mirror of
https://github.com/darlinghq/darling-JavaScriptCore.git
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136 lines
5.3 KiB
C++
136 lines
5.3 KiB
C++
/*
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* Copyright (C) 2016-2017 Apple Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#if ENABLE(B3_JIT)
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#include "AirArg.h"
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#include "AirInst.h"
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#include <wtf/Vector.h>
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namespace JSC { namespace B3 {
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class Value;
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namespace Air {
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class Code;
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inline Opcode moveFor(Bank bank, Width width)
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{
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switch (width) {
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case Width32:
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return bank == GP ? Move32 : MoveFloat;
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case Width64:
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return bank == GP ? Move : MoveDouble;
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default:
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RELEASE_ASSERT_NOT_REACHED();
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return Oops;
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}
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}
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class ShufflePair {
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public:
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ShufflePair()
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{
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}
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ShufflePair(const Arg& src, const Arg& dst, Width width)
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: m_src(src)
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, m_dst(dst)
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, m_width(width)
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{
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}
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const Arg& src() const { return m_src; }
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const Arg& dst() const { return m_dst; }
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// The width determines the kind of move we do. You can only choose Width32 or Width64 right now.
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// For GP, it picks between Move32 and Move. For FP, it picks between MoveFloat and MoveDouble.
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Width width() const { return m_width; }
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Bank bank() const;
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// Creates an instruction sequence for the move represented by this shuffle pair.
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// You need to pass Code because we may need to create a tmp.
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Vector<Inst, 2> insts(Code&, Value* origin) const;
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void dump(PrintStream&) const;
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private:
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Arg m_src;
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Arg m_dst;
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Width m_width { Width8 };
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};
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// Create a Shuffle instruction.
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Inst createShuffle(Value* origin, const Vector<ShufflePair>&);
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// Perform a shuffle of a given type. The scratch argument is mandatory. You should pass it as
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// follows: If you know that you have scratch registers or temporaries available - that is, they're
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// registers that are not mentioned in the shuffle, have the same type as the shuffle, and are not
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// live at the shuffle - then you can pass them. If you don't have scratch registers available or if
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// you don't feel like looking for them, you can pass memory locations. It's always safe to pass a
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// pair of memory locations, and replacing either memory location with a register can be viewed as an
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// optimization. It's a pretty important optimization. Some more notes:
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//
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// - We define scratch registers as things that are not live before the shuffle and are not one of
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// the destinations of the shuffle. Not being live before the shuffle also means that they cannot
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// be used for any of the sources of the shuffle.
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//
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// - A second scratch location is only needed when you have shuffle pairs where memory is used both
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// as source and destination.
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//
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// - You're guaranteed not to need any scratch locations if there is a Swap instruction available for
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// the type and you don't have any memory locations that are both the source and the destination of
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// some pairs. GP supports Swap on x86 while FP never supports Swap.
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//
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// - Passing memory locations as scratch if are running emitShuffle() before register allocation is
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// silly, since that will cause emitShuffle() to pick some specific registers when it does need
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// scratch. One easy way to avoid that predicament is to ensure that you call emitShuffle() after
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// register allocation. For this reason we could add a Shuffle instruction so that we can defer
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// shufflings until after regalloc.
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//
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// - Shuffles with memory=>memory pairs are not very well tuned. You should avoid them if you want
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// performance. If you need to do them, then making sure that you reserve a temporary is one way to
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// get acceptable performance.
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//
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// NOTE: Use this method (and its friend below) to emit shuffles after register allocation. Before
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// register allocation it is much better to simply use the Shuffle instruction.
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Vector<Inst> emitShuffle(
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Code& code, Vector<ShufflePair>, std::array<Arg, 2> scratch, Bank, Value* origin);
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// Perform a shuffle that involves any number of types. Pass scratch registers or memory locations
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// for each type according to the rules above.
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Vector<Inst> emitShuffle(
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Code& code, const Vector<ShufflePair>&,
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const std::array<Arg, 2>& gpScratch, const std::array<Arg, 2>& fpScratch,
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Value* origin);
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} } } // namespace JSC::B3::Air
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#endif // ENABLE(B3_JIT)
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