// Copyright 2006-2008 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_CODEGEN_ARM_H_ #define V8_CODEGEN_ARM_H_ #include "scopes.h" namespace v8 { namespace internal { // Forward declarations class DeferredCode; // Mode to overwrite BinaryExpression values. enum OverwriteMode { NO_OVERWRITE, OVERWRITE_LEFT, OVERWRITE_RIGHT }; enum InitState { CONST_INIT, NOT_CONST_INIT }; enum TypeofState { INSIDE_TYPEOF, NOT_INSIDE_TYPEOF }; // ------------------------------------------------------------------------- // Virtual frame class VirtualFrame BASE_EMBEDDED { public: explicit VirtualFrame(CodeGenerator* cgen); void Enter(); void Exit(); void AllocateLocals(); MemOperand Top() const { return MemOperand(sp, 0); } MemOperand Element(int index) const { return MemOperand(sp, index * kPointerSize); } MemOperand Local(int index) const { ASSERT(0 <= index && index < frame_local_count_); return MemOperand(fp, kLocal0Offset - index * kPointerSize); } MemOperand Function() const { return MemOperand(fp, kFunctionOffset); } MemOperand Context() const { return MemOperand(fp, kContextOffset); } MemOperand Parameter(int index) const { // Index -1 corresponds to the receiver. ASSERT(-1 <= index && index <= parameter_count_); return MemOperand(fp, (1 + parameter_count_ - index) * kPointerSize); } inline void Drop(int count); inline void Pop(); inline void Pop(Register reg); inline void Push(Register reg); private: static const int kLocal0Offset = JavaScriptFrameConstants::kLocal0Offset; static const int kFunctionOffset = JavaScriptFrameConstants::kFunctionOffset; static const int kContextOffset = StandardFrameConstants::kContextOffset; MacroAssembler* masm_; int frame_local_count_; int parameter_count_; }; // ------------------------------------------------------------------------- // Reference support // A reference is a C++ stack-allocated object that keeps an ECMA // reference on the execution stack while in scope. For variables // the reference is empty, indicating that it isn't necessary to // store state on the stack for keeping track of references to those. // For properties, we keep either one (named) or two (indexed) values // on the execution stack to represent the reference. class Reference BASE_EMBEDDED { public: // The values of the types is important, see size(). enum Type { ILLEGAL = -1, SLOT = 0, NAMED = 1, KEYED = 2 }; Reference(CodeGenerator* cgen, Expression* expression); ~Reference(); Expression* expression() const { return expression_; } Type type() const { return type_; } void set_type(Type value) { ASSERT(type_ == ILLEGAL); type_ = value; } // The size the reference takes up on the stack. int size() const { return (type_ == ILLEGAL) ? 0 : type_; } bool is_illegal() const { return type_ == ILLEGAL; } bool is_slot() const { return type_ == SLOT; } bool is_property() const { return type_ == NAMED || type_ == KEYED; } // Return the name. Only valid for named property references. Handle GetName(); // Generate code to push the value of the reference on top of the // expression stack. The reference is expected to be already on top of // the expression stack, and it is left in place with its value above it. void GetValue(TypeofState typeof_state); // Generate code to store the value on top of the expression stack in the // reference. The reference is expected to be immediately below the value // on the expression stack. The stored value is left in place (with the // reference intact below it) to support chained assignments. void SetValue(InitState init_state); private: CodeGenerator* cgen_; Expression* expression_; Type type_; }; // ------------------------------------------------------------------------- // Code generation state // The state is passed down the AST by the code generator (and back up, in // the form of the state of the label pair). It is threaded through the // call stack. Constructing a state implicitly pushes it on the owning code // generator's stack of states, and destroying one implicitly pops it. class CodeGenState BASE_EMBEDDED { public: // Create an initial code generator state. Destroying the initial state // leaves the code generator with a NULL state. explicit CodeGenState(CodeGenerator* owner); // Create a code generator state based on a code generator's current // state. The new state has its own typeof state and pair of branch // labels. CodeGenState(CodeGenerator* owner, TypeofState typeof_state, Label* true_target, Label* false_target); // Destroy a code generator state and restore the owning code generator's // previous state. ~CodeGenState(); TypeofState typeof_state() const { return typeof_state_; } Label* true_target() const { return true_target_; } Label* false_target() const { return false_target_; } private: CodeGenerator* owner_; TypeofState typeof_state_; Label* true_target_; Label* false_target_; CodeGenState* previous_; }; // ------------------------------------------------------------------------- // CodeGenerator class CodeGenerator: public AstVisitor { public: // Takes a function literal, generates code for it. This function should only // be called by compiler.cc. static Handle MakeCode(FunctionLiteral* fun, Handle