// Copyright 2008 the V8 project authors. All rights reserved.
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//
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#ifndef V8_JUMP_TARGET_H_
#define V8_JUMP_TARGET_H_
#include "macro-assembler.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. The arg is a result that is live both at
// the target and the fall-through.
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_