// 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. #include "v8.h" #include "bootstrapper.h" #include "codegen-inl.h" #include "debug.h" #include "prettyprinter.h" #include "scopeinfo.h" #include "scopes.h" #include "runtime.h" namespace v8 { namespace internal { #define TOS (Operand(esp, 0)) class Ia32CodeGenerator; // Mode to overwrite BinaryExpression values. enum OverwriteMode { NO_OVERWRITE, OVERWRITE_LEFT, OVERWRITE_RIGHT }; // ----------------------------------------------------------------------------- // 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: enum Type { ILLEGAL = -1, EMPTY = 0, NAMED = 1, KEYED = 2 }; Reference(Ia32CodeGenerator* cgen, Expression* expression); ~Reference(); Expression* expression() const { return expression_; } Type type() const { return type_; } void set_type(Type value) { ASSERT(type_ == ILLEGAL); type_ = value; } int size() const { return type_; } bool is_illegal() const { return type_ == ILLEGAL; } private: Ia32CodeGenerator* cgen_; Expression* expression_; Type type_; }; // ------------------------------------------------------------------------- // Code generation state // The state is passed down the AST by the code generator. It is passed // implicitly (in a member variable) to the non-static code generator member // functions, and explicitly (as an argument) to the static member functions // and the AST node member functions. // // The state 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: enum AccessType { UNDEFINED, LOAD, LOAD_TYPEOF_EXPR }; // Create an initial code generator state. Destroying the initial state // leaves the code generator with a NULL state. explicit CodeGenState(Ia32CodeGenerator* owner); // Create a code generator state based on a code generator's current // state. The new state has its own access type and pair of branch // labels, and no reference. CodeGenState(Ia32CodeGenerator* owner, AccessType access, Label* true_target, Label* false_target); // Create a code generator state based on a code generator's current // state. The new state has an access type of LOAD, its own reference, // and inherits the pair of branch labels of the current state. CodeGenState(Ia32CodeGenerator* owner, Reference* ref); // Destroy a code generator state and restore the owning code generator's // previous state. ~CodeGenState(); AccessType access() const { return access_; } Reference* ref() const { return ref_; } Label* true_target() const { return true_target_; } Label* false_target() const { return false_target_; } private: Ia32CodeGenerator* owner_; AccessType access_; Reference* ref_; Label* true_target_; Label* false_target_; CodeGenState* previous_; }; // ----------------------------------------------------------------------------- // Ia32CodeGenerator class Ia32CodeGenerator: public CodeGenerator { public: static Handle MakeCode(FunctionLiteral* fun, Handle