Пример #1
0
jit::RematerializedFrame *
jit::JitActivation::getRematerializedFrame(JSContext *cx, const JitFrameIterator &iter, size_t inlineDepth)
{
    // Only allow rematerializing from the same thread.
    MOZ_ASSERT(cx->perThreadData == cx_->perThreadData);
    MOZ_ASSERT(iter.activation() == this);
    MOZ_ASSERT(iter.isIonScripted());

    if (!rematerializedFrames_) {
        rematerializedFrames_ = cx->new_<RematerializedFrameTable>(cx);
        if (!rematerializedFrames_ || !rematerializedFrames_->init()) {
            rematerializedFrames_ = nullptr;
            return nullptr;
        }
    }

    uint8_t *top = iter.fp();
    RematerializedFrameTable::AddPtr p = rematerializedFrames_->lookupForAdd(top);
    if (!p) {
        RematerializedFrameVector empty(cx);
        if (!rematerializedFrames_->add(p, top, Move(empty)))
            return nullptr;

        // The unit of rematerialization is an uninlined frame and its inlined
        // frames. Since inlined frames do not exist outside of snapshots, it
        // is impossible to synchronize their rematerialized copies to
        // preserve identity. Therefore, we always rematerialize an uninlined
        // frame and all its inlined frames at once.
        InlineFrameIterator inlineIter(cx, &iter);
        if (!RematerializedFrame::RematerializeInlineFrames(cx, top, inlineIter, p->value()))
            return nullptr;
    }

    return p->value()[inlineDepth];
}
Пример #2
0
jit::RematerializedFrame *
jit::JitActivation::getRematerializedFrame(ThreadSafeContext *cx, JitFrameIterator &iter,
                                           size_t inlineDepth)
{
    // Only allow rematerializing from the same thread.
    MOZ_ASSERT(cx->perThreadData == cx_->perThreadData);
    MOZ_ASSERT(iter.activation() == this);
    MOZ_ASSERT(iter.isIonJS());

    if (!rematerializedFrames_) {
        rematerializedFrames_ = cx->new_<RematerializedFrameTable>(cx);
        if (!rematerializedFrames_ || !rematerializedFrames_->init()) {
            rematerializedFrames_ = nullptr;
            return nullptr;
        }
    }

    // The unit of rematerialization is an uninlined frame and its inlined
    // frames. Since inlined frames do not exist outside of snapshots, it is
    // impossible to synchronize their rematerialized copies to preserve
    // identity. Therefore, we always rematerialize an uninlined frame and all
    // its inlined frames at once.

    uint8_t *top = iter.fp();
    RematerializedFrameTable::AddPtr p = rematerializedFrames_->lookupForAdd(top);
    if (!p) {
        RematerializedFrameVector empty(cx);
        if (!rematerializedFrames_->add(p, top, Move(empty)))
            return nullptr;

        InlineFrameIterator inlineIter(cx, &iter);
        if (!p->value().resize(inlineIter.frameCount()))
            return nullptr;

        while (true) {
            size_t frameNo = inlineIter.frameNo();
            p->value()[frameNo] = RematerializedFrame::New(cx, top, inlineIter);
            if (!p->value()[frameNo])
                return nullptr;

            if (!inlineIter.more())
                break;
            ++inlineIter;
        }
    }

    return p->value()[inlineDepth];
}