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/*
* Copyright (C) 2011, 2012, 2013 Apple Inc. All rights reserved.
*
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* notice, this list of conditions and the following disclaimer in the
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*
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#ifndef DFGAbstractState_h
#define DFGAbstractState_h
#include <wtf/Platform.h>
#if ENABLE(DFG_JIT)
#include "DFGAbstractValue.h"
#include "DFGBranchDirection.h"
#include "DFGGraph.h"
#include "DFGNode.h"
#include <wtf/Vector.h>
namespace JSC {
class CodeBlock;
namespace DFG {
struct BasicBlock;
// This implements the notion of an abstract state for flow-sensitive intraprocedural
// control flow analysis (CFA), with a focus on the elimination of redundant type checks.
// It also implements most of the mechanisms of abstract interpretation that such an
// analysis would use. This class should be used in two idioms:
//
// 1) Performing the CFA. In this case, AbstractState should be run over all basic
// blocks repeatedly until convergence is reached. Convergence is defined by
// endBasicBlock(AbstractState::MergeToSuccessors) returning false for all blocks.
//
// 2) Rematerializing the results of a previously executed CFA. In this case,
// AbstractState should be run over whatever basic block you're interested in up
// to the point of the node at which you'd like to interrogate the known type
// of all other nodes. At this point it's safe to discard the AbstractState entirely,
// call reset(), or to run it to the end of the basic block and call
// endBasicBlock(AbstractState::DontMerge). The latter option is safest because
// it performs some useful integrity checks.
//
// After the CFA is run, the inter-block state is saved at the heads and tails of all
// basic blocks. This allows the intra-block state to be rematerialized by just
// executing the CFA for that block. If you need to know inter-block state only, then
// you only need to examine the BasicBlock::m_valuesAtHead or m_valuesAtTail fields.
//
// Running this analysis involves the following, modulo the inter-block state
// merging and convergence fixpoint:
//
// AbstractState state(codeBlock, graph);
// state.beginBasicBlock(basicBlock);
// bool endReached = true;
// for (unsigned i = 0; i < basicBlock->size(); ++i) {
// if (!state.execute(i))
// break;
// }
// bool result = state.endBasicBlock(<either Merge or DontMerge>);
class AbstractState {
public:
enum MergeMode {
// Don't merge the state in AbstractState with basic blocks.
DontMerge,
// Merge the state in AbstractState with the tail of the basic
// block being analyzed.
MergeToTail,
// Merge the state in AbstractState with the tail of the basic
// block, and with the heads of successor blocks.
MergeToSuccessors
};
AbstractState(Graph&);
~AbstractState();
AbstractValue& forNode(Node* node)
{
return node->value;
}
AbstractValue& forNode(Edge edge)
{
return forNode(edge.node());
}
Operands<AbstractValue>& variables()
{
return m_variables;
}
bool needsTypeCheck(Node* node, SpeculatedType typesPassedThrough)
{
return forNode(node).m_type & ~typesPassedThrough;
}
bool needsTypeCheck(Edge edge, SpeculatedType typesPassedThrough)
{
return needsTypeCheck(edge.node(), typesPassedThrough);
}
bool needsTypeCheck(Edge edge)
{
return needsTypeCheck(edge, typeFilterFor(edge.useKind()));
}
// Call this before beginning CFA to initialize the abstract values of
// arguments, and to indicate which blocks should be listed for CFA
// execution.
static void initialize(Graph&);
// Start abstractly executing the given basic block. Initializes the
// notion of abstract state to what we believe it to be at the head
// of the basic block, according to the basic block's data structures.
// This method also sets cfaShouldRevisit to false.
void beginBasicBlock(BasicBlock*);
// Finish abstractly executing a basic block. If MergeToTail or
// MergeToSuccessors is passed, then this merges everything we have
// learned about how the state changes during this block's execution into
// the block's data structures. There are three return modes, depending
// on the value of mergeMode:
//
// DontMerge:
// Always returns false.
//
// MergeToTail:
// Returns true if the state of the block at the tail was changed.
// This means that you must call mergeToSuccessors(), and if that
// returns true, then you must revisit (at least) the successor
// blocks. False will always be returned if the block is terminal
// (i.e. ends in Throw or Return, or has a ForceOSRExit inside it).
//
// MergeToSuccessors:
// Returns true if the state of the block at the tail was changed,
// and, if the state at the heads of successors was changed.
// A true return means that you must revisit (at least) the successor
// blocks. This also sets cfaShouldRevisit to true for basic blocks
// that must be visited next.
bool endBasicBlock(MergeMode);
// Reset the AbstractState. This throws away any results, and at this point
// you can safely call beginBasicBlock() on any basic block.
void reset();
// Abstractly executes the given node. The new abstract state is stored into an
// abstract stack stored in *this. Loads of local variables (that span
// basic blocks) interrogate the basic block's notion of the state at the head.
// Stores to local variables are handled in endBasicBlock(). This returns true
// if execution should continue past this node. Notably, it will return true
// for block terminals, so long as those terminals are not Return or variants
// of Throw.
//
// This is guaranteed to be equivalent to doing:
//
// if (state.startExecuting(index)) {
// state.executeEdges(index);
// result = state.executeEffects(index);
// } else
// result = true;
bool execute(unsigned indexInBlock);
// Indicate the start of execution of the node. It resets any state in the node,
// that is progressively built up by executeEdges() and executeEffects(). In
// particular, this resets canExit(), so if you want to "know" between calls of
// startExecuting() and executeEdges()/Effects() whether the last run of the
// analysis concluded that the node can exit, you should probably set that
// information aside prior to calling startExecuting().
bool startExecuting(Node*);
bool startExecuting(unsigned indexInBlock);
// Abstractly execute the edges of the given node. This runs filterEdgeByUse()
// on all edges of the node. You can skip this step, if you have already used
// filterEdgeByUse() (or some equivalent) on each edge.
void executeEdges(Node*);
void executeEdges(unsigned indexInBlock);
ALWAYS_INLINE void filterEdgeByUse(Node* node, Edge& edge)
{
ASSERT(mayHaveTypeCheck(edge.useKind()) || !needsTypeCheck(edge));
filterByType(node, edge, typeFilterFor(edge.useKind()));
}
// Abstractly execute the effects of the given node. This changes the abstract
// state assuming that edges have already been filtered.
bool executeEffects(unsigned indexInBlock);
bool executeEffects(unsigned indexInBlock, Node*);
// Did the last executed node clobber the world?
bool didClobber() const { return m_didClobber; }
// Is the execution state still valid? This will be false if execute() has
// returned false previously.
bool isValid() const { return m_isValid; }
// Merge the abstract state stored at the first block's tail into the second
// block's head. Returns true if the second block's state changed. If so,
// that block must be abstractly interpreted again. This also sets
// to->cfaShouldRevisit to true, if it returns true, or if to has not been
// visited yet.
bool merge(BasicBlock* from, BasicBlock* to);
// Merge the abstract state stored at the block's tail into all of its
// successors. Returns true if any of the successors' states changed. Note
// that this is automatically called in endBasicBlock() if MergeMode is
// MergeToSuccessors.
bool mergeToSuccessors(Graph&, BasicBlock*);
void dump(PrintStream& out);
private:
void clobberWorld(const CodeOrigin&, unsigned indexInBlock);
void clobberCapturedVars(const CodeOrigin&);
void clobberStructures(unsigned indexInBlock);
bool mergeStateAtTail(AbstractValue& destination, AbstractValue& inVariable, Node*);
static bool mergeVariableBetweenBlocks(AbstractValue& destination, AbstractValue& source, Node* destinationNode, Node* sourceNode);
enum BooleanResult {
UnknownBooleanResult,
DefinitelyFalse,
DefinitelyTrue
};
BooleanResult booleanResult(Node*, AbstractValue&);
bool trySetConstant(Node* node, JSValue value)
{
// Make sure we don't constant fold something that will produce values that contravene
// predictions. If that happens then we know that the code will OSR exit, forcing
// recompilation. But if we tried to constant fold then we'll have a very degenerate
// IR: namely we'll have a JSConstant that contravenes its own prediction. There's a
// lot of subtle code that assumes that
// speculationFromValue(jsConstant) == jsConstant.prediction(). "Hardening" that code
// is probably less sane than just pulling back on constant folding.
SpeculatedType oldType = node->prediction();
if (mergeSpeculations(speculationFromValue(value), oldType) != oldType)
return false;
forNode(node).set(m_graph, value);
return true;
}
ALWAYS_INLINE void filterByType(Node* node, Edge& edge, SpeculatedType type)
{
AbstractValue& value = forNode(edge);
if (value.m_type & ~type) {
node->setCanExit(true);
edge.setProofStatus(NeedsCheck);
} else
edge.setProofStatus(IsProved);
value.filter(type);
}
void verifyEdge(Node*, Edge);
void verifyEdges(Node*);
CodeBlock* m_codeBlock;
Graph& m_graph;
Operands<AbstractValue> m_variables;
BasicBlock* m_block;
bool m_haveStructures;
bool m_foundConstants;
bool m_isValid;
bool m_didClobber;
BranchDirection m_branchDirection; // This is only set for blocks that end in Branch and that execute to completion (i.e. m_isValid == true).
};
} } // namespace JSC::DFG
#endif // ENABLE(DFG_JIT)
#endif // DFGAbstractState_h