c644c4e811
To do this, we collect all accessor properties in a first pass and emit code for defining those properties afterwards in a second pass. As a finger exercise, the table used for collecting accessors has a (subset of an) STL-like iterator interface, including STL-like names and operators. Although C++ is quite verbose here (as usual, but partly this is caused by our current slightly clumsy classes/templates), things work out quite nicely and it cleans up some confusion, e.g. a table entry is not an iterator etc. Everything compiles into very efficient code, e.g. the loop condition 'it != accessor_table.end()' compiles into a single 'testl' instruction on ia32. +1 for using standard APIs! Review URL: https://chromiumcodereview.appspot.com/9691040 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@11051 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
248 lines
8.3 KiB
C++
248 lines
8.3 KiB
C++
// Copyright 2012 the V8 project authors. All rights reserved.
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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//
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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// * Neither the name of Google Inc. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef V8_ZONE_H_
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#define V8_ZONE_H_
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#include "allocation.h"
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#include "checks.h"
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#include "hashmap.h"
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#include "globals.h"
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#include "list.h"
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#include "splay-tree.h"
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namespace v8 {
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namespace internal {
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// Zone scopes are in one of two modes. Either they delete the zone
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// on exit or they do not.
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enum ZoneScopeMode {
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DELETE_ON_EXIT,
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DONT_DELETE_ON_EXIT
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};
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class Segment;
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class Isolate;
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// The Zone supports very fast allocation of small chunks of
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// memory. The chunks cannot be deallocated individually, but instead
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// the Zone supports deallocating all chunks in one fast
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// operation. The Zone is used to hold temporary data structures like
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// the abstract syntax tree, which is deallocated after compilation.
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// Note: There is no need to initialize the Zone; the first time an
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// allocation is attempted, a segment of memory will be requested
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// through a call to malloc().
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// Note: The implementation is inherently not thread safe. Do not use
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// from multi-threaded code.
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class Zone {
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public:
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// Allocate 'size' bytes of memory in the Zone; expands the Zone by
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// allocating new segments of memory on demand using malloc().
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inline void* New(int size);
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template <typename T>
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inline T* NewArray(int length);
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// Deletes all objects and free all memory allocated in the Zone. Keeps one
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// small (size <= kMaximumKeptSegmentSize) segment around if it finds one.
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void DeleteAll();
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// Deletes the last small segment kept around by DeleteAll().
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void DeleteKeptSegment();
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// Returns true if more memory has been allocated in zones than
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// the limit allows.
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inline bool excess_allocation();
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inline void adjust_segment_bytes_allocated(int delta);
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inline Isolate* isolate() { return isolate_; }
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static unsigned allocation_size_;
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private:
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friend class Isolate;
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friend class ZoneScope;
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// All pointers returned from New() have this alignment. In addition, if the
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// object being allocated has a size that is divisible by 8 then its alignment
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// will be 8.
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static const int kAlignment = kPointerSize;
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// Never allocate segments smaller than this size in bytes.
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static const int kMinimumSegmentSize = 8 * KB;
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// Never allocate segments larger than this size in bytes.
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static const int kMaximumSegmentSize = 1 * MB;
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// Never keep segments larger than this size in bytes around.
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static const int kMaximumKeptSegmentSize = 64 * KB;
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// Report zone excess when allocation exceeds this limit.
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int zone_excess_limit_;
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// The number of bytes allocated in segments. Note that this number
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// includes memory allocated from the OS but not yet allocated from
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// the zone.
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int segment_bytes_allocated_;
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// Each isolate gets its own zone.
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Zone();
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// Expand the Zone to hold at least 'size' more bytes and allocate
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// the bytes. Returns the address of the newly allocated chunk of
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// memory in the Zone. Should only be called if there isn't enough
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// room in the Zone already.
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Address NewExpand(int size);
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// Creates a new segment, sets it size, and pushes it to the front
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// of the segment chain. Returns the new segment.
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Segment* NewSegment(int size);
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// Deletes the given segment. Does not touch the segment chain.
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void DeleteSegment(Segment* segment, int size);
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// The free region in the current (front) segment is represented as
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// the half-open interval [position, limit). The 'position' variable
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// is guaranteed to be aligned as dictated by kAlignment.
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Address position_;
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Address limit_;
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int scope_nesting_;
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Segment* segment_head_;
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Isolate* isolate_;
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};
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// ZoneObject is an abstraction that helps define classes of objects
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// allocated in the Zone. Use it as a base class; see ast.h.
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class ZoneObject {
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public:
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// Allocate a new ZoneObject of 'size' bytes in the Zone.
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INLINE(void* operator new(size_t size));
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INLINE(void* operator new(size_t size, Zone* zone));
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// Ideally, the delete operator should be private instead of
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// public, but unfortunately the compiler sometimes synthesizes
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// (unused) destructors for classes derived from ZoneObject, which
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// require the operator to be visible. MSVC requires the delete
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// operator to be public.
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// ZoneObjects should never be deleted individually; use
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// Zone::DeleteAll() to delete all zone objects in one go.
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void operator delete(void*, size_t) { UNREACHABLE(); }
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void operator delete(void* pointer, Zone* zone) { UNREACHABLE(); }
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};
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// The ZoneListAllocationPolicy is used to specialize the GenericList
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// implementation to allocate ZoneLists and their elements in the
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// Zone.
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class ZoneListAllocationPolicy {
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public:
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// Allocate 'size' bytes of memory in the zone.
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static void* New(int size);
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// De-allocation attempts are silently ignored.
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static void Delete(void* p) { }
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};
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// ZoneLists are growable lists with constant-time access to the
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// elements. The list itself and all its elements are allocated in the
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// Zone. ZoneLists cannot be deleted individually; you can delete all
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// objects in the Zone by calling Zone::DeleteAll().
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template<typename T>
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class ZoneList: public List<T, ZoneListAllocationPolicy> {
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public:
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INLINE(void* operator new(size_t size));
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INLINE(void* operator new(size_t size, Zone* zone));
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// Construct a new ZoneList with the given capacity; the length is
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// always zero. The capacity must be non-negative.
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explicit ZoneList(int capacity)
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: List<T, ZoneListAllocationPolicy>(capacity) { }
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// Construct a new ZoneList by copying the elements of the given ZoneList.
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explicit ZoneList(const ZoneList<T>& other)
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: List<T, ZoneListAllocationPolicy>(other.length()) {
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AddAll(other);
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}
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void operator delete(void* pointer) { UNREACHABLE(); }
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void operator delete(void* pointer, Zone* zone) { UNREACHABLE(); }
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};
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// ZoneScopes keep track of the current parsing and compilation
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// nesting and cleans up generated ASTs in the Zone when exiting the
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// outer-most scope.
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class ZoneScope BASE_EMBEDDED {
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public:
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INLINE(ZoneScope(Isolate* isolate, ZoneScopeMode mode));
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virtual ~ZoneScope();
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inline bool ShouldDeleteOnExit();
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// For ZoneScopes that do not delete on exit by default, call this
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// method to request deletion on exit.
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void DeleteOnExit() {
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mode_ = DELETE_ON_EXIT;
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}
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inline static int nesting();
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private:
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Isolate* isolate_;
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ZoneScopeMode mode_;
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};
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// A zone splay tree. The config type parameter encapsulates the
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// different configurations of a concrete splay tree (see splay-tree.h).
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// The tree itself and all its elements are allocated in the Zone.
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template <typename Config>
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class ZoneSplayTree: public SplayTree<Config, ZoneListAllocationPolicy> {
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public:
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ZoneSplayTree()
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: SplayTree<Config, ZoneListAllocationPolicy>() {}
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~ZoneSplayTree();
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};
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typedef TemplateHashMapImpl<ZoneListAllocationPolicy> ZoneHashMap;
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} } // namespace v8::internal
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#endif // V8_ZONE_H_
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