlotOperand(slot, context.reg()), value.reg());
int offset = FixedArray::kHeaderSize + slot->index() * kPointerSize;
Result scratch = allocator_->Allocate();
ASSERT(scratch.is_valid());
frame_->Spill(context.reg());
frame_->Spill(value.reg());
__ RecordWrite(context.reg(), offset, value.reg(), scratch.reg());
}
}
}
}
// Store the arguments object. This must happen after context
// initialization because the arguments object may be stored in
// the context.
if (ArgumentsMode() != NO_ARGUMENTS_ALLOCATION) {
StoreArgumentsObject(true);
}
// Store the arguments object. This must happen after context
// initialization because the arguments object may be stored in
// the context.
if (ArgumentsMode() != NO_ARGUMENTS_ALLOCATION) {
StoreArgumentsObject(true);
}
// Initialize ThisFunction reference if present.
if (scope_->is_function_scope() && scope_->function() != NULL) {
frame_->Push(Factory::the_hole_value());
StoreToSlot(scope_->function()->slot(), NOT_CONST_INIT);
// Initialize ThisFunction reference if present.
if (scope_->is_function_scope() && scope_->function() != NULL) {
frame_->Push(Factory::the_hole_value());
StoreToSlot(scope_->function()->slot(), NOT_CONST_INIT);
}
} else {
// When used as the secondary compiler for splitting, rbp, rsi,
// and rdi have been pushed on the stack. Adjust the virtual
// frame to match this state.
frame_->Adjust(3);
allocator_->Unuse(rdi);
}
// Initialize the function return target after the locals are set
// up, because it needs the expected frame height from the frame.
function_return_.set_direction(JumpTarget::BIDIRECTIONAL);
function_return_is_shadowed_ = false;
// Generate code to 'execute' declarations and initialize functions
// (source elements). In case of an illegal redeclaration we need to
// handle that instead of processing the declarations.
......
......@@ -294,6 +294,15 @@ enum ArgumentsAllocationMode {
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(FunctionLiteral* fun,
......@@ -381,7 +390,7 @@ class CodeGenerator: public AstVisitor {
void VisitStatementsAndSpill(ZoneList<Statement*>* statements);
// Main code generation function
void GenCode(FunctionLiteral* fun, CompilationInfo* info);
void Generate(FunctionLiteral* fun, Mode mode, CompilationInfo* info);
// Generate the return sequence code. Should be called no more than
// once per compiled function, immediately after binding the return
......
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