// Copyright 2011 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_SCOPEINFO_H_ #define V8_SCOPEINFO_H_ #include "allocation.h" #include "variables.h" #include "zone-inl.h" namespace v8 { namespace internal { // Scope information represents information about a functions's // scopes (currently only one, because we don't do any inlining) // and the allocation of the scope's variables. Scope information // is stored in a compressed form in FixedArray objects and is used // at runtime (stack dumps, deoptimization, etc.). // // Historical note: In other VMs built by this team, ScopeInfo was // usually called DebugInfo since the information was used (among // other things) for on-demand debugging (Self, Smalltalk). However, // DebugInfo seems misleading, since this information is primarily used // in debugging-unrelated contexts. // Forward defined as // template class ScopeInfo; template class ScopeInfo BASE_EMBEDDED { public: // Create a ScopeInfo instance from a scope. explicit ScopeInfo(Scope* scope); // Create a ScopeInfo instance from SerializedScopeInfo. explicit ScopeInfo(SerializedScopeInfo* data); // Creates a SerializedScopeInfo holding the serialized scope info. Handle Serialize(); // -------------------------------------------------------------------------- // Lookup Handle function_name() const { return function_name_; } Handle parameter_name(int i) const { return parameters_[i]; } int number_of_parameters() const { return parameters_.length(); } Handle stack_slot_name(int i) const { return stack_slots_[i]; } int number_of_stack_slots() const { return stack_slots_.length(); } Handle context_slot_name(int i) const { return context_slots_[i - Context::MIN_CONTEXT_SLOTS]; } int number_of_context_slots() const { int l = context_slots_.length(); return l == 0 ? 0 : l + Context::MIN_CONTEXT_SLOTS; } Handle LocalName(int i) const; int NumberOfLocals() const; // -------------------------------------------------------------------------- // Debugging support #ifdef DEBUG void Print(); #endif private: Handle function_name_; bool calls_eval_; bool is_strict_mode_; List, Allocator > parameters_; List, Allocator > stack_slots_; List, Allocator > context_slots_; List context_modes_; }; // This object provides quick access to scope info details for runtime // routines w/o the need to explicitly create a ScopeInfo object. class SerializedScopeInfo : public FixedArray { public : static SerializedScopeInfo* cast(Object* object) { ASSERT(object->IsSerializedScopeInfo()); return reinterpret_cast(object); } // Does this scope call eval? bool CallsEval(); // Is this scope a strict mode scope? bool IsStrictMode(); // Return the number of stack slots for code. int NumberOfStackSlots(); // Return the number of context slots for code. int NumberOfContextSlots(); // Return if this has context slots besides MIN_CONTEXT_SLOTS; bool HasHeapAllocatedLocals(); // Lookup support for serialized scope info. Returns the // the stack slot index for a given slot name if the slot is // present; otherwise returns a value < 0. The name must be a symbol // (canonicalized). int StackSlotIndex(String* name); // Lookup support for serialized scope info. Returns the // context slot index for a given slot name if the slot is present; otherwise // returns a value < 0. The name must be a symbol (canonicalized). // If the slot is present and mode != NULL, sets *mode to the corresponding // mode for that variable. int ContextSlotIndex(String* name, Variable::Mode* mode); // Lookup support for serialized scope info. Returns the // parameter index for a given parameter name if the parameter is present; // otherwise returns a value < 0. The name must be a symbol (canonicalized). int ParameterIndex(String* name); // Lookup support for serialized scope info. Returns the // function context slot index if the function name is present (named // function expressions, only), otherwise returns a value < 0. The name // must be a symbol (canonicalized). int FunctionContextSlotIndex(String* name); static Handle Create(Scope* scope); // Serializes empty scope info. static SerializedScopeInfo* Empty(); private: inline Object** ContextEntriesAddr(); inline Object** ParameterEntriesAddr(); inline Object** StackSlotEntriesAddr(); }; // Cache for mapping (data, property name) into context slot index. // The cache contains both positive and negative results. // Slot index equals -1 means the property is absent. // Cleared at startup and prior to mark sweep collection. class ContextSlotCache { public: // Lookup context slot index for (data, name). // If absent, kNotFound is returned. int Lookup(Object* data, String* name, Variable::Mode* mode); // Update an element in the cache. void Update(Object* data, String* name, Variable::Mode mode, int slot_index); // Clear the cache. void Clear(); static const int kNotFound = -2; private: ContextSlotCache() { for (int i = 0; i < kLength; ++i) { keys_[i].data = NULL; keys_[i].name = NULL; values_[i] = kNotFound; } } inline static int Hash(Object* data, String* name); #ifdef DEBUG void ValidateEntry(Object* data, String* name, Variable::Mode mode, int slot_index); #endif static const int kLength = 256; struct Key { Object* data; String* name; }; struct Value { Value(Variable::Mode mode, int index) { ASSERT(ModeField::is_valid(mode)); ASSERT(IndexField::is_valid(index)); value_ = ModeField::encode(mode) | IndexField::encode(index); ASSERT(mode == this->mode()); ASSERT(index == this->index()); } explicit inline Value(uint32_t value) : value_(value) {} uint32_t raw() { return value_; } Variable::Mode mode() { return ModeField::decode(value_); } int index() { return IndexField::decode(value_); } // Bit fields in value_ (type, shift, size). Must be public so the // constants can be embedded in generated code. class ModeField: public BitField {}; class IndexField: public BitField {}; private: uint32_t value_; }; Key keys_[kLength]; uint32_t values_[kLength]; friend class Isolate; DISALLOW_COPY_AND_ASSIGN(ContextSlotCache); }; } } // namespace v8::internal #endif // V8_SCOPEINFO_H_