The code generator doesn't need to put the argument count in eax for
call ICs. Refactor CallRuntime on ARM to match the structure of IA32. Update some comments. Review URL: http://codereview.chromium.org/42598 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@1607 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
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@ -3456,18 +3456,7 @@ void CodeGenerator::VisitCallRuntime(CallRuntime* node) {
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Comment cmnt(masm_, "[ CallRuntime");
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Runtime::Function* function = node->function();
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if (function != NULL) {
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// Push the arguments ("left-to-right").
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int arg_count = args->length();
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for (int i = 0; i < arg_count; i++) {
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LoadAndSpill(args->at(i));
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}
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// Call the C runtime function.
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frame_->CallRuntime(function, arg_count);
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frame_->EmitPush(r0);
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} else {
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if (function == NULL) {
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// Prepare stack for calling JS runtime function.
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__ mov(r0, Operand(node->name()));
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frame_->EmitPush(r0);
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@ -3475,18 +3464,25 @@ void CodeGenerator::VisitCallRuntime(CallRuntime* node) {
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__ ldr(r1, GlobalObject());
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__ ldr(r0, FieldMemOperand(r1, GlobalObject::kBuiltinsOffset));
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frame_->EmitPush(r0);
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}
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int arg_count = args->length();
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for (int i = 0; i < arg_count; i++) {
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LoadAndSpill(args->at(i));
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}
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// Push the arguments ("left-to-right").
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int arg_count = args->length();
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for (int i = 0; i < arg_count; i++) {
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LoadAndSpill(args->at(i));
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}
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if (function == NULL) {
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// Call the JS runtime function.
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Handle<Code> stub = ComputeCallInitialize(args->length());
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Handle<Code> stub = ComputeCallInitialize(arg_count);
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frame_->CallCodeObject(stub, RelocInfo::CODE_TARGET, arg_count + 1);
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__ ldr(cp, frame_->Context());
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frame_->Drop();
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frame_->EmitPush(r0);
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} else {
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// Call the C runtime function.
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frame_->CallRuntime(function, arg_count);
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frame_->EmitPush(r0);
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}
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ASSERT(frame_->height() == original_height + 1);
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}
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@ -4454,12 +4454,8 @@ void CodeGenerator::VisitCallRuntime(CallRuntime* node) {
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if (function == NULL) {
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// Call the JS runtime function.
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Handle<Code> stub = ComputeCallInitialize(arg_count);
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Result num_args = allocator()->Allocate(eax);
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ASSERT(num_args.is_valid());
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__ Set(num_args.reg(), Immediate(args->length()));
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Result answer = frame_->CallCodeObject(stub, RelocInfo::CODE_TARGET,
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&num_args, arg_count + 1);
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Result answer =
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frame_->CallCodeObject(stub, RelocInfo::CODE_TARGET, arg_count + 1);
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frame_->RestoreContextRegister();
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frame_->SetElementAt(0, &answer);
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} else {
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@ -784,10 +784,6 @@ Result VirtualFrame::CallCodeObject(Handle<Code> code,
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int dropped_args) {
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int spilled_args = 0;
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switch (code->kind()) {
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case Code::CALL_IC:
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ASSERT(arg->reg().is(eax));
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spilled_args = dropped_args + 1;
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break;
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case Code::LOAD_IC:
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ASSERT(arg->reg().is(ecx));
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ASSERT(dropped_args == 0);
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@ -179,12 +179,10 @@ void VirtualFrame::Spill(Register target) {
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}
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// Spill any register if possible, making its external reference count zero.
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// If there are any registers referenced only by the frame, spill one.
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Register VirtualFrame::SpillAnyRegister() {
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// Find the leftmost (ordered by register code), least
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// internally-referenced register whose internal reference count matches
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// its external reference count (so that spilling it from the frame frees
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// it for use).
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// Find the leftmost (ordered by register code) register whose only
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// reference is in the frame.
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for (int i = 0; i < kNumRegisters; i++) {
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if (is_used(i) && cgen_->allocator()->count(i) == 1) {
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Register result = { i };
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