// 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(slot_count); slot_allocator_.AllocateUnaligned(static_cast(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_