// 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/bit-vector.h" #include "src/frames.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 three 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 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 corresponding to // parameters 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 0 | ^ // |- - - - - - - - -| | // -n | | Caller // ... | ... | frame slots // -2 | parameter n-1 | (slot < 0) // |- - - - - - - - -| | // -1 | parameter n | 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 v // -----+-----------------+----- <-- stack ptr ------------- // class Frame : public ZoneObject { public: explicit Frame(int fixed_frame_size_in_slots); inline int GetTotalFrameSlotCount() const { return frame_slot_count_; } inline int GetSpillSlotCount() const { return spill_slot_count_; } void SetAllocatedRegisters(BitVector* regs) { DCHECK(allocated_registers_ == nullptr); allocated_registers_ = regs; } void SetAllocatedDoubleRegisters(BitVector* regs) { DCHECK(allocated_double_registers_ == nullptr); allocated_double_registers_ = regs; } bool DidAllocateDoubleRegisters() const { return !allocated_double_registers_->IsEmpty(); } void AlignSavedCalleeRegisterSlots(int alignment = kDoubleSize) { int alignment_slots = alignment / kPointerSize; int delta = alignment_slots - (frame_slot_count_ & (alignment_slots - 1)); if (delta != alignment_slots) { frame_slot_count_ += delta; } spill_slot_count_ += delta; } void AllocateSavedCalleeRegisterSlots(int count) { frame_slot_count_ += count; } int AllocateSpillSlot(int width) { int frame_slot_count_before = frame_slot_count_; AllocateAlignedFrameSlots(width); spill_slot_count_ += frame_slot_count_ - frame_slot_count_before; return frame_slot_count_ - 1; } int AlignFrame(int alignment = kDoubleSize); int ReserveSpillSlots(size_t slot_count) { DCHECK_EQ(0, spill_slot_count_); spill_slot_count_ += static_cast<int>(slot_count); frame_slot_count_ += static_cast<int>(slot_count); return frame_slot_count_ - 1; } static const int kContextSlot = 2 + StandardFrameConstants::kCPSlotCount; static const int kJSFunctionSlot = 3 + StandardFrameConstants::kCPSlotCount; private: void AllocateAlignedFrameSlots(int width) { DCHECK_LT(0, width); int new_frame_slots = (width + kPointerSize - 1) / kPointerSize; // Align to 8 bytes if width is a multiple of 8 bytes, and to 16 bytes if // multiple of 16. int align_to = (width & 15) == 0 ? 16 : (width & 7) == 0 ? 8 : kPointerSize; frame_slot_count_ = RoundUp(frame_slot_count_ + new_frame_slots, align_to / kPointerSize); DCHECK_LT(0, frame_slot_count_); } private: int frame_slot_count_; int spill_slot_count_; BitVector* allocated_registers_; BitVector* allocated_double_registers_; DISALLOW_COPY_AND_ASSIGN(Frame); }; // 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((offset & 1) == 0); return FrameOffset(offset | kFromSp); } inline static FrameOffset FromFramePointer(int offset) { DCHECK((offset & 1) == 0); 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_; } 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() * kPointerSize; } // 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_