// Copyright 2006-2008 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_COMPILER_H_ #define V8_COMPILER_H_ #include "ast.h" #include "frame-element.h" #include "parser.h" #include "register-allocator.h" #include "zone.h" namespace v8 { namespace internal { // CompilationInfo encapsulates some information known at compile time. It // is constructed based on the resources available at compile-time. class CompilationInfo BASE_EMBEDDED { public: // Compilation mode. Either the compiler is used as the primary // compiler and needs to setup everything or the compiler is used as // the secondary compiler for split compilation and has to handle // bailouts. enum Mode { PRIMARY, SECONDARY }; // A description of the compilation state at a bailout to the secondary // code generator. // // The state is currently simple: there are no parameters or local // variables to worry about ('this' can be found in the stack frame). // There are at most two live values. // // There is a label that should be bound to the beginning of the bailout // stub code. class Bailout : public ZoneObject { public: Bailout(Register left, Register right) : left_(left), right_(right) {} Label* label() { return &label_; } private: Register left_; Register right_; Label label_; }; // Lazy compilation of a JSFunction. CompilationInfo(Handle<JSFunction> closure, int loop_nesting, Handle<Object> receiver) : closure_(closure), function_(NULL), is_eval_(false), loop_nesting_(loop_nesting), receiver_(receiver) { Initialize(); ASSERT(!closure_.is_null() && shared_info_.is_null() && script_.is_null()); } // Lazy compilation based on SharedFunctionInfo. explicit CompilationInfo(Handle<SharedFunctionInfo> shared_info) : shared_info_(shared_info), function_(NULL), is_eval_(false), loop_nesting_(0) { Initialize(); ASSERT(closure_.is_null() && !shared_info_.is_null() && script_.is_null()); } // Eager compilation. CompilationInfo(FunctionLiteral* literal, Handle<Script> script, bool is_eval) : script_(script), function_(literal), is_eval_(is_eval), loop_nesting_(0) { Initialize(); ASSERT(closure_.is_null() && shared_info_.is_null() && !script_.is_null()); } // We can only get a JSFunction if we actually have one. Handle<JSFunction> closure() { return closure_; } // We can get a SharedFunctionInfo from a JSFunction or if we actually // have one. Handle<SharedFunctionInfo> shared_info() { if (!closure().is_null()) { return Handle<SharedFunctionInfo>(closure()->shared()); } else { return shared_info_; } } // We can always get a script. Either we have one or we can get a shared // function info. Handle<Script> script() { if (!script_.is_null()) { return script_; } else { ASSERT(shared_info()->script()->IsScript()); return Handle<Script>(Script::cast(shared_info()->script())); } } // There should always be a function literal, but it may be set after // construction (for lazy compilation). FunctionLiteral* function() { return function_; } void set_function(FunctionLiteral* literal) { ASSERT(function_ == NULL); function_ = literal; } // Simple accessors. bool is_eval() { return is_eval_; } int loop_nesting() { return loop_nesting_; } bool has_receiver() { return !receiver_.is_null(); } Handle<Object> receiver() { return receiver_; } List<Bailout*>* bailouts() { return &bailouts_; } // Accessors for mutable fields (possibly set by analysis passes) with // default values given by Initialize. Mode mode() { return mode_; } void set_mode(Mode mode) { mode_ = mode; } bool has_this_properties() { return has_this_properties_; } void set_has_this_properties(bool flag) { has_this_properties_ = flag; } bool has_global_object() { return !closure().is_null() && (closure()->context()->global() != NULL); } GlobalObject* global_object() { return has_global_object() ? closure()->context()->global() : NULL; } bool has_globals() { return has_globals_; } void set_has_globals(bool flag) { has_globals_ = flag; } // Derived accessors. Scope* scope() { return function()->scope(); } // Add a bailout with two live values. Label* AddBailout(Register left, Register right) { Bailout* bailout = new Bailout(left, right); bailouts_.Add(bailout); return bailout->label(); } // Add a bailout with no live values. Label* AddBailout() { return AddBailout(no_reg, no_reg); } private: void Initialize() { mode_ = PRIMARY; has_this_properties_ = false; has_globals_ = false; } Handle<JSFunction> closure_; Handle<SharedFunctionInfo> shared_info_; Handle<Script> script_; FunctionLiteral* function_; Mode mode_; bool is_eval_; int loop_nesting_; Handle<Object> receiver_; bool has_this_properties_; bool has_globals_; // An ordered list of bailout points encountered during fast-path // compilation. List<Bailout*> bailouts_; DISALLOW_COPY_AND_ASSIGN(CompilationInfo); }; // The V8 compiler // // General strategy: Source code is translated into an anonymous function w/o // parameters which then can be executed. If the source code contains other // functions, they will be compiled and allocated as part of the compilation // of the source code. // Please note this interface returns function boilerplates. // This means you need to call Factory::NewFunctionFromBoilerplate // before you have a real function with context. class Compiler : public AllStatic { public: enum ValidationState { VALIDATE_JSON, DONT_VALIDATE_JSON }; // All routines return a JSFunction. // If an error occurs an exception is raised and // the return handle contains NULL. // Compile a String source within a context. static Handle<JSFunction> Compile(Handle<String> source, Handle<Object> script_name, int line_offset, int column_offset, v8::Extension* extension, ScriptDataImpl* pre_data, Handle<Object> script_data, NativesFlag is_natives_code); // Compile a String source within a context for Eval. static Handle<JSFunction> CompileEval(Handle<String> source, Handle<Context> context, bool is_global, ValidationState validation); // Compile from function info (used for lazy compilation). Returns // true on success and false if the compilation resulted in a stack // overflow. static bool CompileLazy(CompilationInfo* info); // Compile a function boilerplate object (the function is possibly // lazily compiled). Called recursively from a backend code // generator 'caller' to build the boilerplate. static Handle<JSFunction> BuildBoilerplate(FunctionLiteral* node, Handle<Script> script, AstVisitor* caller); // Set the function info for a newly compiled function. static void SetFunctionInfo(Handle<JSFunction> fun, FunctionLiteral* lit, bool is_toplevel, Handle<Script> script); private: #if defined ENABLE_LOGGING_AND_PROFILING || defined ENABLE_OPROFILE_AGENT static void LogCodeCreateEvent(Logger::LogEventsAndTags tag, Handle<String> name, Handle<String> inferred_name, int start_position, Handle<Script> script, Handle<Code> code); #endif }; // During compilation we need a global list of handles to constants // for frame elements. When the zone gets deleted, we make sure to // clear this list of handles as well. class CompilationZoneScope : public ZoneScope { public: explicit CompilationZoneScope(ZoneScopeMode mode) : ZoneScope(mode) { } virtual ~CompilationZoneScope() { if (ShouldDeleteOnExit()) { FrameElement::ClearConstantList(); Result::ClearConstantList(); } } }; } } // namespace v8::internal #endif // V8_COMPILER_H_