Beispiel #1
0
var Reference_Eq(var self, var obj)
{
	ReferenceData *rd0 = cast(self, Reference);
	ReferenceData *rd1 = cast(obj, Reference);
	return bool_var(rd0->ref is rd1->ref);
}
Beispiel #2
0
static void Mold_String_Series(const REBVAL *value, REB_MOLD *mold)
{
	REBCNT len = VAL_LEN(value);
	REBSER *ser = VAL_SERIES(value);
	REBCNT idx = VAL_INDEX(value);
	REBYTE *bp;
	REBUNI *up;
	REBUNI *dp;
	REBOOL uni = !BYTE_SIZE(ser);
	REBCNT n;
	REBUNI c;

	REB_STRF sf;
	CLEARS(&sf);

	// Empty string:
	if (idx >= VAL_TAIL(value)) {
		Append_Unencoded(mold->series, "\"\"");  //Trap_DEAD_END(RE_PAST_END);
		return;
	}

	Sniff_String(ser, idx, &sf);
	if (!GET_MOPT(mold, MOPT_ANSI_ONLY)) sf.paren = 0;

	// Source can be 8 or 16 bits:
	if (uni) up = UNI_HEAD(ser);
	else bp = STR_HEAD(ser);

	// If it is a short quoted string, emit it as "string":
	if (len <= MAX_QUOTED_STR && sf.quote == 0 && sf.newline < 3) {

		dp = Prep_Uni_Series(mold, len + sf.newline + sf.escape + sf.paren + sf.chr1e + 2);

		*dp++ = '"';

		for (n = idx; n < VAL_TAIL(value); n++) {
			c = uni ? up[n] : cast(REBUNI, bp[n]);
			dp = Emit_Uni_Char(dp, c, (REBOOL)GET_MOPT(mold, MOPT_ANSI_ONLY)); // parened
		}

		*dp++ = '"';
		*dp = 0;
		return;
	}

	// It is a braced string, emit it as {string}:
	if (!sf.malign) sf.brace_in = sf.brace_out = 0;

	dp = Prep_Uni_Series(mold, len + sf.brace_in + sf.brace_out + sf.escape + sf.paren + sf.chr1e + 2);

	*dp++ = '{';

	for (n = idx; n < VAL_TAIL(value); n++) {

		c = uni ? up[n] : cast(REBUNI, bp[n]);
		switch (c) {
		case '{':
		case '}':
			if (sf.malign) {
				*dp++ = '^';
				*dp++ = c;
				break;
			}
		case '\n':
		case '"':
			*dp++ = c;
			break;
		default:
			dp = Emit_Uni_Char(dp, c, (REBOOL)GET_MOPT(mold, MOPT_ANSI_ONLY)); // parened
		}
	}

	*dp++ = '}';
	*dp = 0;
}
Beispiel #3
0
bool cast_possible(caValue* source, Type* type)
{
    CastResult result;
    cast(&result, source, type, true);
    return result.success;
}
Beispiel #4
0
var Tree_Delete(var self) {
  TreeData* td = cast(self, Tree);
  clear(self);
  delete(td->keys);
  return self;
}
Beispiel #5
0
    void BVH8Intersector1<robust,PrimitiveIntersector>::intersect(const BVH8* bvh, Ray& ray)
    {
      /* verify correct input */
      assert(ray.tnear >= 0.0f);
      assert(ray.tnear <= ray.tfar);

      /*! perform per ray precalculations required by the primitive intersector */
      Precalculations pre(ray,bvh);

      /*! stack state */
      StackItemT<NodeRef> stack[stackSize];  //!< stack of nodes 
      StackItemT<NodeRef>* stackPtr = stack+1;        //!< current stack pointer
      StackItemT<NodeRef>* stackEnd = stack+stackSize;
      stack[0].ptr = bvh->root;
      stack[0].dist = neg_inf;
      
      /*! load the ray into SIMD registers */
      const Vec3f8 norg(-ray.org.x,-ray.org.y,-ray.org.z);
      const Vec3fa ray_rdir = rcp_safe(ray.dir);
      const Vec3f8 rdir(ray_rdir.x,ray_rdir.y,ray_rdir.z);
      const Vec3fa ray_org_rdir = ray.org*ray_rdir;
      const Vec3f8 org_rdir(ray_org_rdir.x,ray_org_rdir.y,ray_org_rdir.z);
      const float8  ray_near(ray.tnear);
      float8 ray_far(ray.tfar);

      /*! offsets to select the side that becomes the lower or upper bound */
      const size_t nearX = ray_rdir.x >= 0.0f ? 0*sizeof(float8) : 1*sizeof(float8);
      const size_t nearY = ray_rdir.y >= 0.0f ? 2*sizeof(float8) : 3*sizeof(float8);
      const size_t nearZ = ray_rdir.z >= 0.0f ? 4*sizeof(float8) : 5*sizeof(float8);
      
      /* pop loop */
      while (true) pop:
      {
        /*! pop next node */
        if (unlikely(stackPtr == stack)) break;
        stackPtr--;
        NodeRef cur = NodeRef(stackPtr->ptr);
        
        /*! if popped node is too far, pop next one */
        if (unlikely(*(float*)&stackPtr->dist > ray.tfar))
          continue;
        
        /* downtraversal loop */
        while (true)
        {
          /*! stop if we found a leaf */
          if (unlikely(cur.isLeaf())) break;
          STAT3(normal.trav_nodes,1,1,1);
          
          /*! single ray intersection with 4 boxes */
          const Node* node = cur.node();
          const size_t farX  = nearX ^ sizeof(float8), farY  = nearY ^ sizeof(float8), farZ  = nearZ ^ sizeof(float8);
#if defined (__AVX2__)
          const float8 tNearX = msub(load8f((const char*)node+nearX), rdir.x, org_rdir.x);
          const float8 tNearY = msub(load8f((const char*)node+nearY), rdir.y, org_rdir.y);
          const float8 tNearZ = msub(load8f((const char*)node+nearZ), rdir.z, org_rdir.z);
          const float8 tFarX  = msub(load8f((const char*)node+farX ), rdir.x, org_rdir.x);
          const float8 tFarY  = msub(load8f((const char*)node+farY ), rdir.y, org_rdir.y);
          const float8 tFarZ  = msub(load8f((const char*)node+farZ ), rdir.z, org_rdir.z);
#else
          const float8 tNearX = (norg.x + load8f((const char*)node+nearX)) * rdir.x;
          const float8 tNearY = (norg.y + load8f((const char*)node+nearY)) * rdir.y;
          const float8 tNearZ = (norg.z + load8f((const char*)node+nearZ)) * rdir.z;
          const float8 tFarX  = (norg.x + load8f((const char*)node+farX )) * rdir.x;
          const float8 tFarY  = (norg.y + load8f((const char*)node+farY )) * rdir.y;
          const float8 tFarZ  = (norg.z + load8f((const char*)node+farZ )) * rdir.z;
#endif

        const float round_down = 1.0f-2.0f*float(ulp);
        const float round_up   = 1.0f+2.0f*float(ulp);

#if defined(__AVX2__)
          const float8 tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,ray_near));
          const float8 tFar  = mini(mini(tFarX ,tFarY ),mini(tFarZ ,ray_far ));
          const bool8 vmask = robust ?  (round_down*tNear > round_up*tFar) : cast(tNear) > cast(tFar);
          size_t mask = movemask(vmask)^0xff;
#else
          const float8 tNear = max(tNearX,tNearY,tNearZ,ray_near);
          const float8 tFar  = min(tFarX ,tFarY ,tFarZ ,ray_far);
          const bool8 vmask = robust ?  (round_down*tNear > round_up*tFar) : tNear <= tFar;
          size_t mask = movemask(vmask);
#endif
          
          /*! if no child is hit, pop next node */
          if (unlikely(mask == 0))
            goto pop;
          
          /*! one child is hit, continue with that child */
          size_t r = __bscf(mask);
          if (likely(mask == 0)) {
            cur = node->child(r); cur.prefetch();
            assert(cur != BVH8::emptyNode);
            continue;
          }
          
          /*! two children are hit, push far child, and continue with closer child */
          NodeRef c0 = node->child(r); c0.prefetch(); const unsigned int d0 = ((unsigned int*)&tNear)[r];
          r = __bscf(mask);
          NodeRef c1 = node->child(r); c1.prefetch(); const unsigned int d1 = ((unsigned int*)&tNear)[r];
          assert(c0 != BVH8::emptyNode);
          assert(c1 != BVH8::emptyNode);
          if (likely(mask == 0)) {
            assert(stackPtr < stackEnd); 
            if (d0 < d1) { stackPtr->ptr = c1; stackPtr->dist = d1; stackPtr++; cur = c0; continue; }
            else         { stackPtr->ptr = c0; stackPtr->dist = d0; stackPtr++; cur = c1; continue; }
          }
          
          /*! Here starts the slow path for 3 or 4 hit children. We push
           *  all nodes onto the stack to sort them there. */
          assert(stackPtr < stackEnd); 
          stackPtr->ptr = c0; stackPtr->dist = d0; stackPtr++;
          assert(stackPtr < stackEnd); 
          stackPtr->ptr = c1; stackPtr->dist = d1; stackPtr++;
          
          /*! three children are hit, push all onto stack and sort 3 stack items, continue with closest child */
          assert(stackPtr < stackEnd); 
          r = __bscf(mask);
          NodeRef c = node->child(r); c.prefetch(); unsigned int d = ((unsigned int*)&tNear)[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++;
          assert(c != BVH8::emptyNode);
          if (likely(mask == 0)) {
            sort(stackPtr[-1],stackPtr[-2],stackPtr[-3]);
            cur = (NodeRef) stackPtr[-1].ptr; stackPtr--;
            continue;
          }
          
	  /*! four children are hit, push all onto stack and sort 4 stack items, continue with closest child */
          r = __bscf(mask);
          c = node->child(r); c.prefetch(); d = *(unsigned int*)&tNear[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++;
	  if (likely(mask == 0)) {
	    sort(stackPtr[-1],stackPtr[-2],stackPtr[-3],stackPtr[-4]);
	    cur = (NodeRef) stackPtr[-1].ptr; stackPtr--;
	    continue;
	  }

	  /*! fallback case if more than 4 children are hit */
	  while (1)
	  {
	    r = __bscf(mask);
	    assert(stackPtr < stackEnd);
	    c = node->child(r); c.prefetch(); d = *(unsigned int*)&tNear[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++;
	    if (unlikely(mask == 0)) break;
	  }
	  
	  cur = (NodeRef) stackPtr[-1].ptr; stackPtr--;
	}
        
        /*! this is a leaf node */
	assert(cur != BVH8::emptyNode);
        STAT3(normal.trav_leaves,1,1,1);
        size_t num; Primitive* prim = (Primitive*) cur.leaf(num);
        size_t lazy_node = 0;
        PrimitiveIntersector::intersect(pre,ray,prim,num,bvh->scene,lazy_node);
        ray_far = ray.tfar;

        if (unlikely(lazy_node)) {
          stackPtr->ptr = lazy_node;
          stackPtr->dist = inf;
          stackPtr++;
        }
      }

      AVX_ZERO_UPPER();
    }
    __forceinline void BVH4Intersector8Hybrid<PrimitiveIntersector8>::intersect1(const BVH4* bvh, NodeRef root, size_t k, Ray8& ray, 
                                                                                 avx3f ray_org, avx3f ray_dir, avx3f ray_rdir, avxf ray_tnear, avxf ray_tfar)
    {
      /*! stack state */
      StackItem stack[stackSizeSingle];  //!< stack of nodes 
      StackItem* stackPtr = stack+1;        //!< current stack pointer
      StackItem* stackEnd = stack+stackSizeSingle;
      stack[0].ptr = root;
      stack[0].dist = neg_inf;
      
      /*! offsets to select the side that becomes the lower or upper bound */
      const size_t nearX = ray_dir.x[k] >= 0.0f ? 0*sizeof(ssef) : 1*sizeof(ssef);
      const size_t nearY = ray_dir.y[k] >= 0.0f ? 2*sizeof(ssef) : 3*sizeof(ssef);
      const size_t nearZ = ray_dir.z[k] >= 0.0f ? 4*sizeof(ssef) : 5*sizeof(ssef);
      
      /*! load the ray into SIMD registers */
      const sse3f org (ray_org .x[k],ray_org .y[k],ray_org .z[k]);
      const sse3f rdir(ray_rdir.x[k],ray_rdir.y[k],ray_rdir.z[k]);
      const sse3f org_rdir(org*rdir);
      ssef rayNear(ray_tnear[k]), rayFar(ray_tfar[k]);
      
      /* pop loop */
      while (true) pop:
      {
        /*! pop next node */
        if (unlikely(stackPtr == stack)) break;
        stackPtr--;
        NodeRef cur = NodeRef(stackPtr->ptr);
        
        /*! if popped node is too far, pop next one */
        if (unlikely(stackPtr->dist > ray.tfar[k]))
          continue;
        
        /* downtraversal loop */
        while (true)
        {
          /*! stop if we found a leaf */
          if (unlikely(cur.isLeaf())) break;
          STAT3(normal.trav_nodes,1,1,1);
          
          /*! single ray intersection with 4 boxes */
          const Node* node = cur.node();
          const size_t farX  = nearX ^ 16, farY  = nearY ^ 16, farZ  = nearZ ^ 16;
#if defined (__AVX2__)
          const ssef tNearX = msub(load4f((const char*)node+nearX), rdir.x, org_rdir.x);
          const ssef tNearY = msub(load4f((const char*)node+nearY), rdir.y, org_rdir.y);
          const ssef tNearZ = msub(load4f((const char*)node+nearZ), rdir.z, org_rdir.z);
          const ssef tFarX  = msub(load4f((const char*)node+farX ), rdir.x, org_rdir.x);
          const ssef tFarY  = msub(load4f((const char*)node+farY ), rdir.y, org_rdir.y);
          const ssef tFarZ  = msub(load4f((const char*)node+farZ ), rdir.z, org_rdir.z);
#else
          const ssef tNearX = (load4f((const char*)node+nearX) - org.x) * rdir.x;
          const ssef tNearY = (load4f((const char*)node+nearY) - org.y) * rdir.y;
          const ssef tNearZ = (load4f((const char*)node+nearZ) - org.z) * rdir.z;
          const ssef tFarX  = (load4f((const char*)node+farX ) - org.x) * rdir.x;
          const ssef tFarY  = (load4f((const char*)node+farY ) - org.y) * rdir.y;
          const ssef tFarZ  = (load4f((const char*)node+farZ ) - org.z) * rdir.z;
#endif

#if defined(__SSE4_1__)
          const ssef tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,rayNear));
          const ssef tFar  = mini(mini(tFarX ,tFarY ),mini(tFarZ ,rayFar ));
          const sseb vmask = cast(tNear) > cast(tFar);
          size_t mask = movemask(vmask)^0xf;
#else
          const ssef tNear = max(tNearX,tNearY,tNearZ,rayNear);
          const ssef tFar  = min(tFarX ,tFarY ,tFarZ ,rayFar);
          const sseb vmask = tNear <= tFar;
          size_t mask = movemask(vmask);
#endif
          
          /*! if no child is hit, pop next node */
          if (unlikely(mask == 0))
            goto pop;
          
          /*! one child is hit, continue with that child */
          size_t r = bitscan(mask); mask = __btc(mask,r);
          if (likely(mask == 0)) {
            cur = node->child(r);
            assert(cur != BVH4::emptyNode);
            continue;
          }
          
          /*! two children are hit, push far child, and continue with closer child */
          NodeRef c0 = node->child(r); const float d0 = tNear[r];
          r = bitscan(mask); mask = __btc(mask,r);
          NodeRef c1 = node->child(r); const float d1 = tNear[r];
          assert(c0 != BVH4::emptyNode);
          assert(c1 != BVH4::emptyNode);
          if (likely(mask == 0)) {
            assert(stackPtr < stackEnd); 
            if (d0 < d1) { stackPtr->ptr = c1; stackPtr->dist = d1; stackPtr++; cur = c0; continue; }
            else         { stackPtr->ptr = c0; stackPtr->dist = d0; stackPtr++; cur = c1; continue; }
          }
          
          /*! Here starts the slow path for 3 or 4 hit children. We push
           *  all nodes onto the stack to sort them there. */
          assert(stackPtr < stackEnd); 
          stackPtr->ptr = c0; stackPtr->dist = d0; stackPtr++;
          assert(stackPtr < stackEnd); 
          stackPtr->ptr = c1; stackPtr->dist = d1; stackPtr++;
          
          /*! three children are hit, push all onto stack and sort 3 stack items, continue with closest child */
          assert(stackPtr < stackEnd); 
          r = bitscan(mask); mask = __btc(mask,r);
          NodeRef c = node->child(r); float d = tNear[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++;
          assert(c0 != BVH4::emptyNode);
          if (likely(mask == 0)) {
            sort(stackPtr[-1],stackPtr[-2],stackPtr[-3]);
            cur = (NodeRef) stackPtr[-1].ptr; stackPtr--;
            continue;
          }
          
          /*! four children are hit, push all onto stack and sort 4 stack items, continue with closest child */
          assert(stackPtr < stackEnd); 
          r = bitscan(mask); mask = __btc(mask,r);
          c = node->child(r); d = tNear[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++;
          assert(c != BVH4::emptyNode);
          sort(stackPtr[-1],stackPtr[-2],stackPtr[-3],stackPtr[-4]);
          cur = (NodeRef) stackPtr[-1].ptr; stackPtr--;
        }
        
        /*! this is a leaf node */
        STAT3(normal.trav_leaves,1,1,1);
        size_t num; Primitive* prim = (Primitive*) cur.leaf(num);
        PrimitiveIntersector8::intersect(ray,k,prim,num,bvh->geometry);
        rayFar = ray.tfar[k];
      }
    }
bool WebNativeEventListener::operator==(const WebCore::EventListener& other)
{
    const WebNativeEventListener* ptrOther = cast(&other);
    return ptrOther && m_listener == ptrOther->m_listener;
}
static ShadowLayerParent*
ShadowContainer(const OpRaiseToTopChild& op)
{
  return cast(op.containerParent());
}
static ShadowLayerParent*
ShadowChild(const OpRaiseToTopChild& op)
{
  return cast(op.childLayerParent());
}
Beispiel #10
0
void Reference_Exit(var self)
{
	ReferenceData *rd = cast(self, Reference);
	delete(rd->ref);
}
static ShadowLayerParent*
ShadowAfter(const OpRepositionChild& op)
{
  return cast(op.afterParent());
}
Beispiel #12
0
void Reference_Set(var self, int i, var x)
{
	ReferenceData *rd = cast(self, Reference);
	rd->ref = x;
}
Beispiel #13
0
var Reference_At(var self, int i)
{
	ReferenceData *rd = cast(self, Reference);
	return rd->ref;
}
Beispiel #14
0
long Reference_Hash(var self)
{
	ReferenceData *rd = cast(self, Reference);
	return (long)(intptr_t) (rd->ref);
}
static ShadowLayerParent*
ShadowContainer(const OpRepositionChild& op)
{
  return cast(op.containerParent());
}
bool
ShadowLayersParent::RecvUpdate(const InfallibleTArray<Edit>& cset,
                               const TargetConfig& targetConfig,
                               const bool& isFirstPaint,
                               InfallibleTArray<EditReply>* reply)
{
#ifdef COMPOSITOR_PERFORMANCE_WARNING
  TimeStamp updateStart = TimeStamp::Now();
#endif

  MOZ_LAYERS_LOG(("[ParentSide] received txn with %d edits", cset.Length()));

  if (mDestroyed || layer_manager()->IsDestroyed()) {
    return true;
  }

  EditReplyVector replyv;

  layer_manager()->BeginTransactionWithTarget(NULL);

  for (EditArray::index_type i = 0; i < cset.Length(); ++i) {
    const Edit& edit = cset[i];

    switch (edit.type()) {
      // Create* ops
    case Edit::TOpCreateThebesLayer: {
      MOZ_LAYERS_LOG(("[ParentSide] CreateThebesLayer"));

      nsRefPtr<ShadowThebesLayer> layer =
        layer_manager()->CreateShadowThebesLayer();
      layer->SetAllocator(this);
      AsShadowLayer(edit.get_OpCreateThebesLayer())->Bind(layer);
      break;
    }
    case Edit::TOpCreateContainerLayer: {
      MOZ_LAYERS_LOG(("[ParentSide] CreateContainerLayer"));

      nsRefPtr<ContainerLayer> layer = layer_manager()->CreateShadowContainerLayer();
      AsShadowLayer(edit.get_OpCreateContainerLayer())->Bind(layer);
      break;
    }
    case Edit::TOpCreateImageLayer: {
      MOZ_LAYERS_LOG(("[ParentSide] CreateImageLayer"));

      nsRefPtr<ShadowImageLayer> layer =
        layer_manager()->CreateShadowImageLayer();
      AsShadowLayer(edit.get_OpCreateImageLayer())->Bind(layer);
      break;
    }
    case Edit::TOpCreateColorLayer: {
      MOZ_LAYERS_LOG(("[ParentSide] CreateColorLayer"));

      nsRefPtr<ShadowColorLayer> layer = layer_manager()->CreateShadowColorLayer();
      AsShadowLayer(edit.get_OpCreateColorLayer())->Bind(layer);
      break;
    }
    case Edit::TOpCreateCanvasLayer: {
      MOZ_LAYERS_LOG(("[ParentSide] CreateCanvasLayer"));

      nsRefPtr<ShadowCanvasLayer> layer = 
        layer_manager()->CreateShadowCanvasLayer();
      layer->SetAllocator(this);
      AsShadowLayer(edit.get_OpCreateCanvasLayer())->Bind(layer);
      break;
    }
    case Edit::TOpCreateRefLayer: {
      MOZ_LAYERS_LOG(("[ParentSide] CreateRefLayer"));

      nsRefPtr<ShadowRefLayer> layer =
        layer_manager()->CreateShadowRefLayer();
      layer->SetAllocator(this);
      AsShadowLayer(edit.get_OpCreateRefLayer())->Bind(layer);
      break;
    }

      // Attributes
    case Edit::TOpSetLayerAttributes: {
      MOZ_LAYERS_LOG(("[ParentSide] SetLayerAttributes"));

      const OpSetLayerAttributes& osla = edit.get_OpSetLayerAttributes();
      Layer* layer = AsShadowLayer(osla)->AsLayer();
      const LayerAttributes& attrs = osla.attrs();

      const CommonLayerAttributes& common = attrs.common();
      layer->SetVisibleRegion(common.visibleRegion());
      layer->SetContentFlags(common.contentFlags());
      layer->SetOpacity(common.opacity());
      layer->SetClipRect(common.useClipRect() ? &common.clipRect() : NULL);
      layer->SetBaseTransform(common.transform().value());
      layer->SetPostScale(common.postXScale(), common.postYScale());
      static bool fixedPositionLayersEnabled = getenv("MOZ_ENABLE_FIXED_POSITION_LAYERS") != 0;
      if (fixedPositionLayersEnabled) {
        layer->SetIsFixedPosition(common.isFixedPosition());
        layer->SetFixedPositionAnchor(common.fixedPositionAnchor());
      }
      if (PLayerParent* maskLayer = common.maskLayerParent()) {
        layer->SetMaskLayer(cast(maskLayer)->AsLayer());
      } else {
        layer->SetMaskLayer(NULL);
      }
      layer->SetAnimations(common.animations());

      typedef SpecificLayerAttributes Specific;
      const SpecificLayerAttributes& specific = attrs.specific();
      switch (specific.type()) {
      case Specific::Tnull_t:
        break;

      case Specific::TThebesLayerAttributes: {
        MOZ_LAYERS_LOG(("[ParentSide]   thebes layer"));

        ShadowThebesLayer* thebesLayer =
          static_cast<ShadowThebesLayer*>(layer);
        const ThebesLayerAttributes& attrs =
          specific.get_ThebesLayerAttributes();

        thebesLayer->SetValidRegion(attrs.validRegion());

        break;
      }
      case Specific::TContainerLayerAttributes: {
        MOZ_LAYERS_LOG(("[ParentSide]   container layer"));

        ContainerLayer* containerLayer =
          static_cast<ContainerLayer*>(layer);
        const ContainerLayerAttributes& attrs =
          specific.get_ContainerLayerAttributes();
        containerLayer->SetFrameMetrics(attrs.metrics());
        containerLayer->SetPreScale(attrs.preXScale(), attrs.preYScale());
        break;
      }
      case Specific::TColorLayerAttributes:
        MOZ_LAYERS_LOG(("[ParentSide]   color layer"));

        static_cast<ColorLayer*>(layer)->SetColor(
          specific.get_ColorLayerAttributes().color().value());
        break;

      case Specific::TCanvasLayerAttributes:
        MOZ_LAYERS_LOG(("[ParentSide]   canvas layer"));

        static_cast<CanvasLayer*>(layer)->SetFilter(
          specific.get_CanvasLayerAttributes().filter());
        break;

      case Specific::TRefLayerAttributes:
        MOZ_LAYERS_LOG(("[ParentSide]   ref layer"));

        static_cast<RefLayer*>(layer)->SetReferentId(
          specific.get_RefLayerAttributes().id());
        break;

      case Specific::TImageLayerAttributes: {
        MOZ_LAYERS_LOG(("[ParentSide]   image layer"));

        ImageLayer* imageLayer = static_cast<ImageLayer*>(layer);
        const ImageLayerAttributes& attrs = specific.get_ImageLayerAttributes();
        imageLayer->SetFilter(attrs.filter());
        imageLayer->SetForceSingleTile(attrs.forceSingleTile());
        break;
      }
      default:
        NS_RUNTIMEABORT("not reached");
      }
      break;
    }

      // Tree ops
    case Edit::TOpSetRoot: {
      MOZ_LAYERS_LOG(("[ParentSide] SetRoot"));

      mRoot = AsShadowLayer(edit.get_OpSetRoot())->AsContainer();
      break;
    }
    case Edit::TOpInsertAfter: {
      MOZ_LAYERS_LOG(("[ParentSide] InsertAfter"));

      const OpInsertAfter& oia = edit.get_OpInsertAfter();
      ShadowContainer(oia)->AsContainer()->InsertAfter(
        ShadowChild(oia)->AsLayer(), ShadowAfter(oia)->AsLayer());
      break;
    }
    case Edit::TOpAppendChild: {
      MOZ_LAYERS_LOG(("[ParentSide] AppendChild"));

      const OpAppendChild& oac = edit.get_OpAppendChild();
      ShadowContainer(oac)->AsContainer()->InsertAfter(
        ShadowChild(oac)->AsLayer(), NULL);
      break;
    }
    case Edit::TOpRemoveChild: {
      MOZ_LAYERS_LOG(("[ParentSide] RemoveChild"));

      const OpRemoveChild& orc = edit.get_OpRemoveChild();
      Layer* childLayer = ShadowChild(orc)->AsLayer();
      ShadowContainer(orc)->AsContainer()->RemoveChild(childLayer);
      break;
    }
    case Edit::TOpRepositionChild: {
      MOZ_LAYERS_LOG(("[ParentSide] RepositionChild"));

      const OpRepositionChild& orc = edit.get_OpRepositionChild();
      ShadowContainer(orc)->AsContainer()->RepositionChild(
        ShadowChild(orc)->AsLayer(), ShadowAfter(orc)->AsLayer());
      break;
    }
    case Edit::TOpRaiseToTopChild: {
      MOZ_LAYERS_LOG(("[ParentSide] RaiseToTopChild"));

      const OpRaiseToTopChild& rtc = edit.get_OpRaiseToTopChild();
      ShadowContainer(rtc)->AsContainer()->RepositionChild(
        ShadowChild(rtc)->AsLayer(), NULL);
      break;
    }

    case Edit::TOpPaintTiledLayerBuffer: {
      MOZ_LAYERS_LOG(("[ParentSide] Paint TiledLayerBuffer"));
      const OpPaintTiledLayerBuffer& op = edit.get_OpPaintTiledLayerBuffer();
      ShadowLayerParent* shadow = AsShadowLayer(op);

      ShadowThebesLayer* shadowLayer = static_cast<ShadowThebesLayer*>(shadow->AsLayer());
      TiledLayerComposer* tileComposer = shadowLayer->AsTiledLayerComposer();

      NS_ASSERTION(tileComposer, "shadowLayer is not a tile composer");

      BasicTiledLayerBuffer* p = (BasicTiledLayerBuffer*)op.tiledLayerBuffer();
      tileComposer->PaintedTiledLayerBuffer(p);
      break;
    }
    case Edit::TOpPaintThebesBuffer: {
      MOZ_LAYERS_LOG(("[ParentSide] Paint ThebesLayer"));

      const OpPaintThebesBuffer& op = edit.get_OpPaintThebesBuffer();
      ShadowLayerParent* shadow = AsShadowLayer(op);
      ShadowThebesLayer* thebes =
        static_cast<ShadowThebesLayer*>(shadow->AsLayer());
      const ThebesBuffer& newFront = op.newFrontBuffer();

      RenderTraceInvalidateStart(thebes, "FF00FF", op.updatedRegion().GetBounds());

      OptionalThebesBuffer newBack;
      nsIntRegion newValidRegion;
      OptionalThebesBuffer readonlyFront;
      nsIntRegion frontUpdatedRegion;
      thebes->Swap(newFront, op.updatedRegion(),
                   &newBack, &newValidRegion,
                   &readonlyFront, &frontUpdatedRegion);
      replyv.push_back(
        OpThebesBufferSwap(
          shadow, NULL,
          newBack, newValidRegion,
          readonlyFront, frontUpdatedRegion));

      RenderTraceInvalidateEnd(thebes, "FF00FF");
      break;
    }
    case Edit::TOpPaintCanvas: {
      MOZ_LAYERS_LOG(("[ParentSide] Paint CanvasLayer"));

      const OpPaintCanvas& op = edit.get_OpPaintCanvas();
      ShadowLayerParent* shadow = AsShadowLayer(op);
      ShadowCanvasLayer* canvas =
        static_cast<ShadowCanvasLayer*>(shadow->AsLayer());

      RenderTraceInvalidateStart(canvas, "FF00FF", canvas->GetVisibleRegion().GetBounds());

      canvas->SetAllocator(this);
      CanvasSurface newBack;
      canvas->Swap(op.newFrontBuffer(), op.needYFlip(), &newBack);
      canvas->Updated();
      replyv.push_back(OpBufferSwap(shadow, NULL,
                                    newBack));

      RenderTraceInvalidateEnd(canvas, "FF00FF");
      break;
    }
    case Edit::TOpPaintImage: {
      MOZ_LAYERS_LOG(("[ParentSide] Paint ImageLayer"));

      const OpPaintImage& op = edit.get_OpPaintImage();
      ShadowLayerParent* shadow = AsShadowLayer(op);
      ShadowImageLayer* image =
        static_cast<ShadowImageLayer*>(shadow->AsLayer());

      RenderTraceInvalidateStart(image, "FF00FF", image->GetVisibleRegion().GetBounds());

      image->SetAllocator(this);
      SharedImage newBack;
      image->Swap(op.newFrontBuffer(), &newBack);
      replyv.push_back(OpImageSwap(shadow, NULL,
                                   newBack));

      RenderTraceInvalidateEnd(image, "FF00FF");
      break;
    }

    default:
      NS_RUNTIMEABORT("not reached");
    }
  }

  layer_manager()->EndTransaction(NULL, NULL, LayerManager::END_NO_IMMEDIATE_REDRAW);

  reply->SetCapacity(replyv.size());
  if (replyv.size() > 0) {
    reply->AppendElements(&replyv.front(), replyv.size());
  }

  // Ensure that any pending operations involving back and front
  // buffers have completed, so that neither process stomps on the
  // other's buffer contents.
  ShadowLayerManager::PlatformSyncBeforeReplyUpdate();

  mShadowLayersManager->ShadowLayersUpdated(this, targetConfig, isFirstPaint);

#ifdef COMPOSITOR_PERFORMANCE_WARNING
  int compositeTime = (int)(mozilla::TimeStamp::Now() - updateStart).ToMilliseconds();
  if (compositeTime > 15) {
    printf_stderr("Compositor: Layers update took %i ms (blocking gecko).\n", compositeTime);
  }
#endif

  return true;
}
static ShadowLayerParent*
ShadowChild(const OpRepositionChild& op)
{
  return cast(op.childLayerParent());
}
static ShadowLayerParent*
AsShadowLayer(const OpCreateT& op)
{
  return cast(op.layerParent());
}
    __forceinline bool BVH4Intersector8Hybrid<PrimitiveIntersector8>::occluded1(const BVH4* bvh, NodeRef root, size_t k, Ray8& ray, 
                                                                                avx3f ray_org, avx3f ray_dir, avx3f ray_rdir, avxf ray_tnear, avxf ray_tfar)
    {
      /*! stack state */
      NodeRef stack[stackSizeSingle];  //!< stack of nodes that still need to get traversed
      NodeRef* stackPtr = stack+1;        //!< current stack pointer
      NodeRef* stackEnd = stack+stackSizeSingle;
      stack[0]  = root;
      
      /*! offsets to select the side that becomes the lower or upper bound */
      const size_t nearX = ray_dir.x[k] >= 0.0f ? 0*sizeof(ssef) : 1*sizeof(ssef);
      const size_t nearY = ray_dir.y[k] >= 0.0f ? 2*sizeof(ssef) : 3*sizeof(ssef);
      const size_t nearZ = ray_dir.z[k] >= 0.0f ? 4*sizeof(ssef) : 5*sizeof(ssef);
      
      /*! load the ray into SIMD registers */
      const sse3f org (ray_org .x[k],ray_org .y[k],ray_org .z[k]);
      const sse3f rdir(ray_rdir.x[k],ray_rdir.y[k],ray_rdir.z[k]);
      const sse3f norg = -org, org_rdir(org*rdir);
      const ssef rayNear(ray_tnear[k]), rayFar(ray_tfar[k]); 
      
      /* pop loop */
      while (true) pop:
      {
        /*! pop next node */
        if (unlikely(stackPtr == stack)) break;
        stackPtr--;
        NodeRef cur = (NodeRef) *stackPtr;
        
        /* downtraversal loop */
        while (true)
        {
          /*! stop if we found a leaf */
          if (unlikely(cur.isLeaf())) break;
          STAT3(shadow.trav_nodes,1,1,1);
          
          /*! single ray intersection with 4 boxes */
          const Node* node = cur.node();
          const size_t farX  = nearX ^ 16, farY  = nearY ^ 16, farZ  = nearZ ^ 16;
#if defined (__AVX2__)
          const ssef tNearX = msub(load4f((const char*)node+nearX), rdir.x, org_rdir.x);
          const ssef tNearY = msub(load4f((const char*)node+nearY), rdir.y, org_rdir.y);
          const ssef tNearZ = msub(load4f((const char*)node+nearZ), rdir.z, org_rdir.z);
          const ssef tFarX  = msub(load4f((const char*)node+farX ), rdir.x, org_rdir.x);
          const ssef tFarY  = msub(load4f((const char*)node+farY ), rdir.y, org_rdir.y);
          const ssef tFarZ  = msub(load4f((const char*)node+farZ ), rdir.z, org_rdir.z);
#else
          const ssef tNearX = (norg.x + load4f((const char*)node+nearX)) * rdir.x;
          const ssef tNearY = (norg.y + load4f((const char*)node+nearY)) * rdir.y;
          const ssef tNearZ = (norg.z + load4f((const char*)node+nearZ)) * rdir.z;
          const ssef tFarX  = (norg.x + load4f((const char*)node+farX )) * rdir.x;
          const ssef tFarY  = (norg.y + load4f((const char*)node+farY )) * rdir.y;
          const ssef tFarZ  = (norg.z + load4f((const char*)node+farZ )) * rdir.z;
#endif
          
#if defined(__SSE4_1__)
          const ssef tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,rayNear));
          const ssef tFar  = mini(mini(tFarX ,tFarY ),mini(tFarZ ,rayFar ));
          const sseb vmask = cast(tNear) > cast(tFar);
          size_t mask = movemask(vmask)^0xf;
#else
          const ssef tNear = max(tNearX,tNearY,tNearZ,rayNear);
          const ssef tFar  = min(tFarX ,tFarY ,tFarZ ,rayFar);
          const sseb vmask = tNear <= tFar;
          size_t mask = movemask(vmask);
#endif
          
          /*! if no child is hit, pop next node */
          if (unlikely(mask == 0))
            goto pop;
          
          /*! one child is hit, continue with that child */
          size_t r = bitscan(mask); mask = __btc(mask,r);
          if (likely(mask == 0)) {
            cur = node->child(r);
            assert(cur != BVH4::emptyNode);
            continue;
          }
          
          /*! two children are hit, push far child, and continue with closer child */
          NodeRef c0 = node->child(r); const float d0 = tNear[r];
          r = bitscan(mask); mask = __btc(mask,r);
          NodeRef c1 = node->child(r); const float d1 = tNear[r];
          assert(c0 != BVH4::emptyNode);
          assert(c1 != BVH4::emptyNode);
          if (likely(mask == 0)) {
            assert(stackPtr < stackEnd);
            if (d0 < d1) { *stackPtr = c1; stackPtr++; cur = c0; continue; }
            else         { *stackPtr = c0; stackPtr++; cur = c1; continue; }
          }
          assert(stackPtr < stackEnd);
          *stackPtr = c0; stackPtr++;
          assert(stackPtr < stackEnd);
          *stackPtr = c1; stackPtr++;
          
          /*! three children are hit */
          r = bitscan(mask); mask = __btc(mask,r); cur = node->child(r); 
          assert(cur != BVH4::emptyNode);
          if (likely(mask == 0)) continue;
          assert(stackPtr < stackEnd);
          *stackPtr = cur; stackPtr++;
          
          /*! four children are hit */
          cur = node->child(3);
          assert(cur != BVH4::emptyNode);
        }
        
        /*! this is a leaf node */
        STAT3(shadow.trav_leaves,1,1,1);
        size_t num; Primitive* prim = (Primitive*) cur.leaf(num);
        if (PrimitiveIntersector8::occluded(ray,k,prim,num,bvh->geometry)) {
          ray.geomID[k] = 0;
          return true;
        }
      }
      return false;
    }
static ShadowLayerParent*
AsShadowLayer(const OpSetRoot& op)
{
  return cast(op.rootParent());
}
Beispiel #21
0
static int addk (FuncState *fs, TObject *k, TObject *v) {
  const TObject *idx = luaH_get(fs->h, k);
#if LUA_REFCOUNT
  lua_State *L = fs->L;  (void)L;
#endif LUA_REFCOUNT
  if (ttisnumber(idx)) {
    lua_assert(luaO_rawequalObj(&fs->f->k[cast(int, nvalue(idx))], v));
    return cast(int, nvalue(idx));
  }
  else {  /* constant not found; create a new entry */
    Proto *f = fs->f;
    luaM_growvector(fs->L, f->k, fs->nk, f->sizek, TObject,
                    MAXARG_Bx, "constant table overflow");
    setobj2n(&f->k[fs->nk], v);
    setnvalue(luaH_set(fs->L, fs->h, k), cast(lua_Number, fs->nk));
    return fs->nk++;
  }
}


int luaK_stringK (FuncState *fs, TString *s) {
#if LUA_REFCOUNT
  lua_State *L = fs->L;
  int ret;
  TObject o;
  setsvalue2n(&o, s);
  ret = addk(fs, &o, &o);
  setnilvalue(&o);
  return ret;
#else !LUA_REFCOUNT
static ShadowLayerParent*
ShadowChild(const OpInsertAfter& op)
{
  return cast(op.childLayerParent());
}
Beispiel #23
0
    void BVH8Intersector1<robust,PrimitiveIntersector>::occluded(const BVH8* bvh, Ray& ray)
    {
      /* verify correct input */
      assert(ray.tnear >= 0.0f);
      assert(ray.tnear <= ray.tfar);

      /*! perform per ray precalculations required by the primitive intersector */
      Precalculations pre(ray,bvh);

      /*! stack state */
      NodeRef stack[stackSize];  //!< stack of nodes that still need to get traversed
      NodeRef* stackPtr = stack+1;        //!< current stack pointer
      NodeRef* stackEnd = stack+stackSize;
      stack[0] = bvh->root;
            
      /*! load the ray into SIMD registers */
      const Vec3f8 norg(-ray.org.x,-ray.org.y,-ray.org.z);
      const Vec3fa ray_rdir = rcp_safe(ray.dir);
      const Vec3f8 rdir(ray_rdir.x,ray_rdir.y,ray_rdir.z);
      const Vec3fa ray_org_rdir = ray.org*ray_rdir;
      const Vec3f8 org_rdir(ray_org_rdir.x,ray_org_rdir.y,ray_org_rdir.z);
      const float8  ray_near(ray.tnear);
      float8 ray_far(ray.tfar);
      
      /*! offsets to select the side that becomes the lower or upper bound */
      const size_t nearX = ray_rdir.x >= 0 ? 0*sizeof(float8) : 1*sizeof(float8);
      const size_t nearY = ray_rdir.y >= 0 ? 2*sizeof(float8) : 3*sizeof(float8);
      const size_t nearZ = ray_rdir.z >= 0 ? 4*sizeof(float8) : 5*sizeof(float8);

      /* pop loop */
      while (true) pop:
      {
        /*! pop next node */
        if (unlikely(stackPtr == stack)) break;
        stackPtr--;
        NodeRef cur = (NodeRef) *stackPtr;
        
        /* downtraversal loop */
        while (true)
        {
          /*! stop if we found a leaf */
          if (unlikely(cur.isLeaf())) break;
          STAT3(shadow.trav_nodes,1,1,1);
          
          /*! single ray intersection with 4 boxes */
          const Node* node = cur.node();
          const size_t farX  = nearX ^ sizeof(float8), farY  = nearY ^ sizeof(float8), farZ  = nearZ ^ sizeof(float8);
#if defined (__AVX2__)
          const float8 tNearX = msub(load8f((const char*)node+nearX), rdir.x, org_rdir.x);
          const float8 tNearY = msub(load8f((const char*)node+nearY), rdir.y, org_rdir.y);
          const float8 tNearZ = msub(load8f((const char*)node+nearZ), rdir.z, org_rdir.z);
          const float8 tFarX  = msub(load8f((const char*)node+farX ), rdir.x, org_rdir.x);
          const float8 tFarY  = msub(load8f((const char*)node+farY ), rdir.y, org_rdir.y);
          const float8 tFarZ  = msub(load8f((const char*)node+farZ ), rdir.z, org_rdir.z);
#else
          const float8 tNearX = (norg.x + load8f((const char*)node+nearX)) * rdir.x;
          const float8 tNearY = (norg.y + load8f((const char*)node+nearY)) * rdir.y;
          const float8 tNearZ = (norg.z + load8f((const char*)node+nearZ)) * rdir.z;
          const float8 tFarX  = (norg.x + load8f((const char*)node+farX )) * rdir.x;
          const float8 tFarY  = (norg.y + load8f((const char*)node+farY )) * rdir.y;
          const float8 tFarZ  = (norg.z + load8f((const char*)node+farZ )) * rdir.z;
#endif
          
#if defined(__AVX2__)
          const float8 tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,ray_near));
          const float8 tFar  = mini(mini(tFarX ,tFarY ),mini(tFarZ ,ray_far ));
          const bool8 vmask = cast(tNear) > cast(tFar);
          size_t mask = movemask(vmask)^0xff;
#else
          const float8 tNear = max(tNearX,tNearY,tNearZ,ray_near);
          const float8 tFar  = min(tFarX ,tFarY ,tFarZ ,ray_far);
          const bool8 vmask = tNear <= tFar;
          size_t mask = movemask(vmask);
#endif
          
          /*! if no child is hit, pop next node */
          if (unlikely(mask == 0))
            goto pop;
          
          /*! one child is hit, continue with that child */
          size_t r = __bscf(mask);
          if (likely(mask == 0)) {
            cur = node->child(r); cur.prefetch(); 
            assert(cur != BVH8::emptyNode);
            continue;
          }
          
          /*! two children are hit, push far child, and continue with closer child */
          NodeRef c0 = node->child(r); c0.prefetch(); const unsigned int d0 = ((unsigned int*)&tNear)[r];
          r = __bscf(mask);
          NodeRef c1 = node->child(r); c1.prefetch(); const unsigned int d1 = ((unsigned int*)&tNear)[r];
          assert(c0 != BVH8::emptyNode);
          assert(c1 != BVH8::emptyNode);
          if (likely(mask == 0)) {
            assert(stackPtr < stackEnd);
            if (d0 < d1) { *stackPtr = c1; stackPtr++; cur = c0; continue; }
            else         { *stackPtr = c0; stackPtr++; cur = c1; continue; }
          }
          assert(stackPtr < stackEnd);
          *stackPtr = c0; stackPtr++;
          assert(stackPtr < stackEnd);
          *stackPtr = c1; stackPtr++;
          
	  /*! three children are hit */
          r = __bscf(mask);
          cur = node->child(r); cur.prefetch(); *stackPtr = cur; stackPtr++;
          if (likely(mask == 0)) {
            stackPtr--;
            continue;
          }

	  /*! process more than three children */
	  while(1)
	  {
	    r = __bscf(mask);
	    NodeRef c = node->child(r); c.prefetch(); *stackPtr = c; stackPtr++;
	    if (unlikely(mask == 0)) break;
	  }
	  cur = (NodeRef) stackPtr[-1]; stackPtr--;
        }
        
        /*! this is a leaf node */
	assert(cur != BVH8::emptyNode);
        STAT3(shadow.trav_leaves,1,1,1);
        size_t num; Primitive* prim = (Primitive*) cur.leaf(num);
        size_t lazy_node = 0;
        if (PrimitiveIntersector::occluded(pre,ray,prim,num,bvh->scene,lazy_node)) {
          ray.geomID = 0;
          break;
        }

        if (unlikely(lazy_node)) {
          *stackPtr = (NodeRef)lazy_node;
          stackPtr++;
        }
      }
      AVX_ZERO_UPPER();
    }
static ShadowLayerParent*
ShadowAfter(const OpInsertAfter& op)
{
  return cast(op.afterParent());
}
Beispiel #25
0
Tree call(Tree f, Type fty, Coordinate src) {
	int n = 0;
	Tree args = NULL, r = NULL, e;
	Type *proto, rty = unqual(freturn(fty));
	Symbol t3 = NULL;

	if (fty->u.f.oldstyle)
		proto = NULL;
	else
		proto = fty->u.f.proto;
	if (hascall(f))
		r = f;
	if (isstruct(rty))
		{
			t3 = temporary(AUTO, unqual(rty));
			if (rty->size == 0)
				error("illegal use of incomplete type `%t'\n", rty);
		}
	if (t != ')')
		for (;;) {
			Tree q = pointer(expr1(0));
			if (proto && *proto && *proto != voidtype)
				{
					Type aty;
					q = value(q);
					aty = assign(*proto, q);
					if (aty)
						q = cast(q, aty);
					else
						error("type error in argument %d to %s; found `%t' expected `%t'\n", n + 1, funcname(f),

							q->type, *proto);
					if ((isint(q->type) || isenum(q->type))
					&& q->type->size != inttype->size)
						q = cast(q, promote(q->type));
					++proto;
				}
			else
				{
					if (!fty->u.f.oldstyle && *proto == NULL)
						error("too many arguments to %s\n", funcname(f));
					q = value(q);
					if (isarray(q->type) || q->type->size == 0)
						error("type error in argument %d to %s; `%t' is illegal\n", n + 1, funcname(f), q->type);

					else
						q = cast(q, promote(q->type));
				}
			if (!IR->wants_argb && isstruct(q->type))
				if (iscallb(q))
					q = addrof(q);
				else {
					Symbol t1 = temporary(AUTO, unqual(q->type));
					q = asgn(t1, q);
					q = tree(RIGHT, ptr(t1->type),
						root(q), lvalue(idtree(t1)));
				}
			if (q->type->size == 0)
				q->type = inttype;
			if (hascall(q))
				r = r ? tree(RIGHT, voidtype, r, q) : q;
			args = tree(mkop(ARG, q->type), q->type, q, args);
			n++;
			if (Aflag >= 2 && n == 32)
				warning("more than 31 arguments in a call to %s\n",
					funcname(f));
			if (t != ',')
				break;
			t = gettok();
		}
	expect(')');
	if (proto && *proto && *proto != voidtype)
		error("insufficient number of arguments to %s\n",
			funcname(f));
	if (r)
		args = tree(RIGHT, voidtype, r, args);
	e = calltree(f, rty, args, t3);
	if (events.calls)
		apply(events.calls, &src, &e);
	return e;
}
static ShadowLayerParent*
ShadowContainer(const OpAppendChild& op)
{
  return cast(op.containerParent());
}
Beispiel #27
0
bool cast(caValue* value, Type* type)
{
    CastResult result;
    cast(&result, value, type, false);
    return result.success;
}
static ShadowLayerParent*
ShadowChild(const OpAppendChild& op)
{
  return cast(op.childLayerParent());
}
Beispiel #29
0
Datei: code.c Projekt: rheoli/pcc
/*
 * Do the "hard work" in assigning correct destination for arguments.
 * Also convert arguments < INT to inte (default argument promotions).
 * XXX - should be dome elsewhere.
 */
static NODE *
argput(NODE *p)
{
	NODE *q;
	TWORD ty;
	int typ, r, ssz;

	if (p->n_op == CM) {
		p->n_left = argput(p->n_left);
		p->n_right = argput(p->n_right);
		return p;
	}

	/* first arg may be struct return pointer */
	/* XXX - check if varargs; setup al */
	switch (typ = argtyp(p->n_type, p->n_df, p->n_ap)) {
	case INTEGER:
	case SSE:
		if (typ == SSE)
			r = XMM0 + nsse++;
		else
			r = argregsi[ngpr++];
		if (p->n_type < INT || p->n_type == BOOL)
			p = cast(p, INT, 0);
		p = movtoreg(p, r);
		break;

	case X87:
		r = nrsp;
		nrsp += SZLDOUBLE;
		p = movtomem(p, r, STKREG);
		break;

	case SSEMEM:
		r = nrsp;
		nrsp += SZDOUBLE;
		p = movtomem(p, r, STKREG);
		break;

	case INTMEM:
		r = nrsp;
		nrsp += SZLONG;
		p = movtomem(p, r, STKREG);
		break;

	case STRCPX:
	case STRREG: /* Struct in registers */
		/* Cast to long pointer and move to the registers */
		/* XXX can overrun struct size */
		/* XXX check carefully for SSE members */
		ssz = tsize(p->n_type, p->n_df, p->n_ap);

		if (typ == STRCPX) {
			ty = DOUBLE;
			r = XMM0 + nsse++;
		} else {
			ty = LONG;
			r = argregsi[ngpr++];
		}
		if (ssz <= SZLONG) {
			q = cast(p->n_left, INCREF(ty), 0);
			nfree(p);
			q = buildtree(UMUL, q, NIL);
			p = movtoreg(q, r);
		} else if (ssz <= SZLONG*2) {
			NODE *ql, *qr;

			if (!ISPTR(p->n_left->n_type))
				cerror("no struct arg pointer");
			p = nfree(p);
			p = makety(p, PTR|ty, 0, 0, 0);
			qr = ccopy(ql = tempnode(0, PTR|ty, 0, 0));
			p = buildtree(ASSIGN, ql, p);

			ql = movtoreg(buildtree(UMUL, ccopy(qr), NIL), r);
			p = buildtree(COMOP, p, ql);

			ql = buildtree(UMUL, buildtree(PLUS, qr, bcon(1)), NIL);
			r = (typ == STRCPX ? XMM0 + nsse++ : argregsi[ngpr++]);
			ql = movtoreg(ql, r);

			p = buildtree(CM, p, ql);
		} else
			cerror("STRREG");
		break;

	case STRMEM: {
		struct symtab s;
		NODE *l, *t;

		q = buildtree(UMUL, p->n_left, NIL);

		s.stype = p->n_type;
		s.squal = 0;
		s.sdf = p->n_df;
		s.sap = p->n_ap;
		s.soffset = nrsp;
		s.sclass = AUTO;

		nrsp += tsize(p->n_type, p->n_df, p->n_ap);

		l = block(REG, NIL, NIL, PTR+STRTY, 0, 0);
		l->n_lval = 0;
		regno(l) = STKREG;

		t = block(NAME, NIL, NIL, p->n_type, p->n_df, p->n_ap);
		t->n_sp = &s;
		t = stref(block(STREF, l, t, 0, 0, 0));

		t = (buildtree(ASSIGN, t, q));
		nfree(p);
		p = t->n_left;
		nfree(t);
		break;
		}

	default:
		cerror("argument %d", typ);
	}
	return p;
}
Beispiel #30
0
var Reference_Copy(var self)
{
	ReferenceData *rd = cast(self, Reference);
	return new(Reference, rd->ref);
}