[turbofan] Add support for keyed access to strings.

This introduces initial support to handle keyed load access to
String primitives. This is accomplished via the existing operators
StringCharCodeAt and StringFromCharCode, which we already use to
optimize String.prototype.charCodeAt and String.fromCharCode.

R=yangguo@chromium.org
BUG=v8:5267

Review-Url: https://codereview.chromium.org/2232483002
Cr-Commit-Position: refs/heads/master@{#38512}
This commit is contained in:
bmeurer 2016-08-09 21:33:18 -07:00 committed by Commit bot
parent 400f03ab97
commit 3909250a6c

View File

@ -45,7 +45,8 @@ bool HasOnlyNumberMaps(MapList const& maps) {
return true;
}
bool HasOnlyStringMaps(MapList const& maps) {
template <typename T>
bool HasOnlyStringMaps(T const& maps) {
for (auto map : maps) {
if (!map->IsStringMap()) return false;
}
@ -426,184 +427,213 @@ Reduction JSNativeContextSpecialization::ReduceElementAccess(
// Not much we can do if deoptimization support is disabled.
if (!(flags() & kDeoptimizationEnabled)) return NoChange();
// Retrieve the native context from the given {node}.
Handle<Context> native_context;
if (!GetNativeContext(node).ToHandle(&native_context)) return NoChange();
// Check for keyed access to strings.
if (HasOnlyStringMaps(receiver_maps)) {
// Strings are immutable in JavaScript.
if (access_mode == AccessMode::kStore) return NoChange();
// Compute element access infos for the receiver maps.
AccessInfoFactory access_info_factory(dependencies(), native_context,
graph()->zone());
ZoneVector<ElementAccessInfo> access_infos(zone());
if (!access_info_factory.ComputeElementAccessInfos(receiver_maps, access_mode,
&access_infos)) {
return NoChange();
}
// Ensure that the {receiver} is actually a String.
receiver = effect = graph()->NewNode(simplified()->CheckString(), receiver,
effect, control);
// Nothing to do if we have no non-deprecated maps.
if (access_infos.empty()) {
return ReduceSoftDeoptimize(
node, DeoptimizeReason::kInsufficientTypeFeedbackForGenericKeyedAccess);
}
// Determine the {receiver} length.
Node* length = effect = graph()->NewNode(
simplified()->LoadField(AccessBuilder::ForStringLength()), receiver,
effect, control);
// Ensure that {receiver} is a heap object.
effect = BuildCheckTaggedPointer(receiver, effect, control);
// Ensure that {index} is less than {receiver} length.
index = effect = graph()->NewNode(simplified()->CheckBounds(), index,
length, effect, control);
// Check for the monomorphic case.
if (access_infos.size() == 1) {
ElementAccessInfo access_info = access_infos.front();
// Load the character from the {receiver}.
value = graph()->NewNode(simplified()->StringCharCodeAt(), receiver, index,
control);
// Perform possible elements kind transitions.
for (auto transition : access_info.transitions()) {
Handle<Map> const transition_source = transition.first;
Handle<Map> const transition_target = transition.second;
effect = graph()->NewNode(
simplified()->TransitionElementsKind(
IsSimpleMapChangeTransition(transition_source->elements_kind(),
transition_target->elements_kind())
? ElementsTransition::kFastTransition
: ElementsTransition::kSlowTransition),
receiver, jsgraph()->HeapConstant(transition_source),
jsgraph()->HeapConstant(transition_target), effect, control);
// Return it as a single character string.
value = graph()->NewNode(simplified()->StringFromCharCode(), value);
} else {
// Retrieve the native context from the given {node}.
Handle<Context> native_context;
if (!GetNativeContext(node).ToHandle(&native_context)) return NoChange();
// Compute element access infos for the receiver maps.
AccessInfoFactory access_info_factory(dependencies(), native_context,
graph()->zone());
ZoneVector<ElementAccessInfo> access_infos(zone());
if (!access_info_factory.ComputeElementAccessInfos(
receiver_maps, access_mode, &access_infos)) {
return NoChange();
}
// TODO(turbofan): The effect/control linearization will not find a
// FrameState after the StoreField or Call that is generated for the
// elements kind transition above. This is because those operators
// don't have the kNoWrite flag on it, even though they are not
// observable by JavaScript.
effect =
graph()->NewNode(common()->Checkpoint(), frame_state, effect, control);
// Nothing to do if we have no non-deprecated maps.
if (access_infos.empty()) {
return ReduceSoftDeoptimize(
node,
DeoptimizeReason::kInsufficientTypeFeedbackForGenericKeyedAccess);
}
// Perform map check on the {receiver}.
effect =
BuildCheckMaps(receiver, effect, control, access_info.receiver_maps());
// Ensure that {receiver} is a heap object.
effect = BuildCheckTaggedPointer(receiver, effect, control);
// Access the actual element.
ValueEffectControl continuation = BuildElementAccess(
receiver, index, value, effect, control, native_context, access_info,
access_mode, store_mode);
value = continuation.value();
effect = continuation.effect();
control = continuation.control();
} else {
// The final states for every polymorphic branch. We join them with
// Merge+Phi+EffectPhi at the bottom.
ZoneVector<Node*> values(zone());
ZoneVector<Node*> effects(zone());
ZoneVector<Node*> controls(zone());
// Generate code for the various different element access patterns.
Node* fallthrough_control = control;
for (size_t j = 0; j < access_infos.size(); ++j) {
ElementAccessInfo const& access_info = access_infos[j];
Node* this_receiver = receiver;
Node* this_value = value;
Node* this_index = index;
Node* this_effect = effect;
Node* this_control = fallthrough_control;
// Check for the monomorphic case.
if (access_infos.size() == 1) {
ElementAccessInfo access_info = access_infos.front();
// Perform possible elements kind transitions.
for (auto transition : access_info.transitions()) {
Handle<Map> const transition_source = transition.first;
Handle<Map> const transition_target = transition.second;
this_effect = graph()->NewNode(
effect = graph()->NewNode(
simplified()->TransitionElementsKind(
IsSimpleMapChangeTransition(transition_source->elements_kind(),
transition_target->elements_kind())
? ElementsTransition::kFastTransition
: ElementsTransition::kSlowTransition),
receiver, jsgraph()->HeapConstant(transition_source),
jsgraph()->HeapConstant(transition_target), this_effect,
this_control);
jsgraph()->HeapConstant(transition_target), effect, control);
}
// Load the {receiver} map.
Node* receiver_map = this_effect =
graph()->NewNode(simplified()->LoadField(AccessBuilder::ForMap()),
receiver, this_effect, this_control);
// TODO(turbofan): The effect/control linearization will not find a
// FrameState after the StoreField or Call that is generated for the
// elements kind transition above. This is because those operators
// don't have the kNoWrite flag on it, even though they are not
// observable by JavaScript.
effect = graph()->NewNode(common()->Checkpoint(), frame_state, effect,
control);
// Perform map check(s) on {receiver}.
MapList const& receiver_maps = access_info.receiver_maps();
{
ZoneVector<Node*> this_controls(zone());
ZoneVector<Node*> this_effects(zone());
size_t num_classes = receiver_maps.size();
for (Handle<Map> map : receiver_maps) {
DCHECK_LT(0u, num_classes);
Node* check =
graph()->NewNode(simplified()->ReferenceEqual(), receiver_map,
jsgraph()->Constant(map));
if (--num_classes == 0 && j == access_infos.size() - 1) {
// Last map check on the fallthrough control path, do a conditional
// eager deoptimization exit here.
// TODO(turbofan): This is ugly as hell! We should probably
// introduce macro-ish operators for property access that
// encapsulate this whole mess.
check = graph()->NewNode(simplified()->CheckIf(), check,
this_effect, this_control);
this_controls.push_back(this_control);
this_effects.push_back(check);
fallthrough_control = nullptr;
} else {
Node* branch = graph()->NewNode(common()->Branch(), check,
fallthrough_control);
this_controls.push_back(
graph()->NewNode(common()->IfTrue(), branch));
this_effects.push_back(effect);
fallthrough_control = graph()->NewNode(common()->IfFalse(), branch);
}
}
// Create single chokepoint for the control.
int const this_control_count = static_cast<int>(this_controls.size());
if (this_control_count == 1) {
this_control = this_controls.front();
this_effect = this_effects.front();
} else {
this_control =
graph()->NewNode(common()->Merge(this_control_count),
this_control_count, &this_controls.front());
this_effects.push_back(this_control);
this_effect =
graph()->NewNode(common()->EffectPhi(this_control_count),
this_control_count + 1, &this_effects.front());
// TODO(turbofan): The effect/control linearization will not find a
// FrameState after the EffectPhi that is generated above.
this_effect = graph()->NewNode(common()->Checkpoint(), frame_state,
this_effect, this_control);
}
}
// Perform map check on the {receiver}.
effect = BuildCheckMaps(receiver, effect, control,
access_info.receiver_maps());
// Access the actual element.
ValueEffectControl continuation = BuildElementAccess(
this_receiver, this_index, this_value, this_effect, this_control,
native_context, access_info, access_mode, store_mode);
values.push_back(continuation.value());
effects.push_back(continuation.effect());
controls.push_back(continuation.control());
}
DCHECK_NULL(fallthrough_control);
// Generate the final merge point for all (polymorphic) branches.
int const control_count = static_cast<int>(controls.size());
if (control_count == 0) {
value = effect = control = jsgraph()->Dead();
} else if (control_count == 1) {
value = values.front();
effect = effects.front();
control = controls.front();
receiver, index, value, effect, control, native_context, access_info,
access_mode, store_mode);
value = continuation.value();
effect = continuation.effect();
control = continuation.control();
} else {
control = graph()->NewNode(common()->Merge(control_count), control_count,
&controls.front());
values.push_back(control);
value = graph()->NewNode(
common()->Phi(MachineRepresentation::kTagged, control_count),
control_count + 1, &values.front());
effects.push_back(control);
effect = graph()->NewNode(common()->EffectPhi(control_count),
control_count + 1, &effects.front());
// The final states for every polymorphic branch. We join them with
// Merge+Phi+EffectPhi at the bottom.
ZoneVector<Node*> values(zone());
ZoneVector<Node*> effects(zone());
ZoneVector<Node*> controls(zone());
// Generate code for the various different element access patterns.
Node* fallthrough_control = control;
for (size_t j = 0; j < access_infos.size(); ++j) {
ElementAccessInfo const& access_info = access_infos[j];
Node* this_receiver = receiver;
Node* this_value = value;
Node* this_index = index;
Node* this_effect = effect;
Node* this_control = fallthrough_control;
// Perform possible elements kind transitions.
for (auto transition : access_info.transitions()) {
Handle<Map> const transition_source = transition.first;
Handle<Map> const transition_target = transition.second;
this_effect = graph()->NewNode(
simplified()->TransitionElementsKind(
IsSimpleMapChangeTransition(
transition_source->elements_kind(),
transition_target->elements_kind())
? ElementsTransition::kFastTransition
: ElementsTransition::kSlowTransition),
receiver, jsgraph()->HeapConstant(transition_source),
jsgraph()->HeapConstant(transition_target), this_effect,
this_control);
}
// Load the {receiver} map.
Node* receiver_map = this_effect =
graph()->NewNode(simplified()->LoadField(AccessBuilder::ForMap()),
receiver, this_effect, this_control);
// Perform map check(s) on {receiver}.
MapList const& receiver_maps = access_info.receiver_maps();
{
ZoneVector<Node*> this_controls(zone());
ZoneVector<Node*> this_effects(zone());
size_t num_classes = receiver_maps.size();
for (Handle<Map> map : receiver_maps) {
DCHECK_LT(0u, num_classes);
Node* check =
graph()->NewNode(simplified()->ReferenceEqual(), receiver_map,
jsgraph()->Constant(map));
if (--num_classes == 0 && j == access_infos.size() - 1) {
// Last map check on the fallthrough control path, do a
// conditional eager deoptimization exit here.
// TODO(turbofan): This is ugly as hell! We should probably
// introduce macro-ish operators for property access that
// encapsulate this whole mess.
check = graph()->NewNode(simplified()->CheckIf(), check,
this_effect, this_control);
this_controls.push_back(this_control);
this_effects.push_back(check);
fallthrough_control = nullptr;
} else {
Node* branch = graph()->NewNode(common()->Branch(), check,
fallthrough_control);
this_controls.push_back(
graph()->NewNode(common()->IfTrue(), branch));
this_effects.push_back(effect);
fallthrough_control =
graph()->NewNode(common()->IfFalse(), branch);
}
}
// Create single chokepoint for the control.
int const this_control_count = static_cast<int>(this_controls.size());
if (this_control_count == 1) {
this_control = this_controls.front();
this_effect = this_effects.front();
} else {
this_control =
graph()->NewNode(common()->Merge(this_control_count),
this_control_count, &this_controls.front());
this_effects.push_back(this_control);
this_effect =
graph()->NewNode(common()->EffectPhi(this_control_count),
this_control_count + 1, &this_effects.front());
// TODO(turbofan): The effect/control linearization will not find a
// FrameState after the EffectPhi that is generated above.
this_effect = graph()->NewNode(common()->Checkpoint(), frame_state,
this_effect, this_control);
}
}
// Access the actual element.
ValueEffectControl continuation = BuildElementAccess(
this_receiver, this_index, this_value, this_effect, this_control,
native_context, access_info, access_mode, store_mode);
values.push_back(continuation.value());
effects.push_back(continuation.effect());
controls.push_back(continuation.control());
}
DCHECK_NULL(fallthrough_control);
// Generate the final merge point for all (polymorphic) branches.
int const control_count = static_cast<int>(controls.size());
if (control_count == 0) {
value = effect = control = jsgraph()->Dead();
} else if (control_count == 1) {
value = values.front();
effect = effects.front();
control = controls.front();
} else {
control = graph()->NewNode(common()->Merge(control_count),
control_count, &controls.front());
values.push_back(control);
value = graph()->NewNode(
common()->Phi(MachineRepresentation::kTagged, control_count),
control_count + 1, &values.front());
effects.push_back(control);
effect = graph()->NewNode(common()->EffectPhi(control_count),
control_count + 1, &effects.front());
}
}
}