4292f32ed3
Debugging API is still in use by Node. Revert "[debug] remove deprecated debug command message queue." This reverts commitabdbfc953d
. Revert "[debug] mark more unused debug API as deprecated." This reverts commitd5ada19ce7
. BUG=v8:5530 Review-Url: https://codereview.chromium.org/2537313005 Cr-Commit-Position: refs/heads/master@{#41427}
228 lines
8.4 KiB
C++
228 lines
8.4 KiB
C++
// Copyright 2014 the V8 project authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef V8_EXECUTION_H_
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#define V8_EXECUTION_H_
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#include "src/allocation.h"
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#include "src/base/atomicops.h"
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#include "src/handles.h"
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#include "src/utils.h"
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namespace v8 {
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namespace internal {
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class Execution final : public AllStatic {
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public:
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// Call a function, the caller supplies a receiver and an array
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// of arguments.
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//
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// When the function called is not in strict mode, receiver is
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// converted to an object.
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//
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V8_EXPORT_PRIVATE MUST_USE_RESULT static MaybeHandle<Object> Call(
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Isolate* isolate, Handle<Object> callable, Handle<Object> receiver,
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int argc, Handle<Object> argv[]);
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// Construct object from function, the caller supplies an array of
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// arguments.
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MUST_USE_RESULT static MaybeHandle<Object> New(Handle<JSFunction> constructor,
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int argc,
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Handle<Object> argv[]);
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MUST_USE_RESULT static MaybeHandle<Object> New(Isolate* isolate,
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Handle<Object> constructor,
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Handle<Object> new_target,
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int argc,
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Handle<Object> argv[]);
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// Call a function, just like Call(), but make sure to silently catch
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// any thrown exceptions. The return value is either the result of
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// calling the function (if caught exception is false) or the exception
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// that occurred (if caught exception is true).
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// In the exception case, exception_out holds the caught exceptions, unless
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// it is a termination exception.
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static MaybeHandle<Object> TryCall(Isolate* isolate, Handle<Object> callable,
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Handle<Object> receiver, int argc,
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Handle<Object> argv[],
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MaybeHandle<Object>* exception_out = NULL);
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};
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class ExecutionAccess;
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class PostponeInterruptsScope;
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// StackGuard contains the handling of the limits that are used to limit the
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// number of nested invocations of JavaScript and the stack size used in each
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// invocation.
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class StackGuard final {
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public:
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// Pass the address beyond which the stack should not grow. The stack
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// is assumed to grow downwards.
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void SetStackLimit(uintptr_t limit);
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// The simulator uses a separate JS stack. Limits on the JS stack might have
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// to be adjusted in order to reflect overflows of the C stack, because we
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// cannot rely on the interleaving of frames on the simulator.
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void AdjustStackLimitForSimulator();
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// Threading support.
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char* ArchiveStackGuard(char* to);
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char* RestoreStackGuard(char* from);
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static int ArchiveSpacePerThread() { return sizeof(ThreadLocal); }
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void FreeThreadResources();
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// Sets up the default stack guard for this thread if it has not
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// already been set up.
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void InitThread(const ExecutionAccess& lock);
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// Clears the stack guard for this thread so it does not look as if
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// it has been set up.
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void ClearThread(const ExecutionAccess& lock);
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#define INTERRUPT_LIST(V) \
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V(DEBUGBREAK, DebugBreak, 0) \
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V(DEBUGCOMMAND, DebugCommand, 1) \
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V(TERMINATE_EXECUTION, TerminateExecution, 2) \
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V(GC_REQUEST, GC, 3) \
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V(INSTALL_CODE, InstallCode, 4) \
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V(API_INTERRUPT, ApiInterrupt, 5) \
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V(DEOPT_MARKED_ALLOCATION_SITES, DeoptMarkedAllocationSites, 6)
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#define V(NAME, Name, id) \
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inline bool Check##Name() { return CheckInterrupt(NAME); } \
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inline void Request##Name() { RequestInterrupt(NAME); } \
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inline void Clear##Name() { ClearInterrupt(NAME); }
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INTERRUPT_LIST(V)
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#undef V
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// Flag used to set the interrupt causes.
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enum InterruptFlag {
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#define V(NAME, Name, id) NAME = (1 << id),
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INTERRUPT_LIST(V)
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#undef V
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#define V(NAME, Name, id) NAME |
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ALL_INTERRUPTS = INTERRUPT_LIST(V) 0
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#undef V
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};
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uintptr_t climit() { return thread_local_.climit(); }
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uintptr_t jslimit() { return thread_local_.jslimit(); }
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// This provides an asynchronous read of the stack limits for the current
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// thread. There are no locks protecting this, but it is assumed that you
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// have the global V8 lock if you are using multiple V8 threads.
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uintptr_t real_climit() {
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return thread_local_.real_climit_;
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}
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uintptr_t real_jslimit() {
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return thread_local_.real_jslimit_;
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}
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Address address_of_jslimit() {
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return reinterpret_cast<Address>(&thread_local_.jslimit_);
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}
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Address address_of_real_jslimit() {
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return reinterpret_cast<Address>(&thread_local_.real_jslimit_);
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}
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// If the stack guard is triggered, but it is not an actual
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// stack overflow, then handle the interruption accordingly.
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Object* HandleInterrupts();
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void HandleGCInterrupt();
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private:
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StackGuard();
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bool CheckInterrupt(InterruptFlag flag);
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void RequestInterrupt(InterruptFlag flag);
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void ClearInterrupt(InterruptFlag flag);
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bool CheckAndClearInterrupt(InterruptFlag flag);
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// You should hold the ExecutionAccess lock when calling this method.
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bool has_pending_interrupts(const ExecutionAccess& lock) {
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return thread_local_.interrupt_flags_ != 0;
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}
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// You should hold the ExecutionAccess lock when calling this method.
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inline void set_interrupt_limits(const ExecutionAccess& lock);
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// Reset limits to actual values. For example after handling interrupt.
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// You should hold the ExecutionAccess lock when calling this method.
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inline void reset_limits(const ExecutionAccess& lock);
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// Enable or disable interrupts.
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void EnableInterrupts();
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void DisableInterrupts();
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#if V8_TARGET_ARCH_64_BIT
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static const uintptr_t kInterruptLimit = V8_UINT64_C(0xfffffffffffffffe);
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static const uintptr_t kIllegalLimit = V8_UINT64_C(0xfffffffffffffff8);
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#else
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static const uintptr_t kInterruptLimit = 0xfffffffe;
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static const uintptr_t kIllegalLimit = 0xfffffff8;
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#endif
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void PushPostponeInterruptsScope(PostponeInterruptsScope* scope);
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void PopPostponeInterruptsScope();
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class ThreadLocal final {
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public:
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ThreadLocal() { Clear(); }
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// You should hold the ExecutionAccess lock when you call Initialize or
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// Clear.
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void Clear();
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// Returns true if the heap's stack limits should be set, false if not.
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bool Initialize(Isolate* isolate);
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// The stack limit is split into a JavaScript and a C++ stack limit. These
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// two are the same except when running on a simulator where the C++ and
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// JavaScript stacks are separate. Each of the two stack limits have two
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// values. The one eith the real_ prefix is the actual stack limit
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// set for the VM. The one without the real_ prefix has the same value as
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// the actual stack limit except when there is an interruption (e.g. debug
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// break or preemption) in which case it is lowered to make stack checks
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// fail. Both the generated code and the runtime system check against the
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// one without the real_ prefix.
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uintptr_t real_jslimit_; // Actual JavaScript stack limit set for the VM.
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uintptr_t real_climit_; // Actual C++ stack limit set for the VM.
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// jslimit_ and climit_ can be read without any lock.
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// Writing requires the ExecutionAccess lock.
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base::AtomicWord jslimit_;
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base::AtomicWord climit_;
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uintptr_t jslimit() {
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return bit_cast<uintptr_t>(base::NoBarrier_Load(&jslimit_));
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}
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void set_jslimit(uintptr_t limit) {
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return base::NoBarrier_Store(&jslimit_,
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static_cast<base::AtomicWord>(limit));
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}
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uintptr_t climit() {
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return bit_cast<uintptr_t>(base::NoBarrier_Load(&climit_));
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}
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void set_climit(uintptr_t limit) {
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return base::NoBarrier_Store(&climit_,
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static_cast<base::AtomicWord>(limit));
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}
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PostponeInterruptsScope* postpone_interrupts_;
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int interrupt_flags_;
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};
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// TODO(isolates): Technically this could be calculated directly from a
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// pointer to StackGuard.
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Isolate* isolate_;
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ThreadLocal thread_local_;
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friend class Isolate;
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friend class StackLimitCheck;
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friend class PostponeInterruptsScope;
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DISALLOW_COPY_AND_ASSIGN(StackGuard);
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};
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} // namespace internal
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} // namespace v8
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#endif // V8_EXECUTION_H_
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