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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 B3Opcode_h #define B3Opcode_h #if ENABLE(B3_JIT) #include "B3Type.h" #include #include namespace JSC { namespace B3 { enum Opcode : int16_t { // A no-op that returns Void, useful for when you want to remove a value. Nop, // Polymorphic identity, usable with any value type. Identity, // Constants. Use the ConstValue* classes. Constants exist in the control flow, so that we can // reason about where we would construct them. Large constants are expensive to create. Const32, Const64, ConstDouble, ConstFloat, // B3 supports non-SSA variables. These are accessed using Get and Set opcodes. Use the // VariableValue class. It's a good idea to run fixSSA() to turn these into SSA. The // optimizer will do that eventually, but if your input tends to use these opcodes, you // should run fixSSA() directly before launching the optimizer. Set, Get, // Gets the base address of a StackSlot. SlotBase, // The magical argument register. This is viewed as executing at the top of the program // regardless of where in control flow you put it, and the compiler takes care to ensure that we // don't clobber the value by register allocation or calls (either by saving the argument to the // stack or preserving it in a callee-save register). Use the ArgumentRegValue class. The return // type is either pointer() (for GPRs) or Double (for FPRs). ArgumentReg, // The frame pointer. You can put this anywhere in control flow but it will always yield the // frame pointer, with a caveat: if our compiler changes the frame pointer temporarily for some // silly reason, the FramePointer intrinsic will return where the frame pointer *should* be not // where it happens to be right now. FramePointer, // Polymorphic math, usable with any value type. Add, Sub, Mul, Div, // All bets are off as to what will happen when you execute this for -2^31/-1 and x/0. Mod, // All bets are off as to what will happen when you execute this for -2^31%-1 and x%0. // Polymorphic negation. Note that we only need this for floating point, since integer negation // is exactly like Sub(0, x). But that's not true for floating point. Sub(0, 0) is 0, while // Neg(0) is -0. Also, we canonicalize Sub(0, x) into Neg(x) in case of integers. Neg, // Integer math. ChillDiv, // doesn't trap ever, behaves like JS (x/y)|0. ChillMod, // doesn't trap ever, behaves like JS (x%y)|0. BitAnd, BitOr, BitXor, Shl, SShr, // Arithmetic Shift. ZShr, // Logical Shift. Clz, // Count leading zeros. // Floating point math. Abs, Ceil, Floor, Sqrt, // Casts and such. // Bitwise Cast of Double->Int64 or Int64->Double BitwiseCast, // Takes and returns Int32: SExt8, SExt16, // Takes Int32 and returns Int64: SExt32, ZExt32, // Takes Int64 and returns Int32: Trunc, // Takes ints and returns floating point value. Note that we don't currently provide the opposite operation, // because double-to-int conversions have weirdly different semantics on different platforms. Use // a patchpoint if you need to do that. IToD, IToF, // Convert between double and float. FloatToDouble, DoubleToFloat, // Polymorphic comparisons, usable with any value type. Returns int32 0 or 1. Note that "Not" // is just Equal(x, 0), and "ToBoolean" is just NotEqual(x, 0). Equal, NotEqual, LessThan, GreaterThan, LessEqual, GreaterEqual, // Integer comparisons. Returns int32 0 or 1. Above, Below, AboveEqual, BelowEqual, // Unordered floating point compare: values are equal or either one is NaN. EqualOrUnordered, // SSA form of conditional move. The first child is evaluated for truthiness. If true, the second child // is returned. Otherwise, the third child is returned. Select, // Memory loads. Opcode indicates how we load and the loaded type. These use MemoryValue. // These return Int32: Load8Z, Load8S, Load16Z, Load16S, // This returns whatever the return type is: Load, // Memory stores. Opcode indicates how the value is stored. These use MemoryValue. // These take an Int32 value: Store8, Store16, // This is a polymorphic store for Int32, Int64, Float, and Double. Store, // This is a regular ordinary C function call, using the system C calling convention. Make sure // that the arguments are passed using the right types. The first argument is the callee. CCall, // This is a patchpoint. Use the PatchpointValue class. This is viewed as behaving like a call, // but only emits code via a code generation callback. That callback gets to emit code inline. // You can pass a stackmap along with constraints on how each stackmap argument must be passed. // It's legal to request that a stackmap argument is in some register and it's legal to request // that a stackmap argument is at some offset from the top of the argument passing area on the // stack. Patchpoint, // Checked math. Use the CheckValue class. Like a Patchpoint, this takes a code generation // callback. That callback gets to emit some code after the epilogue, and gets to link the jump // from the check, and the choice of registers. You also get to supply a stackmap. Note that you // are not allowed to jump back into the mainline code from your slow path, since the compiler // will assume that the execution of these instructions proves that overflow didn't happen. For // example, if you have two CheckAdd's: // // a = CheckAdd(x, y) // b = CheckAdd(x, y) // // Then it's valid to change this to: // // a = CheckAdd(x, y) // b = Identity(a) // // This is valid regardless of the callbacks used by the two CheckAdds. They may have different // callbacks. Yet, this transformation is valid even if they are different because we know that // after the first CheckAdd executes, the second CheckAdd could not have possibly taken slow // path. Therefore, the second CheckAdd's callback is irrelevant. // // Note that the first two children of these operations have ValueRep's as input constraints but do // not have output constraints. CheckAdd, CheckSub, CheckMul, // Check that side-exits. Use the CheckValue class. Like CheckAdd and friends, this has a // stackmap with a generation callback. This takes an int argument that this branches on, with // full branch fusion in the instruction selector. A true value jumps to the generator's slow // path. Note that the predicate child is has both an input ValueRep. The input constraint must be // WarmAny. It will not have an output constraint. Check, // SSA support, in the style of DFG SSA. Upsilon, // This uses the UpsilonValue class. Phi, // Jump. Uses the ControlValue class. Jump, // Polymorphic branch, usable with any integer type. Branches if not equal to zero. Uses the // ControlValue class, with the 0-index successor being the true successor. Branch, // Switch. Switches over either Int32 or Int64. Uses the SwitchValue class. Switch, // Return. Note that B3 procedures don't know their return type, so this can just return any // type. Uses the ControlValue class. Return, // This is a terminal that indicates that we will never get here. Uses the ControlValue class. Oops }; inline bool isCheckMath(Opcode opcode) { switch (opcode) { case CheckAdd: case CheckSub: case CheckMul: return true; default: return false; } } Optional invertedCompare(Opcode, Type); inline Opcode constPtrOpcode() { if (is64Bit()) return Const64; return Const32; } inline bool isConstant(Opcode opcode) { switch (opcode) { case Const32: case Const64: case ConstDouble: case ConstFloat: return true; default: return false; } } } } // namespace JSC::B3 namespace WTF { class PrintStream; void printInternal(PrintStream&, JSC::B3::Opcode); } // namespace WTF #endif // ENABLE(B3_JIT) #endif // B3Opcode_h