// 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_LIGHT_H_ #define V8_JUMP_TARGET_LIGHT_H_ #include "macro-assembler.h" #include "zone-inl.h" #include "virtual-frame.h" namespace v8 { namespace internal { // Forward declarations. class FrameElement; class Result; // ------------------------------------------------------------------------- // 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. explicit inline JumpTarget(Directionality direction); inline JumpTarget(); virtual ~JumpTarget() {} void Unuse() { entry_frame_set_ = false; entry_label_.Unuse(); } inline CodeGenerator* cgen(); Label* entry_label() { return &entry_label_; } const VirtualFrame* entry_frame() const { return entry_frame_set_ ? &entry_frame_ : NULL; } void set_entry_frame(VirtualFrame* frame) { entry_frame_ = *frame; entry_frame_set_ = true; } // Predicates testing the state of the encapsulated label. bool is_bound() const { return entry_label_.is_bound(); } bool is_linked() const { return entry_label_.is_linked(); } bool is_unused() const { return entry_label_.is_unused(); } // Copy the state of this jump target to the destination. inline void CopyTo(JumpTarget* destination) { *destination = *this; } // 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. virtual void Jump(); // 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. virtual void Branch(Condition cc, 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. virtual void Bind(); // 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(); protected: // Has an entry frame been found? bool entry_frame_set_; // Can we branch backwards to this label? Directionality direction_; // The frame used on entry to the block and expected at backward // jumps to the block. Set the first time something branches to this // jump target. VirtualFrame entry_frame_; // The actual entry label of the block. Label entry_label_; // Implementations of Jump, Branch, and Bind with all arguments and // return values using the virtual frame. void DoJump(); void DoBranch(Condition cc, Hint hint); void DoBind(); }; // ------------------------------------------------------------------------- // Break targets // // A break target is a jump target that can be used to break out of a // statement that keeps extra state on the stack (eg, for/in or // try/finally). They know the expected stack height at the target // and will drop state from nested statements as part of merging. // // Break targets are used for return, break, and continue targets. class BreakTarget : public JumpTarget { public: // Construct a break target. inline BreakTarget(); inline BreakTarget(JumpTarget::Directionality direction); virtual ~BreakTarget() {} // Copy the state of this jump target to the destination. inline void CopyTo(BreakTarget* destination) { *destination = *this; } // 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. virtual void Jump(); // 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. virtual void Branch(Condition cc, Hint hint = no_hint); // Bind a break target. If there is no current frame at the binding // site, there must be at least one frame reaching via a forward // jump. virtual void Bind(); // Setter for expected height. void set_expected_height(int expected) { expected_height_ = expected; } // Uses the current frame to set the expected height. void SetExpectedHeight(); private: // The expected height of the expression stack where the target will // be bound, statically known at initialization time. int expected_height_; }; } } // namespace v8::internal #endif // V8_JUMP_TARGET_LIGHT_H_