// 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_H_ #define V8_JUMP_TARGET_H_ namespace v8 { namespace internal { // Forward declarations. class FrameElement; class Result; class VirtualFrame; // ------------------------------------------------------------------------- // 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 used to generate code and to provide // access to a current frame. explicit JumpTarget(Directionality direction) : direction_(direction), reaching_frames_(0), merge_labels_(0), entry_frame_(NULL) { } // Construct a jump target. JumpTarget() : direction_(FORWARD_ONLY), reaching_frames_(0), merge_labels_(0), entry_frame_(NULL) { } virtual ~JumpTarget() {} // Set the direction of the jump target. virtual void set_direction(Directionality direction) { direction_ = direction; } // Treat the jump target as a fresh one. The state is reset. void Unuse(); inline CodeGenerator* cgen(); Label* entry_label() { return &entry_label_; } VirtualFrame* entry_frame() const { return entry_frame_; } void set_entry_frame(VirtualFrame* frame) { entry_frame_ = frame; } // Predicates testing the state of the encapsulated label. bool is_bound() const { return entry_label_.is_bound(); } bool is_linked() const { return !is_bound() && !reaching_frames_.is_empty(); } bool is_unused() const { // This is !is_bound() && !is_linked(). return !is_bound() && reaching_frames_.is_empty(); } // 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(); virtual void Jump(Result* arg); // 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); virtual void Branch(Condition cc, Result* arg, 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(); virtual void Bind(Result* arg); // 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(); static void set_compiling_deferred_code(bool flag) { compiling_deferred_code_ = flag; } protected: // Directionality flag set at initialization time. Directionality direction_; // A list of frames reaching this block via forward jumps. ZoneList<VirtualFrame*> reaching_frames_; // A parallel list of labels for merge code. ZoneList<Label> merge_labels_; // The frame used on entry to the block and expected at backward // jumps to the block. Set when the jump target is bound, but may // or may not be set for forward-only blocks. 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(); private: static bool compiling_deferred_code_; // Add a virtual frame reaching this labeled block via a forward jump, // and a corresponding merge code label. void AddReachingFrame(VirtualFrame* frame); // Perform initialization required during entry frame computation // after setting the virtual frame element at index in frame to be // target. inline void InitializeEntryElement(int index, FrameElement* target); // Compute a frame to use for entry to this block. void ComputeEntryFrame(); DISALLOW_COPY_AND_ASSIGN(JumpTarget); }; // ------------------------------------------------------------------------- // 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. BreakTarget() {} virtual ~BreakTarget() {} // Set the direction of the break target. virtual void set_direction(Directionality direction); // Copy the state of this break target to the destination. The // lists of forward-reaching frames and merge-point labels are // copied. All virtual frame pointers are copied, not the // pointed-to frames. The previous state of the destination is // overwritten, without deallocating pointed-to virtual frames. void CopyTo(BreakTarget* destination); // 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(); virtual void Jump(Result* arg); // 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); virtual void Branch(Condition cc, Result* arg, 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(); virtual void Bind(Result* arg); // Setter for expected height. void set_expected_height(int expected) { expected_height_ = expected; } private: // The expected height of the expression stack where the target will // be bound, statically known at initialization time. int expected_height_; DISALLOW_COPY_AND_ASSIGN(BreakTarget); }; // ------------------------------------------------------------------------- // Shadow break targets // // A shadow break target represents a break target that is temporarily // shadowed by another one (represented by the original during // shadowing). They are used to catch jumps to labels in certain // contexts, e.g. try blocks. After shadowing ends, the formerly // shadowed target is again represented by the original and the // ShadowTarget can be used as a jump target in its own right, // representing the formerly shadowing target. class ShadowTarget : public BreakTarget { public: // Construct a shadow jump target. After construction the shadow // target object holds the state of the original target, and the // original target is actually a fresh one that intercepts control // flow intended for the shadowed one. explicit ShadowTarget(BreakTarget* shadowed); virtual ~ShadowTarget() {} // End shadowing. After shadowing ends, the original jump target // again gives access to the formerly shadowed target and the shadow // target object gives access to the formerly shadowing target. void StopShadowing(); // During shadowing, the currently shadowing target. After // shadowing, the target that was shadowed. BreakTarget* other_target() const { return other_target_; } private: // During shadowing, the currently shadowing target. After // shadowing, the target that was shadowed. BreakTarget* other_target_; #ifdef DEBUG bool is_shadowing_; #endif DISALLOW_COPY_AND_ASSIGN(ShadowTarget); }; } } // namespace v8::internal #endif // V8_JUMP_TARGET_H_