v8/src/arm/virtual-frame-arm.h
sgjesse@chromium.org 968a524432 Add inlining of property load on ARM
Generate inlined named property load for in-object properties. This uses the same mechanism as on the Intel platforms with the map check and load instruction of the inlined code being	patched by the inline cache code. The map check is patched through the normal constant pool patching and the load instruction is patched in place.
Review URL: http://codereview.chromium.org/1715003

git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@4468 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2010-04-22 07:18:30 +00:00

481 lines
16 KiB
C++

// Copyright 2009 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
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef V8_ARM_VIRTUAL_FRAME_ARM_H_
#define V8_ARM_VIRTUAL_FRAME_ARM_H_
#include "register-allocator.h"
#include "scopes.h"
namespace v8 {
namespace internal {
// -------------------------------------------------------------------------
// Virtual frames
//
// The virtual frame is an abstraction of the physical stack frame. It
// encapsulates the parameters, frame-allocated locals, and the expression
// stack. It supports push/pop operations on the expression stack, as well
// as random access to the expression stack elements, locals, and
// parameters.
class VirtualFrame : public ZoneObject {
public:
class RegisterAllocationScope;
// A utility class to introduce a scope where the virtual frame is
// expected to remain spilled. The constructor spills the code
// generator's current frame, and keeps it spilled.
class SpilledScope BASE_EMBEDDED {
public:
explicit SpilledScope(VirtualFrame* frame)
: old_is_spilled_(is_spilled_) {
if (frame != NULL) {
if (!is_spilled_) {
frame->SpillAll();
} else {
frame->AssertIsSpilled();
}
}
is_spilled_ = true;
}
~SpilledScope() {
is_spilled_ = old_is_spilled_;
}
static bool is_spilled() { return is_spilled_; }
private:
static bool is_spilled_;
int old_is_spilled_;
SpilledScope() { }
friend class RegisterAllocationScope;
};
class RegisterAllocationScope BASE_EMBEDDED {
public:
// A utility class to introduce a scope where the virtual frame
// is not spilled, ie. where register allocation occurs. Eventually
// when RegisterAllocationScope is ubiquitous it can be removed
// along with the (by then unused) SpilledScope class.
explicit RegisterAllocationScope(CodeGenerator* cgen)
: cgen_(cgen),
old_is_spilled_(SpilledScope::is_spilled_) {
SpilledScope::is_spilled_ = false;
if (old_is_spilled_) {
VirtualFrame* frame = cgen->frame();
if (frame != NULL) {
frame->AssertIsSpilled();
}
}
}
~RegisterAllocationScope() {
SpilledScope::is_spilled_ = old_is_spilled_;
if (old_is_spilled_) {
VirtualFrame* frame = cgen_->frame();
if (frame != NULL) {
frame->SpillAll();
}
}
}
private:
CodeGenerator* cgen_;
bool old_is_spilled_;
RegisterAllocationScope() { }
};
// An illegal index into the virtual frame.
static const int kIllegalIndex = -1;
// Construct an initial virtual frame on entry to a JS function.
inline VirtualFrame();
// Construct a virtual frame as a clone of an existing one.
explicit inline VirtualFrame(VirtualFrame* original);
CodeGenerator* cgen() { return CodeGeneratorScope::Current(); }
MacroAssembler* masm() { return cgen()->masm(); }
// The number of elements on the virtual frame.
int element_count() { return element_count_; }
// The height of the virtual expression stack.
int height() {
return element_count() - expression_base_index();
}
bool is_used(int num) {
switch (num) {
case 0: { // r0.
return kR0InUse[top_of_stack_state_];
}
case 1: { // r1.
return kR1InUse[top_of_stack_state_];
}
case 2:
case 3:
case 4:
case 5:
case 6: { // r2 to r6.
ASSERT(num - kFirstAllocatedRegister < kNumberOfAllocatedRegisters);
ASSERT(num >= kFirstAllocatedRegister);
if ((register_allocation_map_ &
(1 << (num - kFirstAllocatedRegister))) == 0) {
return false;
} else {
return true;
}
}
default: {
ASSERT(num < kFirstAllocatedRegister ||
num >= kFirstAllocatedRegister + kNumberOfAllocatedRegisters);
return false;
}
}
}
bool is_used(Register reg) {
return is_used(RegisterAllocator::ToNumber(reg));
}
// Add extra in-memory elements to the top of the frame to match an actual
// frame (eg, the frame after an exception handler is pushed). No code is
// emitted.
void Adjust(int count);
// Forget elements from the top of the frame to match an actual frame (eg,
// the frame after a runtime call). No code is emitted except to bring the
// frame to a spilled state.
void Forget(int count) {
SpillAll();
element_count_ -= count;
}
// Spill all values from the frame to memory.
void SpillAll();
void AssertIsSpilled() {
ASSERT(top_of_stack_state_ == NO_TOS_REGISTERS);
ASSERT(register_allocation_map_ == 0);
}
void AssertIsNotSpilled() {
ASSERT(!SpilledScope::is_spilled());
}
// Spill all occurrences of a specific register from the frame.
void Spill(Register reg) {
UNIMPLEMENTED();
}
// Spill all occurrences of an arbitrary register if possible. Return the
// register spilled or no_reg if it was not possible to free any register
// (ie, they all have frame-external references). Unimplemented.
Register SpillAnyRegister();
// Make this virtual frame have a state identical to an expected virtual
// frame. As a side effect, code may be emitted to make this frame match
// the expected one.
void MergeTo(VirtualFrame* expected);
// Detach a frame from its code generator, perhaps temporarily. This
// tells the register allocator that it is free to use frame-internal
// registers. Used when the code generator's frame is switched from this
// one to NULL by an unconditional jump.
void DetachFromCodeGenerator() {
AssertIsSpilled();
}
// (Re)attach a frame to its code generator. This informs the register
// allocator that the frame-internal register references are active again.
// Used when a code generator's frame is switched from NULL to this one by
// binding a label.
void AttachToCodeGenerator() {
AssertIsSpilled();
}
// Emit code for the physical JS entry and exit frame sequences. After
// calling Enter, the virtual frame is ready for use; and after calling
// Exit it should not be used. Note that Enter does not allocate space in
// the physical frame for storing frame-allocated locals.
void Enter();
void Exit();
// Prepare for returning from the frame by spilling locals and
// dropping all non-locals elements in the virtual frame. This
// avoids generating unnecessary merge code when jumping to the
// shared return site. Emits code for spills.
inline void PrepareForReturn();
// Number of local variables after when we use a loop for allocating.
static const int kLocalVarBound = 5;
// Allocate and initialize the frame-allocated locals.
void AllocateStackSlots();
// The current top of the expression stack as an assembly operand.
MemOperand Top() {
AssertIsSpilled();
return MemOperand(sp, 0);
}
// An element of the expression stack as an assembly operand.
MemOperand ElementAt(int index) {
AssertIsSpilled();
return MemOperand(sp, index * kPointerSize);
}
// A frame-allocated local as an assembly operand.
MemOperand LocalAt(int index) {
ASSERT(0 <= index);
ASSERT(index < local_count());
return MemOperand(fp, kLocal0Offset - index * kPointerSize);
}
// Push the address of the receiver slot on the frame.
void PushReceiverSlotAddress();
// The function frame slot.
MemOperand Function() { return MemOperand(fp, kFunctionOffset); }
// The context frame slot.
MemOperand Context() { return MemOperand(fp, kContextOffset); }
// A parameter as an assembly operand.
MemOperand ParameterAt(int index) {
// Index -1 corresponds to the receiver.
ASSERT(-1 <= index); // -1 is the receiver.
ASSERT(index <= parameter_count());
return MemOperand(fp, (1 + parameter_count() - index) * kPointerSize);
}
// The receiver frame slot.
MemOperand Receiver() { return ParameterAt(-1); }
// Push a try-catch or try-finally handler on top of the virtual frame.
void PushTryHandler(HandlerType type);
// Call stub given the number of arguments it expects on (and
// removes from) the stack.
void CallStub(CodeStub* stub, int arg_count) {
if (arg_count != 0) Forget(arg_count);
ASSERT(cgen()->HasValidEntryRegisters());
masm()->CallStub(stub);
}
// Call JS function from top of the stack with arguments
// taken from the stack.
void CallJSFunction(int arg_count);
// Call runtime given the number of arguments expected on (and
// removed from) the stack.
void CallRuntime(Runtime::Function* f, int arg_count);
void CallRuntime(Runtime::FunctionId id, int arg_count);
#ifdef ENABLE_DEBUGGER_SUPPORT
void DebugBreak();
#endif
// Invoke builtin given the number of arguments it expects on (and
// removes from) the stack.
void InvokeBuiltin(Builtins::JavaScript id,
InvokeJSFlags flag,
int arg_count);
// Call load IC. Receiver on stack and property name in r2. Result returned in
// r0. If load_inlined is false the code generated will make sure that the IC
// handling will not see this load as having an inlined counterpart.
void CallLoadIC(RelocInfo::Mode mode, bool load_inlined = false);
// Call into an IC stub given the number of arguments it removes
// from the stack. Register arguments to the IC stub are implicit,
// and depend on the type of IC stub.
void CallCodeObject(Handle<Code> ic,
RelocInfo::Mode rmode,
int dropped_args);
// Drop a number of elements from the top of the expression stack. May
// emit code to affect the physical frame. Does not clobber any registers
// excepting possibly the stack pointer.
void Drop(int count);
// Drop one element.
void Drop() { Drop(1); }
// Pop an element from the top of the expression stack. Discards
// the result.
void Pop();
// Pop an element from the top of the expression stack. The register
// will be one normally used for the top of stack register allocation
// so you can't hold on to it if you push on the stack.
Register PopToRegister(Register but_not_to_this_one = no_reg);
// Look at the top of the stack. The register returned is aliased and
// must be copied to a scratch register before modification.
Register Peek();
// Pop and save an element from the top of the expression stack and
// emit a corresponding pop instruction.
void EmitPop(Register reg);
// Takes the top two elements and puts them in r0 (top element) and r1
// (second element).
void PopToR1R0();
// Takes the top element and puts it in r1.
void PopToR1();
// Takes the top element and puts it in r0.
void PopToR0();
// Push an element on top of the expression stack and emit a
// corresponding push instruction.
void EmitPush(Register reg);
void EmitPush(MemOperand operand);
// Get a register which is free and which must be immediately used to
// push on the top of the stack.
Register GetTOSRegister();
// Push multiple registers on the stack and the virtual frame
// Register are selected by setting bit in src_regs and
// are pushed in decreasing order: r15 .. r0.
void EmitPushMultiple(int count, int src_regs);
static Register scratch0() { return r7; }
static Register scratch1() { return r9; }
private:
static const int kLocal0Offset = JavaScriptFrameConstants::kLocal0Offset;
static const int kFunctionOffset = JavaScriptFrameConstants::kFunctionOffset;
static const int kContextOffset = StandardFrameConstants::kContextOffset;
static const int kHandlerSize = StackHandlerConstants::kSize / kPointerSize;
static const int kPreallocatedElements = 5 + 8; // 8 expression stack slots.
// 5 states for the top of stack, which can be in memory or in r0 and r1.
enum TopOfStack {
NO_TOS_REGISTERS,
R0_TOS,
R1_TOS,
R1_R0_TOS,
R0_R1_TOS,
TOS_STATES
};
static const int kMaxTOSRegisters = 2;
static const bool kR0InUse[TOS_STATES];
static const bool kR1InUse[TOS_STATES];
static const int kVirtualElements[TOS_STATES];
static const TopOfStack kStateAfterPop[TOS_STATES];
static const TopOfStack kStateAfterPush[TOS_STATES];
static const Register kTopRegister[TOS_STATES];
static const Register kBottomRegister[TOS_STATES];
// We allocate up to 5 locals in registers.
static const int kNumberOfAllocatedRegisters = 5;
// r2 to r6 are allocated to locals.
static const int kFirstAllocatedRegister = 2;
static const Register kAllocatedRegisters[kNumberOfAllocatedRegisters];
static Register AllocatedRegister(int r) {
ASSERT(r >= 0 && r < kNumberOfAllocatedRegisters);
return kAllocatedRegisters[r];
}
// The number of elements on the stack frame.
int element_count_;
TopOfStack top_of_stack_state_:3;
int register_allocation_map_:kNumberOfAllocatedRegisters;
// The index of the element that is at the processor's stack pointer
// (the sp register). For now since everything is in memory it is given
// by the number of elements on the not-very-virtual stack frame.
int stack_pointer() { return element_count_ - 1; }
// The number of frame-allocated locals and parameters respectively.
int parameter_count() { return cgen()->scope()->num_parameters(); }
int local_count() { return cgen()->scope()->num_stack_slots(); }
// The index of the element that is at the processor's frame pointer
// (the fp register). The parameters, receiver, function, and context
// are below the frame pointer.
int frame_pointer() { return parameter_count() + 3; }
// The index of the first parameter. The receiver lies below the first
// parameter.
int param0_index() { return 1; }
// The index of the context slot in the frame. It is immediately
// below the frame pointer.
int context_index() { return frame_pointer() - 1; }
// The index of the function slot in the frame. It is below the frame
// pointer and context slot.
int function_index() { return frame_pointer() - 2; }
// The index of the first local. Between the frame pointer and the
// locals lies the return address.
int local0_index() { return frame_pointer() + 2; }
// The index of the base of the expression stack.
int expression_base_index() { return local0_index() + local_count(); }
// Convert a frame index into a frame pointer relative offset into the
// actual stack.
int fp_relative(int index) {
ASSERT(index < element_count());
ASSERT(frame_pointer() < element_count()); // FP is on the frame.
return (frame_pointer() - index) * kPointerSize;
}
// Spill all elements in registers. Spill the top spilled_args elements
// on the frame. Sync all other frame elements.
// Then drop dropped_args elements from the virtual frame, to match
// the effect of an upcoming call that will drop them from the stack.
void PrepareForCall(int spilled_args, int dropped_args);
// If all top-of-stack registers are in use then the lowest one is pushed
// onto the physical stack and made free.
void EnsureOneFreeTOSRegister();
inline bool Equals(VirtualFrame* other);
friend class JumpTarget;
friend class DeferredCode;
};
} } // namespace v8::internal
#endif // V8_ARM_VIRTUAL_FRAME_ARM_H_