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/**
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/
#pragma once
#include <wtf/Atomics.h>
#include <wtf/FastMalloc.h>
#include <wtf/Noncopyable.h>
#include <wtf/PrintStream.h>
#include <wtf/SentinelLinkedList.h>
#include <wtf/ThreadSafeRefCounted.h>
namespace JSC {
class FireDetail {
void* operator new(size_t) = delete;
public:
FireDetail()
{
}
virtual ~FireDetail()
{
}
virtual void dump(PrintStream&) const = 0;
};
class StringFireDetail : public FireDetail {
public:
StringFireDetail(const char* string)
: m_string(string)
{
}
void dump(PrintStream& out) const override;
private:
const char* m_string;
};
class WatchpointSet;
class Watchpoint : public BasicRawSentinelNode<Watchpoint> {
WTF_MAKE_NONCOPYABLE(Watchpoint);
WTF_MAKE_FAST_ALLOCATED;
public:
Watchpoint()
{
}
virtual ~Watchpoint();
protected:
virtual void fireInternal(const FireDetail&) = 0;
private:
friend class WatchpointSet;
void fire(const FireDetail&);
};
enum WatchpointState {
ClearWatchpoint,
IsWatched,
IsInvalidated
};
class InlineWatchpointSet;
class VM;
class WatchpointSet : public ThreadSafeRefCounted<WatchpointSet> {
friend class LLIntOffsetsExtractor;
public:
JS_EXPORT_PRIVATE WatchpointSet(WatchpointState);
// FIXME: In many cases, it would be amazing if this *did* fire the watchpoints. I suspect that
// this might be hard to get right, but still, it might be awesome.
JS_EXPORT_PRIVATE ~WatchpointSet(); // Note that this will not fire any of the watchpoints; if you need to know when a WatchpointSet dies then you need a separate mechanism for this.
// Fast way of getting the state, which only works from the main thread.
WatchpointState stateOnJSThread() const
{
return static_cast<WatchpointState>(m_state);
}
// It is safe to call this from another thread. It may return an old
// state. Guarantees that if *first* read the state() of the thing being
// watched and it returned IsWatched and *second* you actually read its
// value then it's safe to assume that if the state being watched changes
// then also the watchpoint state() will change to IsInvalidated.
WatchpointState state() const
{
WTF::loadLoadFence();
WatchpointState result = static_cast<WatchpointState>(m_state);
WTF::loadLoadFence();
return result;
}
// It is safe to call this from another thread. It may return true
// even if the set actually had been invalidated, but that ought to happen
// only in the case of races, and should be rare. Guarantees that if you
// call this after observing something that must imply that the set is
// invalidated, then you will see this return false. This is ensured by
// issuing a load-load fence prior to querying the state.
bool isStillValid() const
{
return state() != IsInvalidated;
}
// Like isStillValid(), may be called from another thread.
bool hasBeenInvalidated() const { return !isStillValid(); }
// As a convenience, this will ignore 0. That's because code paths in the DFG
// that create speculation watchpoints may choose to bail out if speculation
// had already been terminated.
void add(Watchpoint*);
// Force the watchpoint set to behave as if it was being watched even if no
// watchpoints have been installed. This will result in invalidation if the
// watchpoint would have fired. That's a pretty good indication that you
// probably don't want to set watchpoints, since we typically don't want to
// set watchpoints that we believe will actually be fired.
void startWatching()
{
ASSERT(m_state != IsInvalidated);
if (m_state == IsWatched)
return;
WTF::storeStoreFence();
m_state = IsWatched;
WTF::storeStoreFence();
}
void fireAll(VM& vm, const FireDetail& detail)
{
if (LIKELY(m_state != IsWatched))
return;
fireAllSlow(vm, detail);
}
void fireAll(VM& vm, const char* reason)
{
if (LIKELY(m_state != IsWatched))
return;
fireAllSlow(vm, reason);
}
void touch(VM& vm, const FireDetail& detail)
{
if (state() == ClearWatchpoint)
startWatching();
else
fireAll(vm, detail);
}
void touch(VM& vm, const char* reason)
{
touch(vm, StringFireDetail(reason));
}
void invalidate(VM& vm, const FireDetail& detail)
{
if (state() == IsWatched)
fireAll(vm, detail);
m_state = IsInvalidated;
}
void invalidate(VM& vm, const char* reason)
{
invalidate(vm, StringFireDetail(reason));
}
bool isBeingWatched() const
{
return m_setIsNotEmpty;
}
int8_t* addressOfState() { return &m_state; }
static ptrdiff_t offsetOfState() { return OBJECT_OFFSETOF(WatchpointSet, m_state); }
int8_t* addressOfSetIsNotEmpty() { return &m_setIsNotEmpty; }
JS_EXPORT_PRIVATE void fireAllSlow(VM&, const FireDetail&); // Call only if you've checked isWatched.
JS_EXPORT_PRIVATE void fireAllSlow(VM&, const char* reason); // Ditto.
private:
void fireAllWatchpoints(VM&, const FireDetail&);
friend class InlineWatchpointSet;
int8_t m_state;
int8_t m_setIsNotEmpty;
SentinelLinkedList<Watchpoint, BasicRawSentinelNode<Watchpoint>> m_set;
};
// InlineWatchpointSet is a low-overhead, non-copyable watchpoint set in which
// it is not possible to quickly query whether it is being watched in a single
// branch. There is a fairly simple tradeoff between WatchpointSet and
// InlineWatchpointSet:
//
// Do you have to emit JIT code that rapidly tests whether the watchpoint set
// is being watched? If so, use WatchpointSet.
//
// Do you need multiple parties to have pointers to the same WatchpointSet?
// If so, use WatchpointSet.
//
// Do you have to allocate a lot of watchpoint sets? If so, use
// InlineWatchpointSet unless you answered "yes" to the previous questions.
//
// InlineWatchpointSet will use just one pointer-width word of memory unless
// you actually add watchpoints to it, in which case it internally inflates
// to a pointer to a WatchpointSet, and transfers its state to the
// WatchpointSet.
class InlineWatchpointSet {
WTF_MAKE_NONCOPYABLE(InlineWatchpointSet);
public:
InlineWatchpointSet(WatchpointState state)
: m_data(encodeState(state))
{
}
~InlineWatchpointSet()
{
if (isThin())
return;
freeFat();
}
// Fast way of getting the state, which only works from the main thread.
WatchpointState stateOnJSThread() const
{
uintptr_t data = m_data;
if (isFat(data))
return fat(data)->stateOnJSThread();
return decodeState(data);
}
// It is safe to call this from another thread. It may return a prior state,
// but that should be fine since you should only perform actions based on the
// state if you also add a watchpoint.
WatchpointState state() const
{
WTF::loadLoadFence();
uintptr_t data = m_data;
WTF::loadLoadFence();
if (isFat(data))
return fat(data)->state();
return decodeState(data);
}
// It is safe to call this from another thread. It may return false
// even if the set actually had been invalidated, but that ought to happen
// only in the case of races, and should be rare.
bool hasBeenInvalidated() const
{
return state() == IsInvalidated;
}
// Like hasBeenInvalidated(), may be called from another thread.
bool isStillValid() const
{
return !hasBeenInvalidated();
}
void add(Watchpoint*);
void startWatching()
{
if (isFat()) {
fat()->startWatching();
return;
}
ASSERT(decodeState(m_data) != IsInvalidated);
m_data = encodeState(IsWatched);
}
void fireAll(VM& vm, const FireDetail& detail)
{
if (isFat()) {
fat()->fireAll(vm, detail);
return;
}
if (decodeState(m_data) == ClearWatchpoint)
return;
m_data = encodeState(IsInvalidated);
WTF::storeStoreFence();
}
void invalidate(VM& vm, const FireDetail& detail)
{
if (isFat())
fat()->invalidate(vm, detail);
else
m_data = encodeState(IsInvalidated);
}
JS_EXPORT_PRIVATE void fireAll(VM&, const char* reason);
void touch(VM& vm, const FireDetail& detail)
{
if (isFat()) {
fat()->touch(vm, detail);
return;
}
uintptr_t data = m_data;
if (decodeState(data) == IsInvalidated)
return;
WTF::storeStoreFence();
if (decodeState(data) == ClearWatchpoint)
m_data = encodeState(IsWatched);
else
m_data = encodeState(IsInvalidated);
WTF::storeStoreFence();
}
void touch(VM& vm, const char* reason)
{
touch(vm, StringFireDetail(reason));
}
// Note that for any watchpoint that is visible from the DFG, it would be incorrect to write code like:
//
// if (w.isBeingWatched())
// w.fireAll()
//
// Concurrently to this, the DFG could do:
//
// if (w.isStillValid())
// perform optimizations;
// if (!w.isStillValid())
// retry compilation;
//
// Note that the DFG algorithm is widespread, and sound, because fireAll() and invalidate() will leave
// the watchpoint in a !isStillValid() state. Hence, if fireAll() or invalidate() interleaved between
// the first isStillValid() check and the second one, then it would simply cause the DFG to retry
// compilation later.
//
// But, if you change some piece of state that the DFG might optimize for, but invalidate the
// watchpoint by doing:
//
// if (w.isBeingWatched())
// w.fireAll()
//
// then the DFG would never know that you invalidated state between the two checks.
//
// There are two ways to work around this:
//
// - Call fireAll() without a isBeingWatched() check. Then, the DFG will know that the watchpoint has
// been invalidated when it does its second check.
//
// - Do not expose the watchpoint set to the DFG directly, and have your own way of validating whether
// the assumptions that the DFG thread used are still valid when the DFG code is installed.
bool isBeingWatched() const
{
if (isFat())
return fat()->isBeingWatched();
return false;
}
private:
static const uintptr_t IsThinFlag = 1;
static const uintptr_t StateMask = 6;
static const uintptr_t StateShift = 1;
static bool isThin(uintptr_t data) { return data & IsThinFlag; }
static bool isFat(uintptr_t data) { return !isThin(data); }
static WatchpointState decodeState(uintptr_t data)
{
ASSERT(isThin(data));
return static_cast<WatchpointState>((data & StateMask) >> StateShift);
}
static uintptr_t encodeState(WatchpointState state)
{
return (static_cast<uintptr_t>(state) << StateShift) | IsThinFlag;
}
bool isThin() const { return isThin(m_data); }
bool isFat() const { return isFat(m_data); };
static WatchpointSet* fat(uintptr_t data)
{
return bitwise_cast<WatchpointSet*>(data);
}
WatchpointSet* fat()
{
ASSERT(isFat());
return fat(m_data);
}
const WatchpointSet* fat() const
{
ASSERT(isFat());
return fat(m_data);
}
WatchpointSet* inflate()
{
if (LIKELY(isFat()))
return fat();
return inflateSlow();
}
JS_EXPORT_PRIVATE WatchpointSet* inflateSlow();
JS_EXPORT_PRIVATE void freeFat();
uintptr_t m_data;
};
} // namespace JSC