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/*
* Copyright (C) 2012-2019 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. 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.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 APPLE INC. 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.
*/
#pragma once
#include <wtf/Atomics.h>
#include <wtf/FastMalloc.h>
#include <wtf/Noncopyable.h>
#include <wtf/Nonmovable.h>
#include <wtf/PrintStream.h>
#include <wtf/ScopedLambda.h>
#include <wtf/SentinelLinkedList.h>
#include <wtf/ThreadSafeRefCounted.h>
namespace JSC {
class VM;
class FireDetail {
void* operator new(size_t) = delete;
public:
FireDetail()
{
}
virtual ~FireDetail()
{
}
virtual void dump(PrintStream&) const = 0;
};
class StringFireDetail : public FireDetail {
public:
StringFireDetail(const char* string)
: m_string(string)
{
}
void dump(PrintStream& out) const override;
private:
const char* m_string;
};
template<typename... Types>
class LazyFireDetail : public FireDetail {
public:
LazyFireDetail(const Types&... args)
{
m_lambda = scopedLambda<void(PrintStream&)>([&] (PrintStream& out) {
out.print(args...);
});
}
void dump(PrintStream& out) const override { m_lambda(out); }
private:
ScopedLambda<void(PrintStream&)> m_lambda;
};
template<typename... Types>
LazyFireDetail<Types...> createLazyFireDetail(const Types&... types)
{
return LazyFireDetail<Types...>(types...);
}
class WatchpointSet;
// Really unfortunately, we do not have the way to dispatch appropriate destructor in base class' destructor
// based on enum type. If we call destructor explicitly in the base class, it ends up calling the base destructor
// twice. C++20 allows this by using std::std::destroying_delete_t. But we are not using C++20 right now.
//
// Because we cannot dispatch destructors of derived classes in the destructor of the base class, what it means is,
// 1. Calling Watchpoint::~Watchpoint directly is illegal.
// 2. `delete watchpoint` where watchpoint is non-final derived class is illegal. If watchpoint is final derived class, it works.
// 3. If we really want to do (2), we need to call `watchpoint->destroy()` instead, and dispatch an appropriate destructor in Watchpoint::destroy.
//
// Luckily, none of our derived watchpoint classes have members which require destructors. So we do not dispatch
// the destructor call to the drived class in the base class. If it becomes really required, we can introduce
// a custom deleter for some classes which directly call "delete" to the allocated non-final Watchpoint class
// (e.g. std::unique_ptr<Watchpoint>, RefPtr<Watchpoint>), and call Watchpoint::destroy instead of "delete"
// operator. But since we do not require it for now, we are doing the simplest thing.
#define JSC_WATCHPOINT_TYPES_WITHOUT_JIT(macro) \
macro(AdaptiveInferredPropertyValueStructure, AdaptiveInferredPropertyValueWatchpointBase::StructureWatchpoint) \
macro(AdaptiveInferredPropertyValueProperty, AdaptiveInferredPropertyValueWatchpointBase::PropertyWatchpoint) \
macro(CodeBlockJettisoning, CodeBlockJettisoningWatchpoint) \
macro(LLIntPrototypeLoadAdaptiveStructure, LLIntPrototypeLoadAdaptiveStructureWatchpoint) \
macro(FunctionRareDataAllocationProfileClearing, FunctionRareData::AllocationProfileClearingWatchpoint) \
macro(ObjectToStringAdaptiveStructure, ObjectToStringAdaptiveStructureWatchpoint)
#if ENABLE(JIT)
#define JSC_WATCHPOINT_TYPES_WITHOUT_DFG(macro) \
JSC_WATCHPOINT_TYPES_WITHOUT_JIT(macro) \
macro(StructureTransitionStructureStubClearing, StructureTransitionStructureStubClearingWatchpoint)
#if ENABLE(DFG_JIT)
#define JSC_WATCHPOINT_TYPES(macro) \
JSC_WATCHPOINT_TYPES_WITHOUT_DFG(macro) \
macro(AdaptiveStructure, DFG::AdaptiveStructureWatchpoint)
#else
#define JSC_WATCHPOINT_TYPES(macro) \
JSC_WATCHPOINT_TYPES_WITHOUT_DFG(macro)
#endif
#else
#define JSC_WATCHPOINT_TYPES(macro) \
JSC_WATCHPOINT_TYPES_WITHOUT_JIT(macro)
#endif
#define JSC_WATCHPOINT_FIELD(type, member) \
type member; \
static_assert(std::is_trivially_destructible<type>::value, ""); \
class Watchpoint : public PackedRawSentinelNode<Watchpoint> {
WTF_MAKE_NONCOPYABLE(Watchpoint);
WTF_MAKE_NONMOVABLE(Watchpoint);
WTF_MAKE_FAST_ALLOCATED;
public:
#define JSC_DEFINE_WATCHPOINT_TYPES(type, _) type,
enum class Type : uint8_t {
JSC_WATCHPOINT_TYPES(JSC_DEFINE_WATCHPOINT_TYPES)
};
#undef JSC_DEFINE_WATCHPOINT_TYPES
Watchpoint(Type type)
: m_type(type)
{ }
protected:
~Watchpoint();
private:
friend class WatchpointSet;
void fire(VM&, const FireDetail&);
Type m_type;
};
// Make sure that the state can be represented in 2 bits.
enum WatchpointState : uint8_t {
ClearWatchpoint = 0,
IsWatched = 1,
IsInvalidated = 2
};
class InlineWatchpointSet;
class DeferredWatchpointFire;
class VM;
class WatchpointSet : public ThreadSafeRefCounted<WatchpointSet> {
friend class LLIntOffsetsExtractor;
friend class DeferredWatchpointFire;
public:
JS_EXPORT_PRIVATE WatchpointSet(WatchpointState);
// FIXME: In many cases, it would be amazing if this *did* fire the watchpoints. I suspect that
// this might be hard to get right, but still, it might be awesome.
JS_EXPORT_PRIVATE ~WatchpointSet(); // Note that this will not fire any of the watchpoints; if you need to know when a WatchpointSet dies then you need a separate mechanism for this.
static Ref<WatchpointSet> create(WatchpointState state)
{
return adoptRef(*new WatchpointSet(state));
}
// Fast way of getting the state, which only works from the main thread.
WatchpointState stateOnJSThread() const
{
return static_cast<WatchpointState>(m_state);
}
// It is safe to call this from another thread. It may return an old
// state. Guarantees that if *first* read the state() of the thing being
// watched and it returned IsWatched and *second* you actually read its
// value then it's safe to assume that if the state being watched changes
// then also the watchpoint state() will change to IsInvalidated.
WatchpointState state() const
{
WTF::loadLoadFence();
WatchpointState result = static_cast<WatchpointState>(m_state);
WTF::loadLoadFence();
return result;
}
// It is safe to call this from another thread. It may return true
// even if the set actually had been invalidated, but that ought to happen
// only in the case of races, and should be rare. Guarantees that if you
// call this after observing something that must imply that the set is
// invalidated, then you will see this return false. This is ensured by
// issuing a load-load fence prior to querying the state.
bool isStillValid() const
{
return state() != IsInvalidated;
}
// Like isStillValid(), may be called from another thread.
bool hasBeenInvalidated() const { return !isStillValid(); }
// As a convenience, this will ignore 0. That's because code paths in the DFG
// that create speculation watchpoints may choose to bail out if speculation
// had already been terminated.
void add(Watchpoint*);
// Force the watchpoint set to behave as if it was being watched even if no
// watchpoints have been installed. This will result in invalidation if the
// watchpoint would have fired. That's a pretty good indication that you
// probably don't want to set watchpoints, since we typically don't want to
// set watchpoints that we believe will actually be fired.
void startWatching()
{
ASSERT(m_state != IsInvalidated);
if (m_state == IsWatched)
return;
WTF::storeStoreFence();
m_state = IsWatched;
WTF::storeStoreFence();
}
template <typename T>
void fireAll(VM& vm, T& fireDetails)
{
if (LIKELY(m_state != IsWatched))
return;
fireAllSlow(vm, fireDetails);
}
void touch(VM& vm, const FireDetail& detail)
{
if (state() == ClearWatchpoint)
startWatching();
else
fireAll(vm, detail);
}
void touch(VM& vm, const char* reason)
{
touch(vm, StringFireDetail(reason));
}
void invalidate(VM& vm, const FireDetail& detail)
{
if (state() == IsWatched)
fireAll(vm, detail);
m_state = IsInvalidated;
}
void invalidate(VM& vm, const char* reason)
{
invalidate(vm, StringFireDetail(reason));
}
bool isBeingWatched() const
{
return m_setIsNotEmpty;
}
int8_t* addressOfState() { return &m_state; }
static ptrdiff_t offsetOfState() { return OBJECT_OFFSETOF(WatchpointSet, m_state); }
int8_t* addressOfSetIsNotEmpty() { return &m_setIsNotEmpty; }
JS_EXPORT_PRIVATE void fireAllSlow(VM&, const FireDetail&); // Call only if you've checked isWatched.
JS_EXPORT_PRIVATE void fireAllSlow(VM&, DeferredWatchpointFire* deferredWatchpoints); // Ditto.
JS_EXPORT_PRIVATE void fireAllSlow(VM&, const char* reason); // Ditto.
private:
void fireAllWatchpoints(VM&, const FireDetail&);
void take(WatchpointSet* other);
friend class InlineWatchpointSet;
int8_t m_state;
int8_t m_setIsNotEmpty;
SentinelLinkedList<Watchpoint, PackedRawSentinelNode<Watchpoint>> m_set;
};
// InlineWatchpointSet is a low-overhead, non-copyable watchpoint set in which
// it is not possible to quickly query whether it is being watched in a single
// branch. There is a fairly simple tradeoff between WatchpointSet and
// InlineWatchpointSet:
//
// Do you have to emit JIT code that rapidly tests whether the watchpoint set
// is being watched? If so, use WatchpointSet.
//
// Do you need multiple parties to have pointers to the same WatchpointSet?
// If so, use WatchpointSet.
//
// Do you have to allocate a lot of watchpoint sets? If so, use
// InlineWatchpointSet unless you answered "yes" to the previous questions.
//
// InlineWatchpointSet will use just one pointer-width word of memory unless
// you actually add watchpoints to it, in which case it internally inflates
// to a pointer to a WatchpointSet, and transfers its state to the
// WatchpointSet.
class InlineWatchpointSet {
WTF_MAKE_NONCOPYABLE(InlineWatchpointSet);
public:
InlineWatchpointSet(WatchpointState state)
: m_data(encodeState(state))
{
}
~InlineWatchpointSet()
{
if (isThin())
return;
freeFat();
}
// Fast way of getting the state, which only works from the main thread.
WatchpointState stateOnJSThread() const
{
uintptr_t data = m_data;
if (isFat(data))
return fat(data)->stateOnJSThread();
return decodeState(data);
}
// It is safe to call this from another thread. It may return a prior state,
// but that should be fine since you should only perform actions based on the
// state if you also add a watchpoint.
WatchpointState state() const
{
WTF::loadLoadFence();
uintptr_t data = m_data;
WTF::loadLoadFence();
if (isFat(data))
return fat(data)->state();
return decodeState(data);
}
// It is safe to call this from another thread. It may return false
// even if the set actually had been invalidated, but that ought to happen
// only in the case of races, and should be rare.
bool hasBeenInvalidated() const
{
return state() == IsInvalidated;
}
// Like hasBeenInvalidated(), may be called from another thread.
bool isStillValid() const
{
return !hasBeenInvalidated();
}
void add(Watchpoint*);
void startWatching()
{
if (isFat()) {
fat()->startWatching();
return;
}
ASSERT(decodeState(m_data) != IsInvalidated);
m_data = encodeState(IsWatched);
}
template <typename T>
void fireAll(VM& vm, T fireDetails)
{
if (isFat()) {
fat()->fireAll(vm, fireDetails);
return;
}
if (decodeState(m_data) == ClearWatchpoint)
return;
m_data = encodeState(IsInvalidated);
WTF::storeStoreFence();
}
void invalidate(VM& vm, const FireDetail& detail)
{
if (isFat())
fat()->invalidate(vm, detail);
else
m_data = encodeState(IsInvalidated);
}
JS_EXPORT_PRIVATE void fireAll(VM&, const char* reason);
void touch(VM& vm, const FireDetail& detail)
{
if (isFat()) {
fat()->touch(vm, detail);
return;
}
uintptr_t data = m_data;
if (decodeState(data) == IsInvalidated)
return;
WTF::storeStoreFence();
if (decodeState(data) == ClearWatchpoint)
m_data = encodeState(IsWatched);
else
m_data = encodeState(IsInvalidated);
WTF::storeStoreFence();
}
void touch(VM& vm, const char* reason)
{
touch(vm, StringFireDetail(reason));
}
// Note that for any watchpoint that is visible from the DFG, it would be incorrect to write code like:
//
// if (w.isBeingWatched())
// w.fireAll()
//
// Concurrently to this, the DFG could do:
//
// if (w.isStillValid())
// perform optimizations;
// if (!w.isStillValid())
// retry compilation;
//
// Note that the DFG algorithm is widespread, and sound, because fireAll() and invalidate() will leave
// the watchpoint in a !isStillValid() state. Hence, if fireAll() or invalidate() interleaved between
// the first isStillValid() check and the second one, then it would simply cause the DFG to retry
// compilation later.
//
// But, if you change some piece of state that the DFG might optimize for, but invalidate the
// watchpoint by doing:
//
// if (w.isBeingWatched())
// w.fireAll()
//
// then the DFG would never know that you invalidated state between the two checks.
//
// There are two ways to work around this:
//
// - Call fireAll() without a isBeingWatched() check. Then, the DFG will know that the watchpoint has
// been invalidated when it does its second check.
//
// - Do not expose the watchpoint set to the DFG directly, and have your own way of validating whether
// the assumptions that the DFG thread used are still valid when the DFG code is installed.
bool isBeingWatched() const
{
if (isFat())
return fat()->isBeingWatched();
return false;
}
// We expose this because sometimes a client knows its about to start
// watching this InlineWatchpointSet, hence it'll become inflated regardless.
// Such clients may find it useful to have a WatchpointSet* pointer, for example,
// if they collect a Vector of WatchpointSet*.
WatchpointSet* inflate()
{
if (LIKELY(isFat()))
return fat();
return inflateSlow();
}
private:
static constexpr uintptr_t IsThinFlag = 1;
static constexpr uintptr_t StateMask = 6;
static constexpr uintptr_t StateShift = 1;
static bool isThin(uintptr_t data) { return data & IsThinFlag; }
static bool isFat(uintptr_t data) { return !isThin(data); }
static WatchpointState decodeState(uintptr_t data)
{
ASSERT(isThin(data));
return static_cast<WatchpointState>((data & StateMask) >> StateShift);
}
static uintptr_t encodeState(WatchpointState state)
{
return (static_cast<uintptr_t>(state) << StateShift) | IsThinFlag;
}
bool isThin() const { return isThin(m_data); }
bool isFat() const { return isFat(m_data); };
static WatchpointSet* fat(uintptr_t data)
{
return bitwise_cast<WatchpointSet*>(data);
}
WatchpointSet* fat()
{
ASSERT(isFat());
return fat(m_data);
}
const WatchpointSet* fat() const
{
ASSERT(isFat());
return fat(m_data);
}
JS_EXPORT_PRIVATE WatchpointSet* inflateSlow();
JS_EXPORT_PRIVATE void freeFat();
uintptr_t m_data;
};
class DeferredWatchpointFire : public FireDetail {
WTF_MAKE_NONCOPYABLE(DeferredWatchpointFire);
public:
JS_EXPORT_PRIVATE DeferredWatchpointFire(VM&);
JS_EXPORT_PRIVATE ~DeferredWatchpointFire();
JS_EXPORT_PRIVATE void takeWatchpointsToFire(WatchpointSet*);
JS_EXPORT_PRIVATE void fireAll();
void dump(PrintStream& out) const override = 0;
private:
VM& m_vm;
WatchpointSet m_watchpointsToFire;
};
} // namespace JSC
namespace WTF {
void printInternal(PrintStream& out, JSC::WatchpointState);
} // namespace WTF