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// Copyright 2014 the V8 project authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef V8_COMPILER_FRAME_H_
#define V8_COMPILER_FRAME_H_
#include "src/base/bits.h"
#include "src/codegen/aligned-slot-allocator.h"
#include "src/execution/frame-constants.h"
#include "src/utils/bit-vector.h"
namespace v8 {
namespace internal {
namespace compiler {
class CallDescriptor;
// Collects the spill slot and other frame slot requirements for a compiled
// function. Frames are usually populated by the register allocator and are used
// by Linkage to generate code for the prologue and epilogue to compiled
// code. Frame objects must be considered immutable once they've been
// instantiated and the basic information about the frame has been collected
// into them. Mutable state associated with the frame is stored separately in
// FrameAccessState.
//
// Frames are divided up into four regions.
// - The first is the fixed header, which always has a constant size and can be
// predicted before code generation begins depending on the type of code being
// generated.
// - The second is the region for spill slots, which is immediately below the
// fixed header and grows as the register allocator needs to spill to the
// stack and asks the frame for more space.
// - The third region, which contains the callee-saved registers must be
// reserved after register allocation, since its size can only be precisely
// determined after register allocation once the number of used callee-saved
// register is certain.
// - The fourth region is a scratch area for return values from other functions
// called, if multiple returns cannot all be passed in registers. This region
// Must be last in a stack frame, so that it is positioned immediately below
// the stack frame of a callee to store to.
//
// The frame region immediately below the fixed header contains spill slots
// starting at slot 4 for JSFunctions. The callee-saved frame region below that
// starts at 4+spill_slot_count_. Callee stack slots correspond to
// parameters that are accessible through negative slot ids.
//
// Every slot of a caller or callee frame is accessible by the register
// allocator and gap resolver with a SpillSlotOperand containing its
// corresponding slot id.
//
// Below an example JSFunction Frame with slot ids, frame regions and contents:
//
// slot JS frame
// +-----------------+--------------------------------
// -n-1 | parameter n | ^
// |- - - - - - - - -| |
// -n | parameter n-1 | Caller
// ... | ... | frame slots
// -2 | parameter 1 | (slot < 0)
// |- - - - - - - - -| |
// -1 | parameter 0 | v
// -----+-----------------+--------------------------------
// 0 | return addr | ^ ^
// |- - - - - - - - -| | |
// 1 | saved frame ptr | Fixed |
// |- - - - - - - - -| Header <-- frame ptr |
// 2 |Context/Frm. Type| | |
// |- - - - - - - - -| | |
// 3 | [JSFunction] | v |
// +-----------------+---- |
// 4 | spill 1 | ^ Callee
// |- - - - - - - - -| | frame slots
// ... | ... | Spill slots (slot >= 0)
// |- - - - - - - - -| | |
// m+3 | spill m | v |
// +-----------------+---- |
// m+4 | callee-saved 1 | ^ |
// |- - - - - - - - -| | |
// | ... | Callee-saved |
// |- - - - - - - - -| | |
// m+r+3 | callee-saved r | v |
// +-----------------+---- |
// m+r+4 | return 0 | ^ |
// |- - - - - - - - -| | |
// | ... | Return |
// |- - - - - - - - -| | |
// | return q-1 | v v
// -----+-----------------+----- <-- stack ptr -------------
//
class V8_EXPORT_PRIVATE Frame : public ZoneObject {
public:
explicit Frame(int fixed_frame_size_in_slots);
Frame(const Frame&) = delete;
Frame& operator=(const Frame&) = delete;
inline int GetTotalFrameSlotCount() const {
return slot_allocator_.Size() + return_slot_count_;
}
inline int GetFixedSlotCount() const { return fixed_slot_count_; }
inline int GetSpillSlotCount() const { return spill_slot_count_; }
inline int GetReturnSlotCount() const { return return_slot_count_; }
void SetAllocatedRegisters(BitVector* regs) {
DCHECK_NULL(allocated_registers_);
allocated_registers_ = regs;
}
void SetAllocatedDoubleRegisters(BitVector* regs) {
DCHECK_NULL(allocated_double_registers_);
allocated_double_registers_ = regs;
}
bool DidAllocateDoubleRegisters() const {
return !allocated_double_registers_->IsEmpty();
}
void AlignSavedCalleeRegisterSlots(int alignment = kDoubleSize) {
DCHECK(!frame_aligned_);
#if DEBUG
spill_slots_finished_ = true;
#endif
DCHECK(base::bits::IsPowerOfTwo(alignment));
DCHECK_LE(alignment, kSimd128Size);
int alignment_in_slots = AlignedSlotAllocator::NumSlotsForWidth(alignment);
int padding = slot_allocator_.Align(alignment_in_slots);
spill_slot_count_ += padding;
}
void AllocateSavedCalleeRegisterSlots(int count) {
DCHECK(!frame_aligned_);
#if DEBUG
spill_slots_finished_ = true;
#endif
slot_allocator_.AllocateUnaligned(count);
}
int AllocateSpillSlot(int width, int alignment = 0) {
DCHECK_EQ(GetTotalFrameSlotCount(),
fixed_slot_count_ + spill_slot_count_ + return_slot_count_);
// Never allocate spill slots after the callee-saved slots are defined.
DCHECK(!spill_slots_finished_);
DCHECK(!frame_aligned_);
int actual_width = std::max({width, AlignedSlotAllocator::kSlotSize});
int actual_alignment =
std::max({alignment, AlignedSlotAllocator::kSlotSize});
int slots = AlignedSlotAllocator::NumSlotsForWidth(actual_width);
int old_end = slot_allocator_.Size();
int slot;
if (actual_width == actual_alignment) {
// Simple allocation, alignment equal to width.
slot = slot_allocator_.Allocate(slots);
} else {
// Complex allocation, alignment different from width.
if (actual_alignment > AlignedSlotAllocator::kSlotSize) {
// Alignment required.
int alignment_in_slots =
AlignedSlotAllocator::NumSlotsForWidth(actual_alignment);
slot_allocator_.Align(alignment_in_slots);
}
slot = slot_allocator_.AllocateUnaligned(slots);
}
int end = slot_allocator_.Size();
spill_slot_count_ += end - old_end;
return slot + slots - 1;
}
void EnsureReturnSlots(int count) {
DCHECK(!frame_aligned_);
return_slot_count_ = std::max(return_slot_count_, count);
}
void AlignFrame(int alignment = kDoubleSize);
int ReserveSpillSlots(size_t slot_count) {
DCHECK_EQ(0, spill_slot_count_);
DCHECK(!frame_aligned_);
spill_slot_count_ += static_cast<int>(slot_count);
slot_allocator_.AllocateUnaligned(static_cast<int>(slot_count));
return slot_allocator_.Size() - 1;
}
private:
int fixed_slot_count_;
int spill_slot_count_ = 0;
// Account for return slots separately. Conceptually, they follow all
// allocated spill slots.
int return_slot_count_ = 0;
AlignedSlotAllocator slot_allocator_;
BitVector* allocated_registers_;
BitVector* allocated_double_registers_;
#if DEBUG
bool spill_slots_finished_ = false;
bool frame_aligned_ = false;
#endif
};
// Represents an offset from either the stack pointer or frame pointer.
class FrameOffset {
public:
inline bool from_stack_pointer() { return (offset_ & 1) == kFromSp; }
inline bool from_frame_pointer() { return (offset_ & 1) == kFromFp; }
inline int offset() { return offset_ & ~1; }
inline static FrameOffset FromStackPointer(int offset) {
DCHECK_EQ(0, offset & 1);
return FrameOffset(offset | kFromSp);
}
inline static FrameOffset FromFramePointer(int offset) {
DCHECK_EQ(0, offset & 1);
return FrameOffset(offset | kFromFp);
}
private:
explicit FrameOffset(int offset) : offset_(offset) {}
int offset_; // Encodes SP or FP in the low order bit.
static const int kFromSp = 1;
static const int kFromFp = 0;
};
// Encapsulates the mutable state maintained during code generation about the
// current function's frame.
class FrameAccessState : public ZoneObject {
public:
explicit FrameAccessState(const Frame* const frame)
: frame_(frame),
access_frame_with_fp_(false),
sp_delta_(0),
has_frame_(false) {}
const Frame* frame() const { return frame_; }
V8_EXPORT_PRIVATE void MarkHasFrame(bool state);
int sp_delta() const { return sp_delta_; }
void ClearSPDelta() { sp_delta_ = 0; }
void IncreaseSPDelta(int amount) { sp_delta_ += amount; }
bool access_frame_with_fp() const { return access_frame_with_fp_; }
// Regardless of how we access slots on the stack - using sp or fp - do we
// have a frame, at the current stage in code generation.
bool has_frame() const { return has_frame_; }
void SetFrameAccessToDefault();
void SetFrameAccessToFP() { access_frame_with_fp_ = true; }
void SetFrameAccessToSP() { access_frame_with_fp_ = false; }
int GetSPToFPSlotCount() const {
int frame_slot_count =
(has_frame() ? frame()->GetTotalFrameSlotCount() : kElidedFrameSlots) -
StandardFrameConstants::kFixedSlotCountAboveFp;
return frame_slot_count + sp_delta();
}
int GetSPToFPOffset() const {
return GetSPToFPSlotCount() * kSystemPointerSize;
}
// Get the frame offset for a given spill slot. The location depends on the
// calling convention and the specific frame layout, and may thus be
// architecture-specific. Negative spill slots indicate arguments on the
// caller's frame.
FrameOffset GetFrameOffset(int spill_slot) const;
private:
const Frame* const frame_;
bool access_frame_with_fp_;
int sp_delta_;
bool has_frame_;
};
} // namespace compiler
} // namespace internal
} // namespace v8
#endif // V8_COMPILER_FRAME_H_