gecko/js/src/jsanalyze.cpp

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/* -*- Mode: c++; c-basic-offset: 4; tab-width: 40; indent-tabs-mode: nil -*- */
/* vim: set ts=40 sw=4 et tw=99: */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is the Mozilla SpiderMonkey bytecode analysis
*
* The Initial Developer of the Original Code is
* Mozilla Foundation
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Brian Hackett <bhackett@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either of the GNU General Public License Version 2 or later (the "GPL"),
* or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "jsanalyze.h"
#include "jsautooplen.h"
#include "jscompartment.h"
#include "jscntxt.h"
#include "jsinferinlines.h"
#include "jsobjinlines.h"
namespace js {
namespace analyze {
/////////////////////////////////////////////////////////////////////
// Script
/////////////////////////////////////////////////////////////////////
Script::Script()
{
PodZero(this);
}
Script::~Script()
{
JS_FinishArenaPool(&pool);
}
/////////////////////////////////////////////////////////////////////
// Bytecode
/////////////////////////////////////////////////////////////////////
bool
Bytecode::mergeDefines(JSContext *cx, Script *script, bool initial,
unsigned newDepth, uint32 *newArray, unsigned newCount)
{
if (initial) {
/*
* Haven't handled any incoming edges to this bytecode before.
* Define arrays are copy on write, so just reuse the array for this bytecode.
*/
stackDepth = newDepth;
defineArray = newArray;
defineCount = newCount;
return true;
}
/*
* This bytecode has multiple incoming edges, intersect the new array with any
* variables known to be defined along other incoming edges.
*/
if (analyzed) {
#ifdef DEBUG
/*
* Once analyzed, a bytecode has its full set of definitions. There are two
* properties we depend on to ensure this. First, bytecode for a function
* is emitted in topological order, and since we analyze bytecodes in the
* order they were emitted we will have seen all incoming jumps except
* for any loop back edges. Second, javascript has structured control flow,
* so loop heads dominate their bodies; the set of variables defined
* on a back edge will be at least as large as at the head of the loop,
* so no intersection or further analysis needs to be done.
*/
JS_ASSERT(stackDepth == newDepth);
for (unsigned i = 0; i < defineCount; i++) {
bool found = false;
for (unsigned j = 0; j < newCount; j++) {
if (newArray[j] == defineArray[i])
found = true;
}
JS_ASSERT(found);
}
#endif
} else {
JS_ASSERT(stackDepth == newDepth);
bool owned = false;
for (unsigned i = 0; i < defineCount; i++) {
bool found = false;
for (unsigned j = 0; j < newCount; j++) {
if (newArray[j] == defineArray[i])
found = true;
}
if (!found) {
/*
* Get a mutable copy of the defines. This can end up making
* several copies for a bytecode if it has many incoming edges
* with progressively smaller sets of defined variables.
*/
if (!owned) {
uint32 *reallocArray = ArenaArray<uint32>(script->pool, defineCount);
if (!reallocArray) {
script->setOOM(cx);
return false;
}
memcpy(reallocArray, defineArray, defineCount * sizeof(uint32));
defineArray = reallocArray;
owned = true;
}
/* Swap with the last element and pop the array. */
defineArray[i--] = defineArray[--defineCount];
}
}
}
return true;
}
/////////////////////////////////////////////////////////////////////
// Analysis
/////////////////////////////////////////////////////////////////////
inline bool
Script::addJump(JSContext *cx, unsigned offset,
unsigned *currentOffset, unsigned *forwardJump,
unsigned stackDepth, uint32 *defineArray, unsigned defineCount)
{
JS_ASSERT(offset < script->length);
Bytecode *&code = codeArray[offset];
bool initial = (code == NULL);
if (initial) {
code = ArenaNew<Bytecode>(pool);
if (!code) {
setOOM(cx);
return false;
}
}
if (!code->mergeDefines(cx, this, initial, stackDepth, defineArray, defineCount))
return false;
code->jumpTarget = true;
if (offset < *currentOffset) {
/* Scripts containing loops are never inlined. */
isInlineable = false;
/* Don't follow back edges to bytecode which has already been analyzed. */
if (!code->analyzed) {
if (*forwardJump == 0)
*forwardJump = *currentOffset;
*currentOffset = offset;
}
} else if (offset > *forwardJump) {
*forwardJump = offset;
}
return true;
}
inline void
Script::setLocal(uint32 local, uint32 offset)
{
JS_ASSERT(local < localCount());
JS_ASSERT(offset != LOCAL_CONDITIONALLY_DEFINED);
/*
* It isn't possible to change the point when a variable becomes unconditionally
* defined, or to mark it as unconditionally defined after it has already been
* marked as having a use before def. It *is* possible to mark it as having
* a use before def after marking it as unconditionally defined. In a loop such as:
*
* while ((a = b) != 0) { x = a; }
*
* When walking through the body of this loop, we will first analyze the test
* (which comes after the body in the bytecode stream) as unconditional code,
* and mark a as definitely defined. a is not in the define array when taking
* the loop's back edge, so it is treated as possibly undefined when written to x.
*/
JS_ASSERT(locals[local] == LOCAL_CONDITIONALLY_DEFINED ||
locals[local] == offset || offset == LOCAL_USE_BEFORE_DEF);
locals[local] = offset;
}
static inline ptrdiff_t
GetJumpOffset(jsbytecode *pc, jsbytecode *pc2)
{
uint32 type = JOF_OPTYPE(*pc);
if (JOF_TYPE_IS_EXTENDED_JUMP(type))
return GET_JUMPX_OFFSET(pc2);
return GET_JUMP_OFFSET(pc2);
}
// return whether op bytecodes do not fallthrough (they may do a jump).
static inline bool
BytecodeNoFallThrough(JSOp op)
{
switch (op) {
case JSOP_GOTO:
case JSOP_GOTOX:
case JSOP_DEFAULT:
case JSOP_DEFAULTX:
case JSOP_RETURN:
case JSOP_STOP:
case JSOP_RETRVAL:
case JSOP_THROW:
case JSOP_TABLESWITCH:
case JSOP_TABLESWITCHX:
case JSOP_LOOKUPSWITCH:
case JSOP_LOOKUPSWITCHX:
case JSOP_FILTER:
return true;
case JSOP_GOSUB:
case JSOP_GOSUBX:
// these fall through indirectly, after executing a 'finally'.
return false;
default:
return false;
}
}
void
Script::analyze(JSContext *cx, JSScript *script)
{
JS_InitArenaPool(&pool, "script_analyze", 256, 8, NULL);
JS_ASSERT(script && !codeArray && !locals);
this->script = script;
unsigned length = script->length;
unsigned nargs = script->fun ? script->fun->nargs : 0;
unsigned nfixed = localCount();
codeArray = ArenaArray<Bytecode*>(pool, length);
locals = ArenaArray<uint32>(pool, nfixed);
closedArgs = ArenaArray<JSPackedBool>(pool, nargs);
closedVars = ArenaArray<JSPackedBool>(pool, nfixed);
if (!codeArray || !locals || !closedArgs || !closedVars) {
setOOM(cx);
return;
}
PodZero(codeArray, length);
for (unsigned i = 0; i < nfixed; i++)
locals[i] = LOCAL_CONDITIONALLY_DEFINED;
PodZero(closedArgs, nargs);
for (uint32 i = 0; i < script->nClosedArgs; i++) {
unsigned arg = script->getClosedArg(i);
JS_ASSERT(arg < nargs);
closedArgs[arg] = true;
}
PodZero(closedVars, nfixed);
for (uint32 i = 0; i < script->nClosedVars; i++) {
unsigned local = script->getClosedVar(i);
if (local < nfixed)
closedVars[local] = true;
}
/*
* Treat locals as having a possible use-before-def if they could be accessed
* by debug code or by eval, or if they could be accessed by an inner script.
*/
if (script->usesEval || cx->compartment->debugMode) {
for (uint32 i = 0; i < nfixed; i++)
setLocal(i, LOCAL_USE_BEFORE_DEF);
}
for (uint32 i = 0; i < script->nClosedVars; i++) {
uint32 slot = script->getClosedVar(i);
if (slot < nfixed)
setLocal(slot, LOCAL_USE_BEFORE_DEF);
}
/*
* If the script is in debug mode, JS_SetFrameReturnValue can be called at
* any safe point.
*/
if (cx->compartment->debugMode)
usesRval = true;
isInlineable = true;
if (script->nClosedArgs || script->nClosedVars || script->nfixed >= LOCAL_LIMIT ||
(script->fun && script->fun->isHeavyweight()) ||
script->usesEval || script->usesArguments || cx->compartment->debugMode) {
isInlineable = false;
}
/*
* If we are in the middle of one or more jumps, the offset of the highest
* target jumping over this bytecode. Includes implicit jumps from
* try/catch/finally blocks.
*/
unsigned forwardJump = 0;
/*
* If we are in the middle of a try block, the offset of the highest
* catch/finally/enditer.
*/
unsigned forwardCatch = 0;
/* Fill in stack depth and definitions at initial bytecode. */
Bytecode *startcode = ArenaNew<Bytecode>(pool);
if (!startcode) {
setOOM(cx);
return;
}
startcode->stackDepth = 0;
codeArray[0] = startcode;
unsigned offset, nextOffset = 0;
while (nextOffset < length) {
offset = nextOffset;
JS_ASSERT(forwardCatch <= forwardJump);
/* Check if the current forward jump/try-block has finished. */
if (forwardJump && forwardJump == offset)
forwardJump = 0;
if (forwardCatch && forwardCatch == offset)
forwardCatch = 0;
Bytecode *code = maybeCode(offset);
jsbytecode *pc = script->code + offset;
UntrapOpcode untrap(cx, script, pc);
JSOp op = (JSOp)*pc;
JS_ASSERT(op < JSOP_LIMIT);
/* Immediate successor of this bytecode. */
unsigned successorOffset = offset + GetBytecodeLength(pc);
/*
* Next bytecode to analyze. This is either the successor, or is an
* earlier bytecode if this bytecode has a loop backedge.
*/
nextOffset = successorOffset;
if (!code) {
/* Haven't found a path by which this bytecode is reachable. */
continue;
}
if (code->analyzed) {
/* No need to reanalyze, see Bytecode::mergeDefines. */
continue;
}
code->analyzed = true;
if (forwardCatch)
code->inTryBlock = true;
if (untrap.trap) {
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code->safePoint = true;
isInlineable = false;
}
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unsigned stackDepth = code->stackDepth;
uint32 *defineArray = code->defineArray;
unsigned defineCount = code->defineCount;
if (!forwardJump) {
/*
* There is no jump over this bytecode, nor a containing try block.
* Either this bytecode will definitely be executed, or an exception
* will be thrown which the script does not catch. Either way,
* any variables definitely defined at this bytecode will stay
* defined throughout the rest of the script. We just need to
* remember the offset where the variable became unconditionally
* defined, rather than continue to maintain it in define arrays.
*/
for (unsigned i = 0; i < defineCount; i++) {
uint32 local = defineArray[i];
JS_ASSERT_IF(locals[local] != LOCAL_CONDITIONALLY_DEFINED &&
locals[local] != LOCAL_USE_BEFORE_DEF,
locals[local] <= offset);
if (locals[local] == LOCAL_CONDITIONALLY_DEFINED)
setLocal(local, offset);
}
2011-03-09 09:58:49 -08:00
defineArray = code->defineArray = NULL;
defineCount = code->defineCount = 0;
}
unsigned nuses = GetUseCount(script, offset);
unsigned ndefs = GetDefCount(script, offset);
JS_ASSERT(stackDepth >= nuses);
stackDepth -= nuses;
stackDepth += ndefs;
switch (op) {
case JSOP_SETRVAL:
case JSOP_POPV:
usesRval = true;
isInlineable = false;
break;
case JSOP_NAME:
case JSOP_CALLNAME:
case JSOP_BINDNAME:
case JSOP_SETNAME:
case JSOP_DELNAME:
case JSOP_INCNAME:
case JSOP_DECNAME:
case JSOP_NAMEINC:
case JSOP_NAMEDEC:
case JSOP_FORNAME:
usesScope = true;
isInlineable = false;
break;
case JSOP_THIS:
usesThis = true;
break;
case JSOP_CALL:
case JSOP_NEW:
/* Only consider potentially inlineable calls here. */
hasCalls = true;
break;
case JSOP_TABLESWITCH:
case JSOP_TABLESWITCHX: {
isInlineable = false;
jsbytecode *pc2 = pc;
unsigned jmplen = (op == JSOP_TABLESWITCH) ? JUMP_OFFSET_LEN : JUMPX_OFFSET_LEN;
unsigned defaultOffset = offset + GetJumpOffset(pc, pc2);
pc2 += jmplen;
jsint low = GET_JUMP_OFFSET(pc2);
pc2 += JUMP_OFFSET_LEN;
jsint high = GET_JUMP_OFFSET(pc2);
pc2 += JUMP_OFFSET_LEN;
if (!addJump(cx, defaultOffset, &nextOffset, &forwardJump,
stackDepth, defineArray, defineCount)) {
return;
}
getCode(defaultOffset).switchTarget = true;
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getCode(defaultOffset).safePoint = true;
for (jsint i = low; i <= high; i++) {
unsigned targetOffset = offset + GetJumpOffset(pc, pc2);
if (targetOffset != offset) {
if (!addJump(cx, targetOffset, &nextOffset, &forwardJump,
stackDepth, defineArray, defineCount)) {
return;
}
}
getCode(targetOffset).switchTarget = true;
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getCode(targetOffset).safePoint = true;
pc2 += jmplen;
}
break;
}
case JSOP_LOOKUPSWITCH:
case JSOP_LOOKUPSWITCHX: {
isInlineable = false;
jsbytecode *pc2 = pc;
unsigned jmplen = (op == JSOP_LOOKUPSWITCH) ? JUMP_OFFSET_LEN : JUMPX_OFFSET_LEN;
unsigned defaultOffset = offset + GetJumpOffset(pc, pc2);
pc2 += jmplen;
unsigned npairs = GET_UINT16(pc2);
pc2 += UINT16_LEN;
if (!addJump(cx, defaultOffset, &nextOffset, &forwardJump,
stackDepth, defineArray, defineCount)) {
return;
}
getCode(defaultOffset).switchTarget = true;
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getCode(defaultOffset).safePoint = true;
while (npairs) {
pc2 += INDEX_LEN;
unsigned targetOffset = offset + GetJumpOffset(pc, pc2);
if (!addJump(cx, targetOffset, &nextOffset, &forwardJump,
stackDepth, defineArray, defineCount)) {
return;
}
getCode(targetOffset).switchTarget = true;
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getCode(targetOffset).safePoint = true;
pc2 += jmplen;
npairs--;
}
break;
}
case JSOP_TRY: {
/*
* Everything between a try and corresponding catch or finally is conditional.
* Note that there is no problem with code which is skipped by a thrown
* exception but is not caught by a later handler in the same function:
* no more code will execute, and it does not matter what is defined.
*/
isInlineable = false;
JSTryNote *tn = script->trynotes()->vector;
JSTryNote *tnlimit = tn + script->trynotes()->length;
for (; tn < tnlimit; tn++) {
unsigned startOffset = script->main - script->code + tn->start;
if (startOffset == offset + 1) {
unsigned catchOffset = startOffset + tn->length;
/* This will overestimate try block code, for multiple catch/finally. */
if (catchOffset > forwardCatch)
forwardCatch = catchOffset;
if (tn->kind != JSTRY_ITER) {
if (!addJump(cx, catchOffset, &nextOffset, &forwardJump,
stackDepth, defineArray, defineCount)) {
return;
}
getCode(catchOffset).exceptionEntry = true;
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getCode(catchOffset).safePoint = true;
}
}
}
break;
}
case JSOP_GETLOCAL:
/*
* Watch for uses of variables not known to be defined, and mark
* them as having possible uses before definitions. Ignore GETLOCAL
* followed by a POP, these are generated for, e.g. 'var x;'
*/
if (pc[JSOP_GETLOCAL_LENGTH] != JSOP_POP) {
uint32 local = GET_SLOTNO(pc);
if (local < nfixed && !localDefined(local, offset)) {
setLocal(local, LOCAL_USE_BEFORE_DEF);
isInlineable = false;
}
}
break;
case JSOP_CALLLOCAL:
case JSOP_INCLOCAL:
case JSOP_DECLOCAL:
case JSOP_LOCALINC:
case JSOP_LOCALDEC: {
uint32 local = GET_SLOTNO(pc);
if (local < nfixed && !localDefined(local, offset)) {
setLocal(local, LOCAL_USE_BEFORE_DEF);
isInlineable = false;
}
break;
}
case JSOP_SETLOCAL:
case JSOP_FORLOCAL: {
uint32 local = GET_SLOTNO(pc);
/*
* The local variable may already have been marked as unconditionally
* defined at a later point in the script, if that definition was in the
* condition for a loop which then jumped back here. In such cases we
* will not treat the variable as ever being defined in the loop body
* (see setLocal).
*/
if (local < nfixed && locals[local] == LOCAL_CONDITIONALLY_DEFINED) {
if (forwardJump) {
/* Add this local to the variables defined after this bytecode. */
uint32 *newArray = ArenaArray<uint32>(pool, defineCount + 1);
if (!newArray) {
setOOM(cx);
return;
}
if (defineCount)
memcpy(newArray, defineArray, defineCount * sizeof(uint32));
defineArray = newArray;
defineArray[defineCount++] = local;
} else {
/* This local is unconditionally defined by this bytecode. */
setLocal(local, offset);
}
}
break;
}
/* Additional opcodes which can be compiled but which can't be inlined. */
case JSOP_ARGUMENTS:
case JSOP_EVAL:
case JSOP_FORARG:
case JSOP_SETARG:
case JSOP_INCARG:
case JSOP_DECARG:
case JSOP_ARGINC:
case JSOP_ARGDEC:
case JSOP_THROW:
case JSOP_EXCEPTION:
case JSOP_DEFFUN:
case JSOP_DEFVAR:
case JSOP_DEFCONST:
case JSOP_SETCONST:
case JSOP_DEFLOCALFUN:
case JSOP_DEFLOCALFUN_FC:
case JSOP_LAMBDA:
case JSOP_LAMBDA_FC:
case JSOP_GETFCSLOT:
case JSOP_CALLFCSLOT:
case JSOP_ARGSUB:
case JSOP_ARGCNT:
case JSOP_DEBUGGER:
case JSOP_ENTERBLOCK:
case JSOP_LEAVEBLOCK:
case JSOP_FUNCALL:
case JSOP_FUNAPPLY:
isInlineable = false;
break;
default:
break;
}
uint32 type = JOF_TYPE(js_CodeSpec[op].format);
/* Check basic jump opcodes, which may or may not have a fallthrough. */
if (type == JOF_JUMP || type == JOF_JUMPX) {
/* Some opcodes behave differently on their branching path. */
unsigned newStackDepth = stackDepth;
switch (op) {
case JSOP_OR:
case JSOP_AND:
case JSOP_ORX:
case JSOP_ANDX:
/*
* OR/AND instructions push the operation result when branching.
* We accounted for this in GetDefCount, so subtract the pushed value
* for the fallthrough case.
*/
stackDepth--;
break;
case JSOP_CASE:
case JSOP_CASEX:
/* Case instructions do not push the lvalue back when branching. */
newStackDepth--;
break;
default:;
}
unsigned targetOffset = offset + GetJumpOffset(pc, pc);
if (!addJump(cx, targetOffset, &nextOffset, &forwardJump,
newStackDepth, defineArray, defineCount)) {
return;
}
}
/* Handle any fallthrough from this opcode. */
if (!BytecodeNoFallThrough(op)) {
JS_ASSERT(successorOffset < script->length);
Bytecode *&nextcode = codeArray[successorOffset];
bool initial = (nextcode == NULL);
if (initial) {
nextcode = ArenaNew<Bytecode>(pool);
if (!nextcode) {
setOOM(cx);
return;
}
}
if (type == JOF_JUMP || type == JOF_JUMPX)
nextcode->jumpFallthrough = true;
if (!nextcode->mergeDefines(cx, this, initial, stackDepth,
defineArray, defineCount)) {
return;
}
/* Treat the fallthrough of a branch instruction as a jump target. */
if (type == JOF_JUMP || type == JOF_JUMPX)
nextcode->jumpTarget = true;
else
nextcode->fallthrough = true;
}
}
JS_ASSERT(!failed());
JS_ASSERT(forwardJump == 0 && forwardCatch == 0);
}
/////////////////////////////////////////////////////////////////////
// Stack Analysis
/////////////////////////////////////////////////////////////////////
bool
StackAnalysis::analyze(JSArenaPool &pool, JSScript *script,
uint32 start, uint32 length, Script *analysis)
{
this->script = script;
this->start = start;
this->length = length;
poppedArray = ArenaArray<PoppedValue*>(pool, length);
if (!poppedArray)
return false;
PodZero(poppedArray, length);
PoppedValue *stack = ArenaArray<PoppedValue>(pool, script->nslots - script->nfixed);
if (!stack)
return false;
unsigned depth = analysis->getCode(start).stackDepth;
for (unsigned i = 0; i < depth; i++)
stack[i].reset();
unsigned offset = start;
while (offset < start + length) {
jsbytecode *pc = script->code + offset;
uint32 successorOffset = offset + GetBytecodeLength(pc);
Bytecode *code = analysis->maybeCode(pc);
if (!code) {
offset = successorOffset;
continue;
}
for (unsigned i = depth; i < code->stackDepth; i++)
stack[i].reset();
depth = code->stackDepth;
if (code->jumpTarget) {
for (unsigned i = 0; i < depth; i++)
stack[i].reset();
}
unsigned nuses = GetUseCount(script, offset);
unsigned ndefs = GetDefCount(script, offset);
if (nuses) {
PoppedValue *popped = ArenaArray<PoppedValue>(pool, nuses);
if (!popped)
return false;
for (unsigned i = 0; i < nuses; i++)
popped[i] = stack[depth - 1 - i];
poppedArray[offset - start] = popped;
}
for (unsigned i = 0; i < ndefs; i++) {
PoppedValue &value = stack[depth - nuses + i];
value.offset = offset;
value.which = i;
}
depth -= nuses;
depth += ndefs;
offset = successorOffset;
}
return true;
}
/////////////////////////////////////////////////////////////////////
// Live Range Analysis
/////////////////////////////////////////////////////////////////////
LifetimeScript::LifetimeScript()
{
PodZero(this);
}
LifetimeScript::~LifetimeScript()
{
JS_FinishArenaPool(&pool);
}
bool
LifetimeScript::analyze(JSContext *cx, analyze::Script *analysis, JSScript *script)
{
JS_ASSERT(analysis->hasAnalyzed() && !analysis->failed());
JS_InitArenaPool(&pool, "script_liverange", 256, 8, NULL);
this->analysis = analysis;
this->script = script;
codeArray = ArenaArray<LifetimeBytecode>(pool, script->length);
if (!codeArray)
return false;
PodZero(codeArray, script->length);
unsigned nfixed = analysis->localCount();
unsigned nargs = script->fun ? script->fun->nargs : 0;
nLifetimes = 2 + nargs + nfixed;
lifetimes = ArenaArray<LifetimeVariable>(pool, nLifetimes);
if (!lifetimes)
return false;
PodZero(lifetimes, nLifetimes);
LifetimeVariable *thisVar = lifetimes + 1;
LifetimeVariable *args = lifetimes + 2;
LifetimeVariable *locals = lifetimes + 2 + nargs;
saved = ArenaArray<LifetimeVariable*>(pool, nLifetimes);
if (!saved)
return false;
savedCount = 0;
LifetimeLoop *loop = NULL;
uint32 offset = script->length - 1;
while (offset < script->length) {
Bytecode *code = analysis->maybeCode(offset);
if (!code) {
offset--;
continue;
}
if (loop && code->safePoint)
loop->hasSafePoints = true;
UntrapOpcode untrap(cx, script, script->code + offset);
if (codeArray[offset].loop) {
/*
* This is the head of a loop, we need to go and make sure that any
* variables live at the head are live at the backedge and points prior.
* For each such variable, look for the last lifetime segment in the body
* and extend it to the end of the loop.
*/
JS_ASSERT(loop == codeArray[offset].loop);
unsigned backedge = codeArray[offset].loop->backedge;
for (unsigned i = 0; i < nfixed; i++) {
if (locals[i].lifetime && !extendVariable(cx, locals[i], offset, backedge))
return false;
}
for (unsigned i = 0; i < nargs; i++) {
if (args[i].lifetime && !extendVariable(cx, args[i], offset, backedge))
return false;
}
loop = loop->parent;
JS_ASSERT_IF(loop, loop->head < offset);
}
/* Find the last jump target in the loop, other than the initial entry point. */
if (loop && code->jumpTarget && offset != loop->entry && offset > loop->lastBlock)
loop->lastBlock = offset;
jsbytecode *pc = script->code + offset;
JSOp op = (JSOp) *pc;
switch (op) {
case JSOP_GETARG:
case JSOP_CALLARG: {
unsigned arg = GET_ARGNO(pc);
if (!analysis->argEscapes(arg)) {
if (!addVariable(cx, args[arg], offset))
return false;
}
break;
}
case JSOP_SETARG: {
unsigned arg = GET_ARGNO(pc);
if (!analysis->argEscapes(arg)) {
if (!killVariable(cx, args[arg], offset))
return false;
}
break;
}
case JSOP_INCARG:
case JSOP_DECARG:
case JSOP_ARGINC:
case JSOP_ARGDEC: {
unsigned arg = GET_ARGNO(pc);
if (!analysis->argEscapes(arg)) {
if (!killVariable(cx, args[arg], offset))
return false;
if (!addVariable(cx, args[arg], offset))
return false;
}
break;
}
case JSOP_GETLOCAL:
case JSOP_CALLLOCAL: {
unsigned local = GET_SLOTNO(pc);
if (!analysis->localEscapes(local)) {
JS_ASSERT(local < nfixed);
if (!addVariable(cx, locals[local], offset))
return false;
}
break;
}
case JSOP_SETLOCAL:
case JSOP_SETLOCALPOP:
case JSOP_DEFLOCALFUN: {
unsigned local = GET_SLOTNO(pc);
if (!analysis->localEscapes(local)) {
JS_ASSERT(local < nfixed);
if (!killVariable(cx, locals[local], offset))
return false;
}
break;
}
case JSOP_INCLOCAL:
case JSOP_DECLOCAL:
case JSOP_LOCALINC:
case JSOP_LOCALDEC: {
unsigned local = GET_SLOTNO(pc);
if (!analysis->localEscapes(local)) {
if (!killVariable(cx, locals[local], offset))
return false;
if (!addVariable(cx, locals[local], offset))
return false;
}
break;
}
case JSOP_THIS:
if (!addVariable(cx, *thisVar, offset))
return false;
break;
case JSOP_IFEQ:
case JSOP_IFEQX:
case JSOP_IFNE:
case JSOP_IFNEX:
case JSOP_OR:
case JSOP_ORX:
case JSOP_AND:
case JSOP_ANDX:
case JSOP_GOTO:
case JSOP_GOTOX: {
/*
* Forward jumps need to pull in all variables which are live at
* their target offset --- the variables live before the jump are
* the union of those live at the fallthrough and at the target.
*/
uint32 targetOffset = offset + GetJumpOffset(pc, pc);
if (targetOffset < offset) {
JSOp nop = JSOp(script->code[targetOffset]);
if (nop == JSOP_GOTO || nop == JSOP_GOTOX) {
/* This is a continue, short circuit the backwards goto. */
jsbytecode *target = script->code + targetOffset;
targetOffset = targetOffset + GetJumpOffset(target, target);
/*
* Unless this is continuing an outer loop, it is a jump to
* the entry offset separate from the initial jump.
* Prune the last block in the loop.
*/
JS_ASSERT(loop);
if (loop->entry == targetOffset && loop->entry > loop->lastBlock)
loop->lastBlock = loop->entry;
} else {
/* This is a loop back edge, no lifetime to pull in yet. */
JS_ASSERT(nop == JSOP_TRACE || nop == JSOP_NOTRACE);
/*
* If we already have a loop, it is an outer loop and we
* need to prune the last block in the loop --- we do not
* track 'continue' statements for outer loops.
*/
if (loop && loop->entry > loop->lastBlock)
loop->lastBlock = loop->entry;
LifetimeLoop *nloop = ArenaNew<LifetimeLoop>(pool);
if (!nloop)
return false;
PodZero(nloop);
if (loop)
loop->hasCallsLoops = true;
nloop->parent = loop;
loop = nloop;
codeArray[targetOffset].loop = loop;
loop->head = targetOffset;
loop->backedge = offset;
loop->lastBlock = loop->head;
/*
* Find the entry jump, which will be a GOTO for 'for' or
* 'while' loops or a fallthrough for 'do while' loops.
*/
uint32 entry = targetOffset;
if (entry) {
do {
entry--;
} while (!analysis->maybeCode(entry));
jsbytecode *entrypc = script->code + entry;
if (JSOp(*entrypc) == JSOP_GOTO || JSOp(*entrypc) == JSOP_GOTOX)
loop->entry = entry + GetJumpOffset(entrypc, entrypc);
else
loop->entry = targetOffset;
} else {
/* Do-while loop at the start of the script. */
loop->entry = targetOffset;
}
break;
}
}
for (unsigned i = 0; i < savedCount; i++) {
LifetimeVariable &var = *saved[i];
JS_ASSERT(!var.lifetime && var.saved);
if (var.live(targetOffset)) {
/*
* Jumping to a place where this variable is live. Make a new
* lifetime segment for the variable.
*/
var.lifetime = ArenaNew<Lifetime>(pool, offset, var.savedEnd, var.saved);
if (!var.lifetime)
return false;
var.saved = NULL;
saved[i--] = saved[--savedCount];
} else if (loop && !var.savedEnd) {
/*
* This jump precedes the basic block which killed the variable,
* remember it and use it for the end of the next lifetime
* segment should the variable become live again. This is needed
* for loops, as if we wrap liveness around the loop the isLive
* test below may have given the wrong answer.
*/
var.savedEnd = offset;
}
}
break;
}
case JSOP_LOOKUPSWITCH:
case JSOP_LOOKUPSWITCHX:
case JSOP_TABLESWITCH:
case JSOP_TABLESWITCHX:
/* Restore all saved variables. :FIXME: maybe do this precisely. */
for (unsigned i = 0; i < savedCount; i++) {
LifetimeVariable &var = *saved[i];
var.lifetime = ArenaNew<Lifetime>(pool, offset, var.savedEnd, var.saved);
if (!var.lifetime)
return false;
var.saved = NULL;
saved[i--] = saved[--savedCount];
}
savedCount = 0;
break;
case JSOP_NEW:
case JSOP_CALL:
case JSOP_EVAL:
case JSOP_FUNAPPLY:
case JSOP_FUNCALL:
if (loop)
loop->hasCallsLoops = true;
break;
default:;
}
offset--;
}
return true;
}
#ifdef DEBUG
void
LifetimeScript::dumpVariable(LifetimeVariable &var)
{
Lifetime *segment = var.lifetime ? var.lifetime : var.saved;
while (segment) {
printf(" (%u,%u%s)", segment->start, segment->end, segment->loopTail ? ",tail" : "");
segment = segment->next;
}
printf("\n");
}
#endif /* DEBUG */
inline bool
LifetimeScript::addVariable(JSContext *cx, LifetimeVariable &var, unsigned offset)
{
if (var.lifetime) {
JS_ASSERT(offset < var.lifetime->start);
var.lifetime->start = offset;
} else {
if (var.saved) {
/* Remove from the list of saved entries. */
for (unsigned i = 0; i < savedCount; i++) {
if (saved[i] == &var) {
JS_ASSERT(savedCount);
saved[i--] = saved[--savedCount];
break;
}
}
}
var.lifetime = ArenaNew<Lifetime>(pool, offset, var.savedEnd, var.saved);
if (!var.lifetime)
return false;
var.saved = NULL;
}
return true;
}
inline bool
LifetimeScript::killVariable(JSContext *cx, LifetimeVariable &var, unsigned offset)
{
if (!var.lifetime) {
/* Make a point lifetime indicating the write. */
if (!var.saved)
saved[savedCount++] = &var;
var.saved = ArenaNew<Lifetime>(pool, offset, var.savedEnd, var.saved);
if (!var.saved)
return false;
var.saved->write = true;
var.savedEnd = 0;
return true;
}
JS_ASSERT(offset < var.lifetime->start);
/*
* The variable is considered to be live at the bytecode which kills it
* (just not at earlier bytecodes). This behavior is needed by downstream
* register allocation (see FrameState::bestEvictReg).
*/
var.lifetime->start = offset;
var.lifetime->write = true;
var.saved = var.lifetime;
var.savedEnd = 0;
var.lifetime = NULL;
saved[savedCount++] = &var;
return true;
}
inline bool
LifetimeScript::extendVariable(JSContext *cx, LifetimeVariable &var, unsigned start, unsigned end)
{
JS_ASSERT(var.lifetime);
var.lifetime->start = start;
/*
* When walking backwards through loop bodies, we don't know which vars
* are live at the loop's backedge. We save the endpoints for lifetime
* segments which we *would* use if the variables were live at the backedge
* and extend the variable with new lifetimes if we find the variable is
* indeed live at the head of the loop.
*
* while (...) {
* if (x #1) { ... }
* ...
* if (... #2) { x = 0; #3}
* }
*
* If x is not live after the loop, we treat it as dead in the walk and
* make a point lifetime for the write at #3. At the beginning of that
* basic block (#2), we save the loop endpoint; if we knew x was live in
* the next iteration then a new lifetime would be made here. At #1 we
* mark x live again, make a segment between the head of the loop and #1,
* and then extend x with loop tail lifetimes from #1 to #2, and from #3
* to the back edge.
*/
Lifetime *segment = var.lifetime;
while (segment && segment->start < end) {
uint32 savedEnd = segment->savedEnd;
if (!segment->next || segment->next->start >= end) {
/*
* savedEnd is only set for variables killed in the middle of the
* loop. Make a tail segment connecting the last use with the
* back edge.
*/
if (segment->end >= end) {
/* Variable known to be live after the loop finishes. */
break;
}
savedEnd = end;
}
JS_ASSERT(savedEnd <= end);
if (savedEnd > segment->end) {
Lifetime *tail = ArenaNew<Lifetime>(pool, savedEnd, 0, segment->next);
if (!tail)
return false;
tail->start = segment->end;
tail->loopTail = true;
/*
* Clear the segment's saved end, but preserve in the tail if this
* is the last segment in the loop and the variable is killed in an
* outer loop before the backedge.
*/
if (segment->savedEnd > end) {
JS_ASSERT(savedEnd == end);
tail->savedEnd = segment->savedEnd;
}
segment->savedEnd = 0;
segment->next = tail;
segment = tail->next;
} else {
JS_ASSERT(segment->savedEnd == 0);
segment = segment->next;
}
}
return true;
}
} /* namespace analyze */
} /* namespace js */