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Diffstat (limited to 'src/cmd/compile/internal/ssa/debug.go')
-rw-r--r-- | src/cmd/compile/internal/ssa/debug.go | 1187 |
1 files changed, 1187 insertions, 0 deletions
diff --git a/src/cmd/compile/internal/ssa/debug.go b/src/cmd/compile/internal/ssa/debug.go new file mode 100644 index 0000000..6353f72 --- /dev/null +++ b/src/cmd/compile/internal/ssa/debug.go @@ -0,0 +1,1187 @@ +// Copyright 2017 The Go Authors. All rights reserved. +// Use of this source code is governed by a BSD-style +// license that can be found in the LICENSE file. + +package ssa + +import ( + "cmd/internal/dwarf" + "cmd/internal/obj" + "encoding/hex" + "fmt" + "math/bits" + "sort" + "strings" +) + +type SlotID int32 +type VarID int32 + +// A FuncDebug contains all the debug information for the variables in a +// function. Variables are identified by their LocalSlot, which may be the +// result of decomposing a larger variable. +type FuncDebug struct { + // Slots is all the slots used in the debug info, indexed by their SlotID. + Slots []LocalSlot + // The user variables, indexed by VarID. + Vars []GCNode + // The slots that make up each variable, indexed by VarID. + VarSlots [][]SlotID + // The location list data, indexed by VarID. Must be processed by PutLocationList. + LocationLists [][]byte + + // Filled in by the user. Translates Block and Value ID to PC. + GetPC func(ID, ID) int64 +} + +type BlockDebug struct { + // Whether the block had any changes to user variables at all. + relevant bool + // State at the end of the block if it's fully processed. Immutable once initialized. + endState []liveSlot +} + +// A liveSlot is a slot that's live in loc at entry/exit of a block. +type liveSlot struct { + // An inlined VarLoc, so it packs into 16 bytes instead of 20. + Registers RegisterSet + StackOffset + + slot SlotID +} + +func (loc liveSlot) absent() bool { + return loc.Registers == 0 && !loc.onStack() +} + +// StackOffset encodes whether a value is on the stack and if so, where. It is +// a 31-bit integer followed by a presence flag at the low-order bit. +type StackOffset int32 + +func (s StackOffset) onStack() bool { + return s != 0 +} + +func (s StackOffset) stackOffsetValue() int32 { + return int32(s) >> 1 +} + +// stateAtPC is the current state of all variables at some point. +type stateAtPC struct { + // The location of each known slot, indexed by SlotID. + slots []VarLoc + // The slots present in each register, indexed by register number. + registers [][]SlotID +} + +// reset fills state with the live variables from live. +func (state *stateAtPC) reset(live []liveSlot) { + slots, registers := state.slots, state.registers + for i := range slots { + slots[i] = VarLoc{} + } + for i := range registers { + registers[i] = registers[i][:0] + } + for _, live := range live { + slots[live.slot] = VarLoc{live.Registers, live.StackOffset} + if live.Registers == 0 { + continue + } + + mask := uint64(live.Registers) + for { + if mask == 0 { + break + } + reg := uint8(bits.TrailingZeros64(mask)) + mask &^= 1 << reg + + registers[reg] = append(registers[reg], live.slot) + } + } + state.slots, state.registers = slots, registers +} + +func (s *debugState) LocString(loc VarLoc) string { + if loc.absent() { + return "<nil>" + } + + var storage []string + if loc.onStack() { + storage = append(storage, "stack") + } + + mask := uint64(loc.Registers) + for { + if mask == 0 { + break + } + reg := uint8(bits.TrailingZeros64(mask)) + mask &^= 1 << reg + + storage = append(storage, s.registers[reg].String()) + } + return strings.Join(storage, ",") +} + +// A VarLoc describes the storage for part of a user variable. +type VarLoc struct { + // The registers this variable is available in. There can be more than + // one in various situations, e.g. it's being moved between registers. + Registers RegisterSet + + StackOffset +} + +func (loc VarLoc) absent() bool { + return loc.Registers == 0 && !loc.onStack() +} + +var BlockStart = &Value{ + ID: -10000, + Op: OpInvalid, + Aux: "BlockStart", +} + +var BlockEnd = &Value{ + ID: -20000, + Op: OpInvalid, + Aux: "BlockEnd", +} + +// RegisterSet is a bitmap of registers, indexed by Register.num. +type RegisterSet uint64 + +// logf prints debug-specific logging to stdout (always stdout) if the current +// function is tagged by GOSSAFUNC (for ssa output directed either to stdout or html). +func (s *debugState) logf(msg string, args ...interface{}) { + if s.f.PrintOrHtmlSSA { + fmt.Printf(msg, args...) + } +} + +type debugState struct { + // See FuncDebug. + slots []LocalSlot + vars []GCNode + varSlots [][]SlotID + lists [][]byte + + // The user variable that each slot rolls up to, indexed by SlotID. + slotVars []VarID + + f *Func + loggingEnabled bool + registers []Register + stackOffset func(LocalSlot) int32 + ctxt *obj.Link + + // The names (slots) associated with each value, indexed by Value ID. + valueNames [][]SlotID + + // The current state of whatever analysis is running. + currentState stateAtPC + liveCount []int + changedVars *sparseSet + + // The pending location list entry for each user variable, indexed by VarID. + pendingEntries []pendingEntry + + varParts map[GCNode][]SlotID + blockDebug []BlockDebug + pendingSlotLocs []VarLoc + liveSlots []liveSlot + liveSlotSliceBegin int + partsByVarOffset sort.Interface +} + +func (state *debugState) initializeCache(f *Func, numVars, numSlots int) { + // One blockDebug per block. Initialized in allocBlock. + if cap(state.blockDebug) < f.NumBlocks() { + state.blockDebug = make([]BlockDebug, f.NumBlocks()) + } else { + // This local variable, and the ones like it below, enable compiler + // optimizations. Don't inline them. + b := state.blockDebug[:f.NumBlocks()] + for i := range b { + b[i] = BlockDebug{} + } + } + + // A list of slots per Value. Reuse the previous child slices. + if cap(state.valueNames) < f.NumValues() { + old := state.valueNames + state.valueNames = make([][]SlotID, f.NumValues()) + copy(state.valueNames, old) + } + vn := state.valueNames[:f.NumValues()] + for i := range vn { + vn[i] = vn[i][:0] + } + + // Slot and register contents for currentState. Cleared by reset(). + if cap(state.currentState.slots) < numSlots { + state.currentState.slots = make([]VarLoc, numSlots) + } else { + state.currentState.slots = state.currentState.slots[:numSlots] + } + if cap(state.currentState.registers) < len(state.registers) { + state.currentState.registers = make([][]SlotID, len(state.registers)) + } else { + state.currentState.registers = state.currentState.registers[:len(state.registers)] + } + + // Used many times by mergePredecessors. + if cap(state.liveCount) < numSlots { + state.liveCount = make([]int, numSlots) + } else { + state.liveCount = state.liveCount[:numSlots] + } + + // A relatively small slice, but used many times as the return from processValue. + state.changedVars = newSparseSet(numVars) + + // A pending entry per user variable, with space to track each of its pieces. + numPieces := 0 + for i := range state.varSlots { + numPieces += len(state.varSlots[i]) + } + if cap(state.pendingSlotLocs) < numPieces { + state.pendingSlotLocs = make([]VarLoc, numPieces) + } else { + psl := state.pendingSlotLocs[:numPieces] + for i := range psl { + psl[i] = VarLoc{} + } + } + if cap(state.pendingEntries) < numVars { + state.pendingEntries = make([]pendingEntry, numVars) + } + pe := state.pendingEntries[:numVars] + freePieceIdx := 0 + for varID, slots := range state.varSlots { + pe[varID] = pendingEntry{ + pieces: state.pendingSlotLocs[freePieceIdx : freePieceIdx+len(slots)], + } + freePieceIdx += len(slots) + } + state.pendingEntries = pe + + if cap(state.lists) < numVars { + state.lists = make([][]byte, numVars) + } else { + state.lists = state.lists[:numVars] + for i := range state.lists { + state.lists[i] = nil + } + } + + state.liveSlots = state.liveSlots[:0] + state.liveSlotSliceBegin = 0 +} + +func (state *debugState) allocBlock(b *Block) *BlockDebug { + return &state.blockDebug[b.ID] +} + +func (state *debugState) appendLiveSlot(ls liveSlot) { + state.liveSlots = append(state.liveSlots, ls) +} + +func (state *debugState) getLiveSlotSlice() []liveSlot { + s := state.liveSlots[state.liveSlotSliceBegin:] + state.liveSlotSliceBegin = len(state.liveSlots) + return s +} + +func (s *debugState) blockEndStateString(b *BlockDebug) string { + endState := stateAtPC{slots: make([]VarLoc, len(s.slots)), registers: make([][]SlotID, len(s.registers))} + endState.reset(b.endState) + return s.stateString(endState) +} + +func (s *debugState) stateString(state stateAtPC) string { + var strs []string + for slotID, loc := range state.slots { + if !loc.absent() { + strs = append(strs, fmt.Sprintf("\t%v = %v\n", s.slots[slotID], s.LocString(loc))) + } + } + + strs = append(strs, "\n") + for reg, slots := range state.registers { + if len(slots) != 0 { + var slotStrs []string + for _, slot := range slots { + slotStrs = append(slotStrs, s.slots[slot].String()) + } + strs = append(strs, fmt.Sprintf("\t%v = %v\n", &s.registers[reg], slotStrs)) + } + } + + if len(strs) == 1 { + return "(no vars)\n" + } + return strings.Join(strs, "") +} + +// BuildFuncDebug returns debug information for f. +// f must be fully processed, so that each Value is where it will be when +// machine code is emitted. +func BuildFuncDebug(ctxt *obj.Link, f *Func, loggingEnabled bool, stackOffset func(LocalSlot) int32) *FuncDebug { + if f.RegAlloc == nil { + f.Fatalf("BuildFuncDebug on func %v that has not been fully processed", f) + } + state := &f.Cache.debugState + state.loggingEnabled = loggingEnabled + state.f = f + state.registers = f.Config.registers + state.stackOffset = stackOffset + state.ctxt = ctxt + + if state.loggingEnabled { + state.logf("Generating location lists for function %q\n", f.Name) + } + + if state.varParts == nil { + state.varParts = make(map[GCNode][]SlotID) + } else { + for n := range state.varParts { + delete(state.varParts, n) + } + } + + // Recompose any decomposed variables, and establish the canonical + // IDs for each var and slot by filling out state.vars and state.slots. + + state.slots = state.slots[:0] + state.vars = state.vars[:0] + for i, slot := range f.Names { + state.slots = append(state.slots, slot) + if slot.N.IsSynthetic() { + continue + } + + topSlot := &slot + for topSlot.SplitOf != nil { + topSlot = topSlot.SplitOf + } + if _, ok := state.varParts[topSlot.N]; !ok { + state.vars = append(state.vars, topSlot.N) + } + state.varParts[topSlot.N] = append(state.varParts[topSlot.N], SlotID(i)) + } + + // Recreate the LocalSlot for each stack-only variable. + // This would probably be better as an output from stackframe. + for _, b := range f.Blocks { + for _, v := range b.Values { + if v.Op == OpVarDef || v.Op == OpVarKill { + n := v.Aux.(GCNode) + if n.IsSynthetic() { + continue + } + + if _, ok := state.varParts[n]; !ok { + slot := LocalSlot{N: n, Type: v.Type, Off: 0} + state.slots = append(state.slots, slot) + state.varParts[n] = []SlotID{SlotID(len(state.slots) - 1)} + state.vars = append(state.vars, n) + } + } + } + } + + // Fill in the var<->slot mappings. + if cap(state.varSlots) < len(state.vars) { + state.varSlots = make([][]SlotID, len(state.vars)) + } else { + state.varSlots = state.varSlots[:len(state.vars)] + for i := range state.varSlots { + state.varSlots[i] = state.varSlots[i][:0] + } + } + if cap(state.slotVars) < len(state.slots) { + state.slotVars = make([]VarID, len(state.slots)) + } else { + state.slotVars = state.slotVars[:len(state.slots)] + } + + if state.partsByVarOffset == nil { + state.partsByVarOffset = &partsByVarOffset{} + } + for varID, n := range state.vars { + parts := state.varParts[n] + state.varSlots[varID] = parts + for _, slotID := range parts { + state.slotVars[slotID] = VarID(varID) + } + *state.partsByVarOffset.(*partsByVarOffset) = partsByVarOffset{parts, state.slots} + sort.Sort(state.partsByVarOffset) + } + + state.initializeCache(f, len(state.varParts), len(state.slots)) + + for i, slot := range f.Names { + if slot.N.IsSynthetic() { + continue + } + for _, value := range f.NamedValues[slot] { + state.valueNames[value.ID] = append(state.valueNames[value.ID], SlotID(i)) + } + } + + blockLocs := state.liveness() + state.buildLocationLists(blockLocs) + + return &FuncDebug{ + Slots: state.slots, + VarSlots: state.varSlots, + Vars: state.vars, + LocationLists: state.lists, + } +} + +// liveness walks the function in control flow order, calculating the start +// and end state of each block. +func (state *debugState) liveness() []*BlockDebug { + blockLocs := make([]*BlockDebug, state.f.NumBlocks()) + + // Reverse postorder: visit a block after as many as possible of its + // predecessors have been visited. + po := state.f.Postorder() + for i := len(po) - 1; i >= 0; i-- { + b := po[i] + + // Build the starting state for the block from the final + // state of its predecessors. + startState, startValid := state.mergePredecessors(b, blockLocs, nil) + changed := false + if state.loggingEnabled { + state.logf("Processing %v, initial state:\n%v", b, state.stateString(state.currentState)) + } + + // Update locs/registers with the effects of each Value. + for _, v := range b.Values { + slots := state.valueNames[v.ID] + + // Loads and stores inherit the names of their sources. + var source *Value + switch v.Op { + case OpStoreReg: + source = v.Args[0] + case OpLoadReg: + switch a := v.Args[0]; a.Op { + case OpArg, OpPhi: + source = a + case OpStoreReg: + source = a.Args[0] + default: + if state.loggingEnabled { + state.logf("at %v: load with unexpected source op: %v (%v)\n", v, a.Op, a) + } + } + } + // Update valueNames with the source so that later steps + // don't need special handling. + if source != nil { + slots = append(slots, state.valueNames[source.ID]...) + state.valueNames[v.ID] = slots + } + + reg, _ := state.f.getHome(v.ID).(*Register) + c := state.processValue(v, slots, reg) + changed = changed || c + } + + if state.loggingEnabled { + state.f.Logf("Block %v done, locs:\n%v", b, state.stateString(state.currentState)) + } + + locs := state.allocBlock(b) + locs.relevant = changed + if !changed && startValid { + locs.endState = startState + } else { + for slotID, slotLoc := range state.currentState.slots { + if slotLoc.absent() { + continue + } + state.appendLiveSlot(liveSlot{slot: SlotID(slotID), Registers: slotLoc.Registers, StackOffset: slotLoc.StackOffset}) + } + locs.endState = state.getLiveSlotSlice() + } + blockLocs[b.ID] = locs + } + return blockLocs +} + +// mergePredecessors takes the end state of each of b's predecessors and +// intersects them to form the starting state for b. It puts that state in +// blockLocs, and fills state.currentState with it. If convenient, it returns +// a reused []liveSlot, true that represents the starting state. +// If previousBlock is non-nil, it registers changes vs. that block's end +// state in state.changedVars. Note that previousBlock will often not be a +// predecessor. +func (state *debugState) mergePredecessors(b *Block, blockLocs []*BlockDebug, previousBlock *Block) ([]liveSlot, bool) { + // Filter out back branches. + var predsBuf [10]*Block + preds := predsBuf[:0] + for _, pred := range b.Preds { + if blockLocs[pred.b.ID] != nil { + preds = append(preds, pred.b) + } + } + + if state.loggingEnabled { + // The logf below would cause preds to be heap-allocated if + // it were passed directly. + preds2 := make([]*Block, len(preds)) + copy(preds2, preds) + state.logf("Merging %v into %v\n", preds2, b) + } + + // TODO all the calls to this are overkill; only need to do this for slots that are not present in the merge. + markChangedVars := func(slots []liveSlot) { + for _, live := range slots { + state.changedVars.add(ID(state.slotVars[live.slot])) + } + } + + if len(preds) == 0 { + if previousBlock != nil { + // Mark everything in previous block as changed because it is not a predecessor. + markChangedVars(blockLocs[previousBlock.ID].endState) + } + state.currentState.reset(nil) + return nil, true + } + + p0 := blockLocs[preds[0].ID].endState + if len(preds) == 1 { + if previousBlock != nil && preds[0].ID != previousBlock.ID { + // Mark everything in previous block as changed because it is not a predecessor. + markChangedVars(blockLocs[previousBlock.ID].endState) + } + state.currentState.reset(p0) + return p0, true + } + + baseID := preds[0].ID + baseState := p0 + + // If previous block is not a predecessor, its location information changes at boundary with this block. + previousBlockIsNotPredecessor := previousBlock != nil // If it's nil, no info to change. + + if previousBlock != nil { + // Try to use previousBlock as the base state + // if possible. + for _, pred := range preds[1:] { + if pred.ID == previousBlock.ID { + baseID = pred.ID + baseState = blockLocs[pred.ID].endState + previousBlockIsNotPredecessor = false + break + } + } + } + + if state.loggingEnabled { + state.logf("Starting %v with state from b%v:\n%v", b, baseID, state.blockEndStateString(blockLocs[baseID])) + } + + slotLocs := state.currentState.slots + for _, predSlot := range baseState { + slotLocs[predSlot.slot] = VarLoc{predSlot.Registers, predSlot.StackOffset} + state.liveCount[predSlot.slot] = 1 + } + for _, pred := range preds { + if pred.ID == baseID { + continue + } + if state.loggingEnabled { + state.logf("Merging in state from %v:\n%v", pred, state.blockEndStateString(blockLocs[pred.ID])) + } + for _, predSlot := range blockLocs[pred.ID].endState { + state.liveCount[predSlot.slot]++ + liveLoc := slotLocs[predSlot.slot] + if !liveLoc.onStack() || !predSlot.onStack() || liveLoc.StackOffset != predSlot.StackOffset { + liveLoc.StackOffset = 0 + } + liveLoc.Registers &= predSlot.Registers + slotLocs[predSlot.slot] = liveLoc + } + } + + // Check if the final state is the same as the first predecessor's + // final state, and reuse it if so. In principle it could match any, + // but it's probably not worth checking more than the first. + unchanged := true + for _, predSlot := range baseState { + if state.liveCount[predSlot.slot] != len(preds) || + slotLocs[predSlot.slot].Registers != predSlot.Registers || + slotLocs[predSlot.slot].StackOffset != predSlot.StackOffset { + unchanged = false + break + } + } + if unchanged { + if state.loggingEnabled { + state.logf("After merge, %v matches b%v exactly.\n", b, baseID) + } + if previousBlockIsNotPredecessor { + // Mark everything in previous block as changed because it is not a predecessor. + markChangedVars(blockLocs[previousBlock.ID].endState) + } + state.currentState.reset(baseState) + return baseState, true + } + + for reg := range state.currentState.registers { + state.currentState.registers[reg] = state.currentState.registers[reg][:0] + } + + // A slot is live if it was seen in all predecessors, and they all had + // some storage in common. + for _, predSlot := range baseState { + slotLoc := slotLocs[predSlot.slot] + + if state.liveCount[predSlot.slot] != len(preds) { + // Seen in only some predecessors. Clear it out. + slotLocs[predSlot.slot] = VarLoc{} + continue + } + + // Present in all predecessors. + mask := uint64(slotLoc.Registers) + for { + if mask == 0 { + break + } + reg := uint8(bits.TrailingZeros64(mask)) + mask &^= 1 << reg + state.currentState.registers[reg] = append(state.currentState.registers[reg], predSlot.slot) + } + } + + if previousBlockIsNotPredecessor { + // Mark everything in previous block as changed because it is not a predecessor. + markChangedVars(blockLocs[previousBlock.ID].endState) + + } + return nil, false +} + +// processValue updates locs and state.registerContents to reflect v, a value with +// the names in vSlots and homed in vReg. "v" becomes visible after execution of +// the instructions evaluating it. It returns which VarIDs were modified by the +// Value's execution. +func (state *debugState) processValue(v *Value, vSlots []SlotID, vReg *Register) bool { + locs := state.currentState + changed := false + setSlot := func(slot SlotID, loc VarLoc) { + changed = true + state.changedVars.add(ID(state.slotVars[slot])) + state.currentState.slots[slot] = loc + } + + // Handle any register clobbering. Call operations, for example, + // clobber all registers even though they don't explicitly write to + // them. + clobbers := uint64(opcodeTable[v.Op].reg.clobbers) + for { + if clobbers == 0 { + break + } + reg := uint8(bits.TrailingZeros64(clobbers)) + clobbers &^= 1 << reg + + for _, slot := range locs.registers[reg] { + if state.loggingEnabled { + state.logf("at %v: %v clobbered out of %v\n", v, state.slots[slot], &state.registers[reg]) + } + + last := locs.slots[slot] + if last.absent() { + state.f.Fatalf("at %v: slot %v in register %v with no location entry", v, state.slots[slot], &state.registers[reg]) + continue + } + regs := last.Registers &^ (1 << reg) + setSlot(slot, VarLoc{regs, last.StackOffset}) + } + + locs.registers[reg] = locs.registers[reg][:0] + } + + switch { + case v.Op == OpVarDef, v.Op == OpVarKill: + n := v.Aux.(GCNode) + if n.IsSynthetic() { + break + } + + slotID := state.varParts[n][0] + var stackOffset StackOffset + if v.Op == OpVarDef { + stackOffset = StackOffset(state.stackOffset(state.slots[slotID])<<1 | 1) + } + setSlot(slotID, VarLoc{0, stackOffset}) + if state.loggingEnabled { + if v.Op == OpVarDef { + state.logf("at %v: stack-only var %v now live\n", v, state.slots[slotID]) + } else { + state.logf("at %v: stack-only var %v now dead\n", v, state.slots[slotID]) + } + } + + case v.Op == OpArg: + home := state.f.getHome(v.ID).(LocalSlot) + stackOffset := state.stackOffset(home)<<1 | 1 + for _, slot := range vSlots { + if state.loggingEnabled { + state.logf("at %v: arg %v now on stack in location %v\n", v, state.slots[slot], home) + if last := locs.slots[slot]; !last.absent() { + state.logf("at %v: unexpected arg op on already-live slot %v\n", v, state.slots[slot]) + } + } + + setSlot(slot, VarLoc{0, StackOffset(stackOffset)}) + } + + case v.Op == OpStoreReg: + home := state.f.getHome(v.ID).(LocalSlot) + stackOffset := state.stackOffset(home)<<1 | 1 + for _, slot := range vSlots { + last := locs.slots[slot] + if last.absent() { + if state.loggingEnabled { + state.logf("at %v: unexpected spill of unnamed register %s\n", v, vReg) + } + break + } + + setSlot(slot, VarLoc{last.Registers, StackOffset(stackOffset)}) + if state.loggingEnabled { + state.logf("at %v: %v spilled to stack location %v\n", v, state.slots[slot], home) + } + } + + case vReg != nil: + if state.loggingEnabled { + newSlots := make([]bool, len(state.slots)) + for _, slot := range vSlots { + newSlots[slot] = true + } + + for _, slot := range locs.registers[vReg.num] { + if !newSlots[slot] { + state.logf("at %v: overwrote %v in register %v\n", v, state.slots[slot], vReg) + } + } + } + + for _, slot := range locs.registers[vReg.num] { + last := locs.slots[slot] + setSlot(slot, VarLoc{last.Registers &^ (1 << uint8(vReg.num)), last.StackOffset}) + } + locs.registers[vReg.num] = locs.registers[vReg.num][:0] + locs.registers[vReg.num] = append(locs.registers[vReg.num], vSlots...) + for _, slot := range vSlots { + if state.loggingEnabled { + state.logf("at %v: %v now in %s\n", v, state.slots[slot], vReg) + } + + last := locs.slots[slot] + setSlot(slot, VarLoc{1<<uint8(vReg.num) | last.Registers, last.StackOffset}) + } + } + return changed +} + +// varOffset returns the offset of slot within the user variable it was +// decomposed from. This has nothing to do with its stack offset. +func varOffset(slot LocalSlot) int64 { + offset := slot.Off + s := &slot + for ; s.SplitOf != nil; s = s.SplitOf { + offset += s.SplitOffset + } + return offset +} + +type partsByVarOffset struct { + slotIDs []SlotID + slots []LocalSlot +} + +func (a partsByVarOffset) Len() int { return len(a.slotIDs) } +func (a partsByVarOffset) Less(i, j int) bool { + return varOffset(a.slots[a.slotIDs[i]]) < varOffset(a.slots[a.slotIDs[j]]) +} +func (a partsByVarOffset) Swap(i, j int) { a.slotIDs[i], a.slotIDs[j] = a.slotIDs[j], a.slotIDs[i] } + +// A pendingEntry represents the beginning of a location list entry, missing +// only its end coordinate. +type pendingEntry struct { + present bool + startBlock, startValue ID + // The location of each piece of the variable, in the same order as the + // SlotIDs in varParts. + pieces []VarLoc +} + +func (e *pendingEntry) clear() { + e.present = false + e.startBlock = 0 + e.startValue = 0 + for i := range e.pieces { + e.pieces[i] = VarLoc{} + } +} + +// canMerge reports whether the location description for new is the same as +// pending. +func canMerge(pending, new VarLoc) bool { + if pending.absent() && new.absent() { + return true + } + if pending.absent() || new.absent() { + return false + } + if pending.onStack() { + return pending.StackOffset == new.StackOffset + } + if pending.Registers != 0 && new.Registers != 0 { + return firstReg(pending.Registers) == firstReg(new.Registers) + } + return false +} + +// firstReg returns the first register in set that is present. +func firstReg(set RegisterSet) uint8 { + if set == 0 { + // This is wrong, but there seem to be some situations where we + // produce locations with no storage. + return 0 + } + return uint8(bits.TrailingZeros64(uint64(set))) +} + +// buildLocationLists builds location lists for all the user variables in +// state.f, using the information about block state in blockLocs. +// The returned location lists are not fully complete. They are in terms of +// SSA values rather than PCs, and have no base address/end entries. They will +// be finished by PutLocationList. +func (state *debugState) buildLocationLists(blockLocs []*BlockDebug) { + // Run through the function in program text order, building up location + // lists as we go. The heavy lifting has mostly already been done. + + var prevBlock *Block + for _, b := range state.f.Blocks { + state.mergePredecessors(b, blockLocs, prevBlock) + + if !blockLocs[b.ID].relevant { + // Handle any differences among predecessor blocks and previous block (perhaps not a predecessor) + for _, varID := range state.changedVars.contents() { + state.updateVar(VarID(varID), b, BlockStart) + } + continue + } + + zeroWidthPending := false + apcChangedSize := 0 // size of changedVars for leading Args, Phi, ClosurePtr + // expect to see values in pattern (apc)* (zerowidth|real)* + for _, v := range b.Values { + slots := state.valueNames[v.ID] + reg, _ := state.f.getHome(v.ID).(*Register) + changed := state.processValue(v, slots, reg) // changed == added to state.changedVars + + if opcodeTable[v.Op].zeroWidth { + if changed { + if v.Op == OpArg || v.Op == OpPhi || v.Op.isLoweredGetClosurePtr() { + // These ranges begin at true beginning of block, not after first instruction + if zeroWidthPending { + b.Func.Fatalf("Unexpected op mixed with OpArg/OpPhi/OpLoweredGetClosurePtr at beginning of block %s in %s\n%s", b, b.Func.Name, b.Func) + } + apcChangedSize = len(state.changedVars.contents()) + continue + } + // Other zero-width ops must wait on a "real" op. + zeroWidthPending = true + } + continue + } + + if !changed && !zeroWidthPending { + continue + } + // Not zero-width; i.e., a "real" instruction. + + zeroWidthPending = false + for i, varID := range state.changedVars.contents() { + if i < apcChangedSize { // buffered true start-of-block changes + state.updateVar(VarID(varID), v.Block, BlockStart) + } else { + state.updateVar(VarID(varID), v.Block, v) + } + } + state.changedVars.clear() + apcChangedSize = 0 + } + for i, varID := range state.changedVars.contents() { + if i < apcChangedSize { // buffered true start-of-block changes + state.updateVar(VarID(varID), b, BlockStart) + } else { + state.updateVar(VarID(varID), b, BlockEnd) + } + } + + prevBlock = b + } + + if state.loggingEnabled { + state.logf("location lists:\n") + } + + // Flush any leftover entries live at the end of the last block. + for varID := range state.lists { + state.writePendingEntry(VarID(varID), state.f.Blocks[len(state.f.Blocks)-1].ID, BlockEnd.ID) + list := state.lists[varID] + if state.loggingEnabled { + if len(list) == 0 { + state.logf("\t%v : empty list\n", state.vars[varID]) + } else { + state.logf("\t%v : %q\n", state.vars[varID], hex.EncodeToString(state.lists[varID])) + } + } + } +} + +// updateVar updates the pending location list entry for varID to +// reflect the new locations in curLoc, beginning at v in block b. +// v may be one of the special values indicating block start or end. +func (state *debugState) updateVar(varID VarID, b *Block, v *Value) { + curLoc := state.currentState.slots + // Assemble the location list entry with whatever's live. + empty := true + for _, slotID := range state.varSlots[varID] { + if !curLoc[slotID].absent() { + empty = false + break + } + } + pending := &state.pendingEntries[varID] + if empty { + state.writePendingEntry(varID, b.ID, v.ID) + pending.clear() + return + } + + // Extend the previous entry if possible. + if pending.present { + merge := true + for i, slotID := range state.varSlots[varID] { + if !canMerge(pending.pieces[i], curLoc[slotID]) { + merge = false + break + } + } + if merge { + return + } + } + + state.writePendingEntry(varID, b.ID, v.ID) + pending.present = true + pending.startBlock = b.ID + pending.startValue = v.ID + for i, slot := range state.varSlots[varID] { + pending.pieces[i] = curLoc[slot] + } +} + +// writePendingEntry writes out the pending entry for varID, if any, +// terminated at endBlock/Value. +func (state *debugState) writePendingEntry(varID VarID, endBlock, endValue ID) { + pending := state.pendingEntries[varID] + if !pending.present { + return + } + + // Pack the start/end coordinates into the start/end addresses + // of the entry, for decoding by PutLocationList. + start, startOK := encodeValue(state.ctxt, pending.startBlock, pending.startValue) + end, endOK := encodeValue(state.ctxt, endBlock, endValue) + if !startOK || !endOK { + // If someone writes a function that uses >65K values, + // they get incomplete debug info on 32-bit platforms. + return + } + if start == end { + if state.loggingEnabled { + // Printf not logf so not gated by GOSSAFUNC; this should fire very rarely. + fmt.Printf("Skipping empty location list for %v in %s\n", state.vars[varID], state.f.Name) + } + return + } + + list := state.lists[varID] + list = appendPtr(state.ctxt, list, start) + list = appendPtr(state.ctxt, list, end) + // Where to write the length of the location description once + // we know how big it is. + sizeIdx := len(list) + list = list[:len(list)+2] + + if state.loggingEnabled { + var partStrs []string + for i, slot := range state.varSlots[varID] { + partStrs = append(partStrs, fmt.Sprintf("%v@%v", state.slots[slot], state.LocString(pending.pieces[i]))) + } + state.logf("Add entry for %v: \tb%vv%v-b%vv%v = \t%v\n", state.vars[varID], pending.startBlock, pending.startValue, endBlock, endValue, strings.Join(partStrs, " ")) + } + + for i, slotID := range state.varSlots[varID] { + loc := pending.pieces[i] + slot := state.slots[slotID] + + if !loc.absent() { + if loc.onStack() { + if loc.stackOffsetValue() == 0 { + list = append(list, dwarf.DW_OP_call_frame_cfa) + } else { + list = append(list, dwarf.DW_OP_fbreg) + list = dwarf.AppendSleb128(list, int64(loc.stackOffsetValue())) + } + } else { + regnum := state.ctxt.Arch.DWARFRegisters[state.registers[firstReg(loc.Registers)].ObjNum()] + if regnum < 32 { + list = append(list, dwarf.DW_OP_reg0+byte(regnum)) + } else { + list = append(list, dwarf.DW_OP_regx) + list = dwarf.AppendUleb128(list, uint64(regnum)) + } + } + } + + if len(state.varSlots[varID]) > 1 { + list = append(list, dwarf.DW_OP_piece) + list = dwarf.AppendUleb128(list, uint64(slot.Type.Size())) + } + } + state.ctxt.Arch.ByteOrder.PutUint16(list[sizeIdx:], uint16(len(list)-sizeIdx-2)) + state.lists[varID] = list +} + +// PutLocationList adds list (a location list in its intermediate representation) to listSym. +func (debugInfo *FuncDebug) PutLocationList(list []byte, ctxt *obj.Link, listSym, startPC *obj.LSym) { + getPC := debugInfo.GetPC + + if ctxt.UseBASEntries { + listSym.WriteInt(ctxt, listSym.Size, ctxt.Arch.PtrSize, ^0) + listSym.WriteAddr(ctxt, listSym.Size, ctxt.Arch.PtrSize, startPC, 0) + } + + // Re-read list, translating its address from block/value ID to PC. + for i := 0; i < len(list); { + begin := getPC(decodeValue(ctxt, readPtr(ctxt, list[i:]))) + end := getPC(decodeValue(ctxt, readPtr(ctxt, list[i+ctxt.Arch.PtrSize:]))) + + // Horrible hack. If a range contains only zero-width + // instructions, e.g. an Arg, and it's at the beginning of the + // function, this would be indistinguishable from an + // end entry. Fudge it. + if begin == 0 && end == 0 { + end = 1 + } + + if ctxt.UseBASEntries { + listSym.WriteInt(ctxt, listSym.Size, ctxt.Arch.PtrSize, int64(begin)) + listSym.WriteInt(ctxt, listSym.Size, ctxt.Arch.PtrSize, int64(end)) + } else { + listSym.WriteCURelativeAddr(ctxt, listSym.Size, startPC, int64(begin)) + listSym.WriteCURelativeAddr(ctxt, listSym.Size, startPC, int64(end)) + } + + i += 2 * ctxt.Arch.PtrSize + datalen := 2 + int(ctxt.Arch.ByteOrder.Uint16(list[i:])) + listSym.WriteBytes(ctxt, listSym.Size, list[i:i+datalen]) // copy datalen and location encoding + i += datalen + } + + // Location list contents, now with real PCs. + // End entry. + listSym.WriteInt(ctxt, listSym.Size, ctxt.Arch.PtrSize, 0) + listSym.WriteInt(ctxt, listSym.Size, ctxt.Arch.PtrSize, 0) +} + +// Pack a value and block ID into an address-sized uint, returning ~0 if they +// don't fit. +func encodeValue(ctxt *obj.Link, b, v ID) (uint64, bool) { + if ctxt.Arch.PtrSize == 8 { + result := uint64(b)<<32 | uint64(uint32(v)) + //ctxt.Logf("b %#x (%d) v %#x (%d) -> %#x\n", b, b, v, v, result) + return result, true + } + if ctxt.Arch.PtrSize != 4 { + panic("unexpected pointer size") + } + if ID(int16(b)) != b || ID(int16(v)) != v { + return 0, false + } + return uint64(b)<<16 | uint64(uint16(v)), true +} + +// Unpack a value and block ID encoded by encodeValue. +func decodeValue(ctxt *obj.Link, word uint64) (ID, ID) { + if ctxt.Arch.PtrSize == 8 { + b, v := ID(word>>32), ID(word) + //ctxt.Logf("%#x -> b %#x (%d) v %#x (%d)\n", word, b, b, v, v) + return b, v + } + if ctxt.Arch.PtrSize != 4 { + panic("unexpected pointer size") + } + return ID(word >> 16), ID(int16(word)) +} + +// Append a pointer-sized uint to buf. +func appendPtr(ctxt *obj.Link, buf []byte, word uint64) []byte { + if cap(buf) < len(buf)+20 { + b := make([]byte, len(buf), 20+cap(buf)*2) + copy(b, buf) + buf = b + } + writeAt := len(buf) + buf = buf[0 : len(buf)+ctxt.Arch.PtrSize] + writePtr(ctxt, buf[writeAt:], word) + return buf +} + +// Write a pointer-sized uint to the beginning of buf. +func writePtr(ctxt *obj.Link, buf []byte, word uint64) { + switch ctxt.Arch.PtrSize { + case 4: + ctxt.Arch.ByteOrder.PutUint32(buf, uint32(word)) + case 8: + ctxt.Arch.ByteOrder.PutUint64(buf, word) + default: + panic("unexpected pointer size") + } + +} + +// Read a pointer-sized uint from the beginning of buf. +func readPtr(ctxt *obj.Link, buf []byte) uint64 { + switch ctxt.Arch.PtrSize { + case 4: + return uint64(ctxt.Arch.ByteOrder.Uint32(buf)) + case 8: + return ctxt.Arch.ByteOrder.Uint64(buf) + default: + panic("unexpected pointer size") + } + +} |