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// Copyright 2013 the V8 project authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef V8_COMPILER_NODE_PROPERTIES_H_
#define V8_COMPILER_NODE_PROPERTIES_H_
#include "src/compiler/node.h"
#include "src/types.h"
namespace v8 {
namespace internal {
namespace compiler {
class Operator;
// A facade that simplifies access to the different kinds of inputs to a node.
class NodeProperties FINAL {
public:
// ---------------------------------------------------------------------------
// Input layout.
// Inputs are always arranged in order as follows:
// 0 [ values, context, frame state, effects, control ] node->InputCount()
static int FirstValueIndex(Node* node) { return 0; }
static int FirstContextIndex(Node* node) { return PastValueIndex(node); }
static int FirstFrameStateIndex(Node* node) { return PastContextIndex(node); }
static int FirstEffectIndex(Node* node) { return PastFrameStateIndex(node); }
static int FirstControlIndex(Node* node) { return PastEffectIndex(node); }
static int PastValueIndex(Node* node);
static int PastContextIndex(Node* node);
static int PastFrameStateIndex(Node* node);
static int PastEffectIndex(Node* node);
static int PastControlIndex(Node* node);
// ---------------------------------------------------------------------------
// Input accessors.
static Node* GetValueInput(Node* node, int index);
static Node* GetContextInput(Node* node);
static Node* GetFrameStateInput(Node* node);
static Node* GetEffectInput(Node* node, int index = 0);
static Node* GetControlInput(Node* node, int index = 0);
// ---------------------------------------------------------------------------
// Edge kinds.
static bool IsValueEdge(Edge edge);
static bool IsContextEdge(Edge edge);
static bool IsFrameStateEdge(Edge edge);
static bool IsEffectEdge(Edge edge);
static bool IsControlEdge(Edge edge);
// ---------------------------------------------------------------------------
// Miscellaneous predicates.
static bool IsCommon(Node* node) {
return IrOpcode::IsCommonOpcode(node->opcode());
}
static bool IsControl(Node* node) {
return IrOpcode::IsControlOpcode(node->opcode());
}
static bool IsConstant(Node* node) {
return IrOpcode::IsConstantOpcode(node->opcode());
}
static bool IsPhi(Node* node) {
return IrOpcode::IsPhiOpcode(node->opcode());
}
// ---------------------------------------------------------------------------
// Miscellaneous mutators.
static void ReplaceContextInput(Node* node, Node* context);
static void ReplaceControlInput(Node* node, Node* control);
static void ReplaceEffectInput(Node* node, Node* effect, int index = 0);
static void ReplaceFrameStateInput(Node* node, Node* frame_state);
static void RemoveNonValueInputs(Node* node);
// Replace value uses of {node} with {value} and effect uses of {node} with
// {effect}. If {effect == NULL}, then use the effect input to {node}.
static void ReplaceWithValue(Node* node, Node* value, Node* effect = nullptr);
// ---------------------------------------------------------------------------
// Miscellaneous utilities.
static Node* FindProjection(Node* node, size_t projection_index);
// Collect the branch-related projections from a node, such as IfTrue,
// IfFalse, IfValue and IfDefault.
// - Branch: [ IfTrue, IfFalse ]
// - Switch: [ IfValue, ..., IfDefault ]
static void CollectControlProjections(Node* node, Node** proj, size_t count);
// ---------------------------------------------------------------------------
// Type Bounds.
static bool IsTyped(Node* node) {
Bounds const bounds = node->bounds();
DCHECK(!bounds.lower == !bounds.upper);
return bounds.upper;
}
static Bounds GetBounds(Node* node) {
DCHECK(IsTyped(node));
return node->bounds();
}
static void SetBounds(Node* node, Bounds bounds) {
DCHECK_NOT_NULL(bounds.lower);
DCHECK_NOT_NULL(bounds.upper);
node->set_bounds(bounds);
}
static void RemoveBounds(Node* node) { node->set_bounds(Bounds()); }
static bool AllValueInputsAreTyped(Node* node);
private:
static inline bool IsInputRange(Edge edge, int first, int count);
};
} // namespace compiler
} // namespace internal
} // namespace v8
#endif // V8_COMPILER_NODE_PROPERTIES_H_
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