// 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 // 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_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 ZoneObject { // 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 jump targets are embedded in AST nodes. JumpTarget(); virtual ~JumpTarget() { Unuse(); } // 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. void Initialize(CodeGenerator* cgen, Directionality direction = FORWARD_ONLY); // 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; } // 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(); } // Treat the jump target as a fresh one. The expected frame if any // will be deallocated and there should be no dangling jumps to the // target (thus no reaching frames). 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(); // Copy the state of this jump 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(JumpTarget* 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. 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. 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. 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_; private: // 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_; // 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); }; // ------------------------------------------------------------------------- // Shadow jump targets // // Shadow jump targets represent a jump 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 JumpTarget { public: // Construct a shadow jump target. After construction the shadow // target object holds the state of the original jump target, and // the original target is actually a fresh one that intercepts jumps // intended for the shadowed one. explicit ShadowTarget(JumpTarget* 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. JumpTarget* other_target() const { return other_target_; } private: // During shadowing, the currently shadowing target. After // shadowing, the target that was shadowed. JumpTarget* other_target_; #ifdef DEBUG bool is_shadowing_; #endif DISALLOW_COPY_AND_ASSIGN(ShadowTarget); }; } } // namespace v8::internal #endif // V8_JUMP_TARGET_H_