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+/*
+ * Copyright (C) 2011 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.
+ */
+
+#ifndef DFGRegisterBank_h
+#define DFGRegisterBank_h
+
+#if ENABLE(DFG_JIT)
+
+#include <dfg/DFGJITCompiler.h>
+
+namespace JSC { namespace DFG {
+
+// === RegisterBank ===
+//
+// This class is used to implement the GPR and FPR register banks.
+// All registers have two pieces of state associated with them:
+// a lock count (used to indicate this register is already in use
+// in code generation of the current node, and cannot be spilled or
+// allocated as a temporary), and VirtualRegister 'name', recording
+// which value (if any) a machine register currently holds.
+// Either or both of these pieces of information may be valid for a
+// given register. A register may be:
+//
+// - unlocked, and unnamed: Available for allocation.
+// - locked, but unnamed: Already allocated as a temporary or
+// result for the current node.
+// - unlocked, but named: Contains the result of a prior operation,
+// not yet in use for this node,
+// - locked, but named: Contains the result of a prior operation,
+// already allocated as a operand to the
+// current operation.
+//
+// For every named register we also record a hint value indicating
+// the order in which registers should be selected to be spilled;
+// registers that can be more cheaply spilled and/or filled should
+// be selected first.
+//
+// Locking register is a strong retention mechanism; a locked register
+// will never be reallocated (this is used to ensure the operands to
+// the current node are in registers). Naming, conversely, in a weak
+// retention mechanism - allocating a register may force a named value
+// to be spilled.
+//
+// All named values must be given a hint that is greater than Min and
+// less than Max.
+template<typename RegID, size_t NUM_REGS, typename SpillHint, SpillHint SpillHintMin, SpillHint SpillHintMax>
+class RegisterBank {
+public:
+ RegisterBank()
+ : m_lastAllocated(NUM_REGS - 1)
+ {
+ }
+
+ // Allocate a register - this function finds an unlocked register,
+ // locks it, and returns it. If any named registers exist, one
+ // of these should be selected to be allocated. If all unlocked
+ // registers are named, then one of the named registers will need
+ // to be spilled. In this case the register selected to be spilled
+ // will be one of the registers that has the lowest 'spillOrder'
+ // cost associated with it.
+ //
+ // This method select the register to be allocated, and calls the
+ // private 'allocateInternal' method to update internal data
+ // structures accordingly.
+ RegID allocate(VirtualRegister &spillMe)
+ {
+ uint32_t currentLowest = NUM_REGS;
+ SpillHint currentSpillOrder = SpillHintMax;
+
+ // Scan through all register, starting at the last allocated & looping around.
+ ASSERT(m_lastAllocated < NUM_REGS);
+
+ // This loop is broken into two halves, looping from the last allocated
+ // register (the register returned last time this method was called) to
+ // the maximum register value, then from 0 to the last allocated.
+ // This implements a simple round-robin like approach to try to reduce
+ // thrash, and minimize time spent scanning locked registers in allocation.
+ // If a unlocked and unnamed register is found return it immediately.
+ // Otherwise, find the first unlocked register with the lowest spillOrder.
+ for (uint32_t i = m_lastAllocated + 1; i < NUM_REGS; ++i) {
+ // (1) If the current register is locked, it is not a candidate.
+ if (m_data[i].lockCount)
+ continue;
+ // (2) If the current register's spill order is 0, pick this! – unassigned registers have spill order 0.
+ SpillHint spillOrder = m_data[i].spillOrder;
+ if (!spillOrder)
+ return allocateInternal(i, spillMe);
+ // If this register is better (has a lower spill order value) than any prior
+ // candidate, then record it.
+ if (spillOrder < currentSpillOrder) {
+ currentSpillOrder = spillOrder;
+ currentLowest = i;
+ }
+ }
+ // Loop over the remaining entries.
+ for (uint32_t i = 0; i <= m_lastAllocated; ++i) {
+ if (m_data[i].lockCount)
+ continue;
+ SpillHint spillOrder = m_data[i].spillOrder;
+ if (!spillOrder)
+ return allocateInternal(i, spillMe);
+ if (spillOrder < currentSpillOrder) {
+ currentSpillOrder = spillOrder;
+ currentLowest = i;
+ }
+ }
+
+ // Deadlock check - this could only occur is all registers are locked!
+ ASSERT(currentLowest != NUM_REGS && currentSpillOrder != SpillHintMax);
+ // There were no available registers; currentLowest will need to be spilled.
+ return allocateInternal(currentLowest, spillMe);
+ }
+
+ // retain/release - these methods are used to associate/disassociate names
+ // with values in registers. retain should only be called on locked registers.
+ void retain(RegID reg, VirtualRegister name, SpillHint spillOrder)
+ {
+ // 'reg' must be a valid, locked register.
+ ASSERT(reg < NUM_REGS);
+ ASSERT(m_data[reg].lockCount);
+ // 'reg' should not currently be named, the new name must be valid.
+ ASSERT(m_data[reg].name == InvalidVirtualRegister);
+ ASSERT(name != InvalidVirtualRegister);
+ // 'reg' should not currently have a spillOrder, the new spill order must be valid.
+ ASSERT(spillOrder && spillOrder < SpillHintMax);
+ ASSERT(m_data[reg].spillOrder == SpillHintMin);
+
+ m_data[reg].name = name;
+ m_data[reg].spillOrder = spillOrder;
+ }
+ void release(RegID reg)
+ {
+ // 'reg' must be a valid register.
+ ASSERT(reg < NUM_REGS);
+ // 'reg' should currently be named.
+ ASSERT(m_data[reg].name != InvalidVirtualRegister);
+ // 'reg' should currently have a valid spill order.
+ ASSERT(m_data[reg].spillOrder > SpillHintMin && m_data[reg].spillOrder < SpillHintMax);
+
+ m_data[reg].name = InvalidVirtualRegister;
+ m_data[reg].spillOrder = SpillHintMin;
+ }
+
+ // lock/unlock register, ensures that they are not spilled.
+ void lock(RegID reg)
+ {
+ ASSERT(reg < NUM_REGS);
+ ++m_data[reg].lockCount;
+ ASSERT(m_data[reg].lockCount);
+ }
+ void unlock(RegID reg)
+ {
+ ASSERT(reg < NUM_REGS);
+ ASSERT(m_data[reg].lockCount);
+ --m_data[reg].lockCount;
+ }
+ bool isLocked(RegID reg)
+ {
+ ASSERT(reg < NUM_REGS);
+ return m_data[reg].lockCount;
+ }
+
+ // Get the name (VirtualRegister) associated with the
+ // given register (or InvalidVirtualRegister for none).
+ VirtualRegister name(RegID reg)
+ {
+ ASSERT(reg < NUM_REGS);
+ return m_data[reg].name;
+ }
+
+#ifndef NDEBUG
+ void dump()
+ {
+ // For each register, print the VirtualRegister 'name'.
+ for (uint32_t i =0; i < NUM_REGS; ++i) {
+ if (m_data[i].name != InvalidVirtualRegister)
+ fprintf(stderr, "[%02d]", m_data[i].name);
+ else
+ fprintf(stderr, "[--]");
+ }
+ fprintf(stderr, "\n");
+ }
+#endif
+
+private:
+ // Used by 'allocate', above, to update inforamtion in the map.
+ RegID allocateInternal(uint32_t i, VirtualRegister &spillMe)
+ {
+ // 'i' must be a valid, unlocked register.
+ ASSERT(i < NUM_REGS && !m_data[i].lockCount);
+
+ // Return the VirtualRegister of the named value currently stored in
+ // the register being returned - or InvalidVirtualRegister if none.
+ spillMe = m_data[i].name;
+
+ // Clear any name/spillOrder currently associated with the register,
+ m_data[i] = MapEntry();
+ m_data[i].lockCount = 1;
+ // Mark the register as locked (with a lock count of 1).
+ m_lastAllocated = i;
+ return (RegID)i;
+ }
+
+ // === MapEntry ===
+ //
+ // This structure provides information for an individual machine register
+ // being managed by the RegisterBank. For each register we track a lock
+ // count, name and spillOrder hint.
+ struct MapEntry {
+ MapEntry()
+ : name(InvalidVirtualRegister)
+ , spillOrder(SpillHintMin)
+ , lockCount(0)
+ {
+ }
+
+ VirtualRegister name;
+ SpillHint spillOrder;
+ uint32_t lockCount;
+ };
+
+ // Holds the current status of all registers.
+ MapEntry m_data[NUM_REGS];
+ // Used to to implement a simple round-robin like allocation scheme.
+ uint32_t m_lastAllocated;
+};
+
+} } // namespace JSC::DFG
+
+#endif
+#endif