// Entry:
// Stack: receiver, arguments, return address.
- // ebp: caller's frame pointer
- // esp: stack pointer
- // edi: called JS function
- // esi: callee's context
+ // rbp: caller's frame pointer
+ // rsp: stack pointer
+ // rdi: called JS function
+ // rsi: callee's context
allocator_->Initialize();
frame_->Enter();
function_return_.set_direction(JumpTarget::BIDIRECTIONAL);
function_return_is_shadowed_ = false;
- // TODO(X64): Add code to handle arguments object and context object.
+ // Allocate the local context if needed.
+ if (scope_->num_heap_slots() > 0) {
+ Comment cmnt(masm_, "[ allocate local context");
+ // Allocate local context.
+ // Get outer context and create a new context based on it.
+ frame_->PushFunction();
+ Result context = frame_->CallRuntime(Runtime::kNewContext, 1);
+
+ // Update context local.
+ frame_->SaveContextRegister();
+
+ // Verify that the runtime call result and rsi agree.
+ if (FLAG_debug_code) {
+ __ cmpq(context.reg(), rsi);
+ __ Assert(equal, "Runtime::NewContext should end up in rsi");
+ }
+ }
+
+ // TODO(1241774): Improve this code:
+ // 1) only needed if we have a context
+ // 2) no need to recompute context ptr every single time
+ // 3) don't copy parameter operand code from SlotOperand!
+ {
+ Comment cmnt2(masm_, "[ copy context parameters into .context");
+
+ // Note that iteration order is relevant here! If we have the same
+ // parameter twice (e.g., function (x, y, x)), and that parameter
+ // needs to be copied into the context, it must be the last argument
+ // passed to the parameter that needs to be copied. This is a rare
+ // case so we don't check for it, instead we rely on the copying
+ // order: such a parameter is copied repeatedly into the same
+ // context location and thus the last value is what is seen inside
+ // the function.
+ for (int i = 0; i < scope_->num_parameters(); i++) {
+ Variable* par = scope_->parameter(i);
+ Slot* slot = par->slot();
+ if (slot != NULL && slot->type() == Slot::CONTEXT) {
+ // The use of SlotOperand below is safe in unspilled code
+ // because the slot is guaranteed to be a context slot.
+ //
+ // There are no parameters in the global scope.
+ ASSERT(!scope_->is_global_scope());
+ frame_->PushParameterAt(i);
+ Result value = frame_->Pop();
+ value.ToRegister();
+
+ // SlotOperand loads context.reg() with the context object
+ // stored to, used below in RecordWrite.
+ Result context = allocator_->Allocate();
+ ASSERT(context.is_valid());
+ __ movq(SlotOperand(slot, context.reg()), value.reg());
+ int offset = FixedArray::kHeaderSize + slot->index() * kPointerSize;
+ Result scratch = allocator_->Allocate();
+ ASSERT(scratch.is_valid());
+ frame_->Spill(context.reg());
+ frame_->Spill(value.reg());
+ __ RecordWrite(context.reg(), offset, value.reg(), scratch.reg());
+ }
+ }
+ }
+
+ // Store the arguments object. This must happen after context
+ // initialization because the arguments object may be stored in
+ // the context.
+ if (ArgumentsMode() != NO_ARGUMENTS_ALLOCATION) {
+ StoreArgumentsObject(true);
+ }
// Generate code to 'execute' declarations and initialize functions
// (source elements). In case of an illegal redeclaration we need to
}
+ArgumentsAllocationMode CodeGenerator::ArgumentsMode() const {
+ if (scope_->arguments() == NULL) return NO_ARGUMENTS_ALLOCATION;
+ ASSERT(scope_->arguments_shadow() != NULL);
+ // We don't want to do lazy arguments allocation for functions that
+ // have heap-allocated contexts, because it interfers with the
+ // uninitialized const tracking in the context objects.
+ return (scope_->num_heap_slots() > 0)
+ ? EAGER_ARGUMENTS_ALLOCATION
+ : LAZY_ARGUMENTS_ALLOCATION;
+}
+
+
+Result CodeGenerator::StoreArgumentsObject(bool initial) {
+ ArgumentsAllocationMode mode = ArgumentsMode();
+ ASSERT(mode != NO_ARGUMENTS_ALLOCATION);
+
+ Comment cmnt(masm_, "[ store arguments object");
+ if (mode == LAZY_ARGUMENTS_ALLOCATION && initial) {
+ // When using lazy arguments allocation, we store the hole value
+ // as a sentinel indicating that the arguments object hasn't been
+ // allocated yet.
+ frame_->Push(Factory::the_hole_value());
+ } else {
+ ArgumentsAccessStub stub(ArgumentsAccessStub::NEW_OBJECT);
+ frame_->PushFunction();
+ frame_->PushReceiverSlotAddress();
+ frame_->Push(Smi::FromInt(scope_->num_parameters()));
+ Result result = frame_->CallStub(&stub, 3);
+ frame_->Push(&result);
+ }
+
+ { Reference shadow_ref(this, scope_->arguments_shadow());
+ Reference arguments_ref(this, scope_->arguments());
+ ASSERT(shadow_ref.is_slot() && arguments_ref.is_slot());
+ // Here we rely on the convenient property that references to slot
+ // take up zero space in the frame (ie, it doesn't matter that the
+ // stored value is actually below the reference on the frame).
+ JumpTarget done;
+ bool skip_arguments = false;
+ if (mode == LAZY_ARGUMENTS_ALLOCATION && !initial) {
+ // We have to skip storing into the arguments slot if it has
+ // already been written to. This can happen if the a function
+ // has a local variable named 'arguments'.
+ LoadFromSlot(scope_->arguments()->var()->slot(), NOT_INSIDE_TYPEOF);
+ Result arguments = frame_->Pop();
+ if (arguments.is_constant()) {
+ // We have to skip updating the arguments object if it has
+ // been assigned a proper value.
+ skip_arguments = !arguments.handle()->IsTheHole();
+ } else {
+ __ Cmp(arguments.reg(), Factory::the_hole_value());
+ arguments.Unuse();
+ done.Branch(not_equal);
+ }
+ }
+ if (!skip_arguments) {
+ arguments_ref.SetValue(NOT_CONST_INIT);
+ if (mode == LAZY_ARGUMENTS_ALLOCATION) done.Bind();
+ }
+ shadow_ref.SetValue(NOT_CONST_INIT);
+ }
+ return frame_->Pop();
+}
+
+
// TODO(1241834): Get rid of this function in favor of just using Load, now
// that we have the INSIDE_TYPEOF typeof state. => Need to handle global
// variables w/o reference errors elsewhere.