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// 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_