__ str(r1, MemOperand(ip, 0));
// The actual argument count has already been loaded into register
- // r0, but JumpToBuiltin expects r0 to contain the number of
+ // r0, but JumpToRuntime expects r0 to contain the number of
// arguments including the receiver.
__ add(r0, r0, Operand(1));
- __ JumpToBuiltin(ExternalReference(id));
+ __ JumpToRuntime(ExternalReference(id));
}
// should remove this need and make the runtime routine entry code
// smarter.
mov(r0, Operand(num_arguments));
- JumpToBuiltin(ext);
+ JumpToRuntime(ext);
}
-void MacroAssembler::JumpToBuiltin(const ExternalReference& builtin) {
+void MacroAssembler::JumpToRuntime(const ExternalReference& builtin) {
#if defined(__thumb__)
// Thumb mode builtin.
ASSERT((reinterpret_cast<intptr_t>(builtin.address()) & 1) == 1);
void CallRuntime(Runtime::FunctionId fid, int num_arguments);
// Tail call of a runtime routine (jump).
- // Like JumpToBuiltin, but also takes care of passing the number
+ // Like JumpToRuntime, but also takes care of passing the number
// of parameters.
void TailCallRuntime(const ExternalReference& ext,
int num_arguments,
int result_size);
- // Jump to the builtin routine.
- void JumpToBuiltin(const ExternalReference& builtin);
+ // Jump to a runtime routine.
+ void JumpToRuntime(const ExternalReference& builtin);
// Invoke specified builtin JavaScript function. Adds an entry to
// the unresolved list if the name does not resolve.
Label* done,
InvokeFlag flag);
- // Get the code for the given builtin. Returns if able to resolve
- // the function in the 'resolved' flag.
+ // Prepares for a call or jump to a builtin by doing two things:
+ // 1. Emits code that fetches the builtin's function object from the context
+ // at runtime, and puts it in the register rdi.
+ // 2. Fetches the builtin's code object, and returns it in a handle, at
+ // compile time, so that later code can emit instructions to jump or call
+ // the builtin directly. If the code object has not yet been created, it
+ // returns the builtin code object for IllegalFunction, and sets the
+ // output parameter "resolved" to false. Code that uses the return value
+ // should then add the address and the builtin name to the list of fixups
+ // called unresolved_, which is fixed up by the bootstrapper.
Handle<Code> ResolveBuiltin(Builtins::JavaScript id, bool* resolved);
// Activation support.
__ mov(Operand::StaticVariable(passed), edi);
// The actual argument count has already been loaded into register
- // eax, but JumpToBuiltin expects eax to contain the number of
+ // eax, but JumpToRuntime expects eax to contain the number of
// arguments including the receiver.
__ inc(eax);
- __ JumpToBuiltin(ExternalReference(id));
+ __ JumpToRuntime(ExternalReference(id));
}
// should remove this need and make the runtime routine entry code
// smarter.
Set(eax, Immediate(num_arguments));
- JumpToBuiltin(ext);
+ JumpToRuntime(ext);
}
-void MacroAssembler::JumpToBuiltin(const ExternalReference& ext) {
+void MacroAssembler::JumpToRuntime(const ExternalReference& ext) {
// Set the entry point and jump to the C entry runtime stub.
mov(ebx, Immediate(ext));
CEntryStub ces(1);
void CallRuntime(Runtime::FunctionId id, int num_arguments);
// Tail call of a runtime routine (jump).
- // Like JumpToBuiltin, but also takes care of passing the number
+ // Like JumpToRuntime, but also takes care of passing the number
// of arguments.
void TailCallRuntime(const ExternalReference& ext,
int num_arguments,
int result_size);
- // Jump to the builtin routine.
- void JumpToBuiltin(const ExternalReference& ext);
+ // Jump to a runtime routine.
+ void JumpToRuntime(const ExternalReference& ext);
// ---------------------------------------------------------------------------
Label* done,
InvokeFlag flag);
- // Get the code for the given builtin. Returns if able to resolve
- // the function in the 'resolved' flag.
+ // Prepares for a call or jump to a builtin by doing two things:
+ // 1. Emits code that fetches the builtin's function object from the context
+ // at runtime, and puts it in the register rdi.
+ // 2. Fetches the builtin's code object, and returns it in a handle, at
+ // compile time, so that later code can emit instructions to jump or call
+ // the builtin directly. If the code object has not yet been created, it
+ // returns the builtin code object for IllegalFunction, and sets the
+ // output parameter "resolved" to false. Code that uses the return value
+ // should then add the address and the builtin name to the list of fixups
+ // called unresolved_, which is fixed up by the bootstrapper.
Handle<Code> ResolveBuiltin(Builtins::JavaScript id, bool* resolved);
// Activation support.
__ movq(Operand(kScratchRegister, 0), rdi);
// The actual argument count has already been loaded into register
- // rax, but JumpToBuiltin expects rax to contain the number of
+ // rax, but JumpToRuntime expects rax to contain the number of
// arguments including the receiver.
__ incq(rax);
- __ JumpToBuiltin(ExternalReference(id), 1);
+ __ JumpToRuntime(ExternalReference(id), 1);
}
// should remove this need and make the runtime routine entry code
// smarter.
movq(rax, Immediate(num_arguments));
- JumpToBuiltin(ext, result_size);
+ JumpToRuntime(ext, result_size);
}
-void MacroAssembler::JumpToBuiltin(const ExternalReference& ext,
+void MacroAssembler::JumpToRuntime(const ExternalReference& ext,
int result_size) {
// Set the entry point and jump to the C entry runtime stub.
movq(rbx, ext);
void CallRuntime(Runtime::FunctionId id, int num_arguments);
// Tail call of a runtime routine (jump).
- // Like JumpToBuiltin, but also takes care of passing the number
+ // Like JumpToRuntime, but also takes care of passing the number
// of arguments.
void TailCallRuntime(const ExternalReference& ext,
int num_arguments,
int result_size);
- // Jump to the builtin routine.
- void JumpToBuiltin(const ExternalReference& ext, int result_size);
+ // Jump to a runtime routine.
+ void JumpToRuntime(const ExternalReference& ext, int result_size);
// ---------------------------------------------------------------------------
Label* done,
InvokeFlag flag);
- // Get the code for the given builtin. Returns if able to resolve
- // the function in the 'resolved' flag.
+ // Prepares for a call or jump to a builtin by doing two things:
+ // 1. Emits code that fetches the builtin's function object from the context
+ // at runtime, and puts it in the register rdi.
+ // 2. Fetches the builtin's code object, and returns it in a handle, at
+ // compile time, so that later code can emit instructions to jump or call
+ // the builtin directly. If the code object has not yet been created, it
+ // returns the builtin code object for IllegalFunction, and sets the
+ // output parameter "resolved" to false. Code that uses the return value
+ // should then add the address and the builtin name to the list of fixups
+ // called unresolved_, which is fixed up by the bootstrapper.
Handle<Code> ResolveBuiltin(Builtins::JavaScript id, bool* resolved);
// Activation support.