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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* vim: set ts=8 sts=2 et sw=2 tw=80:
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "vm/JitActivation.h"
#include "mozilla/Assertions.h" // MOZ_ASSERT, MOZ_RELEASE_ASSERT
#include <stddef.h> // size_t
#include <stdint.h> // uint8_t, uint32_t
#include <utility> // std::move
#include "debugger/DebugAPI.h" // js::DebugAPI
#include "jit/JSJitFrameIter.h" // js::jit::InlineFrameIterator
#include "jit/RematerializedFrame.h" // js::jit::RematerializedFrame
#include "js/AllocPolicy.h" // js::ReportOutOfMemory
#include "vm/EnvironmentObject.h" // js::DebugEnvironments
#include "vm/JSContext.h" // JSContext
#include "vm/Realm.h" // js::AutoRealmUnchecked
#include "wasm/WasmCode.h" // js::wasm::Code
#include "wasm/WasmConstants.h" // js::wasm::Trap
#include "wasm/WasmFrameIter.h" // js::wasm::{RegisterState,StartUnwinding,UnwindState}
#include "wasm/WasmInstance.h" // js::wasm::Instance
#include "wasm/WasmProcess.h" // js::wasm::LookupCode
#include "vm/Realm-inl.h" // js::~AutoRealm
class JS_PUBLIC_API JSTracer;
js::jit::JitActivation::JitActivation(JSContext* cx)
: Activation(cx, Jit),
packedExitFP_(nullptr),
encodedWasmExitReason_(0),
prevJitActivation_(cx->jitActivation),
ionRecovery_(cx),
bailoutData_(nullptr),
lastProfilingFrame_(nullptr),
lastProfilingCallSite_(nullptr) {
cx->jitActivation = this;
registerProfiling();
}
js::jit::JitActivation::~JitActivation() {
if (isProfiling()) {
unregisterProfiling();
}
cx_->jitActivation = prevJitActivation_;
// All reocvered value are taken from activation during the bailout.
MOZ_ASSERT(ionRecovery_.empty());
// The BailoutFrameInfo should have unregistered itself from the
// JitActivations.
MOZ_ASSERT(!bailoutData_);
// Traps get handled immediately.
MOZ_ASSERT(!isWasmTrapping());
clearRematerializedFrames();
}
void js::jit::JitActivation::setBailoutData(
jit::BailoutFrameInfo* bailoutData) {
MOZ_ASSERT(!bailoutData_);
bailoutData_ = bailoutData;
}
void js::jit::JitActivation::cleanBailoutData() {
MOZ_ASSERT(bailoutData_);
bailoutData_ = nullptr;
}
void js::jit::JitActivation::removeRematerializedFrame(uint8_t* top) {
if (!rematerializedFrames_) {
return;
}
if (RematerializedFrameTable::Ptr p = rematerializedFrames_->lookup(top)) {
rematerializedFrames_->remove(p);
}
}
void js::jit::JitActivation::clearRematerializedFrames() {
if (!rematerializedFrames_) {
return;
}
for (RematerializedFrameTable::Enum e(*rematerializedFrames_); !e.empty();
e.popFront()) {
e.removeFront();
}
}
js::jit::RematerializedFrame* js::jit::JitActivation::getRematerializedFrame(
JSContext* cx, const JSJitFrameIter& iter, size_t inlineDepth,
MaybeReadFallback::FallbackConsequence consequence) {
MOZ_ASSERT(iter.activation() == this);
MOZ_ASSERT(iter.isIonScripted());
if (!rematerializedFrames_) {
rematerializedFrames_ = cx->make_unique<RematerializedFrameTable>(cx);
if (!rematerializedFrames_) {
return nullptr;
}
}
uint8_t* top = iter.fp();
RematerializedFrameTable::AddPtr p = rematerializedFrames_->lookupForAdd(top);
if (!p) {
RematerializedFrameVector frames(cx);
// 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);
MaybeReadFallback recover(cx, this, &iter, consequence);
// Frames are often rematerialized with the cx inside a Debugger's
// realm. To recover slots and to create CallObjects, we need to
// be in the script's realm.
AutoRealmUnchecked ar(cx, iter.script()->realm());
if (!RematerializedFrame::RematerializeInlineFrames(cx, top, inlineIter,
recover, frames)) {
return nullptr;
}
if (!rematerializedFrames_->add(p, top, std::move(frames))) {
ReportOutOfMemory(cx);
return nullptr;
}
// See comment in unsetPrevUpToDateUntil.
DebugEnvironments::unsetPrevUpToDateUntil(cx,
p->value()[inlineDepth].get());
}
return p->value()[inlineDepth].get();
}
js::jit::RematerializedFrame* js::jit::JitActivation::lookupRematerializedFrame(
uint8_t* top, size_t inlineDepth) {
if (!rematerializedFrames_) {
return nullptr;
}
if (RematerializedFrameTable::Ptr p = rematerializedFrames_->lookup(top)) {
return inlineDepth < p->value().length() ? p->value()[inlineDepth].get()
: nullptr;
}
return nullptr;
}
void js::jit::JitActivation::removeRematerializedFramesFromDebugger(
JSContext* cx, uint8_t* top) {
// Ion bailout can fail due to overrecursion and OOM. In such cases we
// cannot honor any further Debugger hooks on the frame, and need to
// ensure that its Debugger.Frame entry is cleaned up.
if (!cx->realm()->isDebuggee() || !rematerializedFrames_) {
return;
}
if (RematerializedFrameTable::Ptr p = rematerializedFrames_->lookup(top)) {
for (uint32_t i = 0; i < p->value().length(); i++) {
DebugAPI::handleUnrecoverableIonBailoutError(cx, p->value()[i].get());
}
rematerializedFrames_->remove(p);
}
}
void js::jit::JitActivation::traceRematerializedFrames(JSTracer* trc) {
if (!rematerializedFrames_) {
return;
}
for (RematerializedFrameTable::Enum e(*rematerializedFrames_); !e.empty();
e.popFront()) {
e.front().value().trace(trc);
}
}
bool js::jit::JitActivation::registerIonFrameRecovery(
RInstructionResults&& results) {
// Check that there is no entry in the vector yet.
MOZ_ASSERT(!maybeIonFrameRecovery(results.frame()));
if (!ionRecovery_.append(std::move(results))) {
return false;
}
return true;
}
js::jit::RInstructionResults* js::jit::JitActivation::maybeIonFrameRecovery(
JitFrameLayout* fp) {
for (RInstructionResults* it = ionRecovery_.begin(); it != ionRecovery_.end();
it++) {
if (it->frame() == fp) {
return it;
}
}
return nullptr;
}
void js::jit::JitActivation::removeIonFrameRecovery(JitFrameLayout* fp) {
RInstructionResults* elem = maybeIonFrameRecovery(fp);
if (!elem) {
return;
}
ionRecovery_.erase(elem);
}
void js::jit::JitActivation::traceIonRecovery(JSTracer* trc) {
for (RInstructionResults* it = ionRecovery_.begin(); it != ionRecovery_.end();
it++) {
it->trace(trc);
}
}
void js::jit::JitActivation::startWasmTrap(wasm::Trap trap,
uint32_t bytecodeOffset,
const wasm::RegisterState& state) {
MOZ_ASSERT(!isWasmTrapping());
bool unwound;
wasm::UnwindState unwindState;
MOZ_RELEASE_ASSERT(wasm::StartUnwinding(state, &unwindState, &unwound));
// With return calls, it is possible to not unwind when there is only an
// entry left on the stack, e.g. the return call trampoline that is created
// to restore realm before returning to the interpreter entry stub.
MOZ_ASSERT_IF(unwound, trap == wasm::Trap::IndirectCallBadSig);
void* pc = unwindState.pc;
const wasm::Frame* fp = wasm::Frame::fromUntaggedWasmExitFP(unwindState.fp);
const wasm::Code& code = wasm::GetNearestEffectiveInstance(fp)->code();
MOZ_RELEASE_ASSERT(&code == wasm::LookupCode(pc));
// If the frame was unwound, the bytecodeOffset must be recovered from the
// callsite so that it is accurate.
if (unwound) {
bytecodeOffset = code.lookupCallSite(pc)->lineOrBytecode();
}
setWasmExitFP(fp);
wasmTrapData_.emplace();
wasmTrapData_->resumePC =
((uint8_t*)state.pc) + jit::WasmTrapInstructionLength;
wasmTrapData_->unwoundPC = pc;
wasmTrapData_->trap = trap;
wasmTrapData_->bytecodeOffset = bytecodeOffset;
wasmTrapData_->failedUnwindSignatureMismatch =
!unwound && trap == wasm::Trap::IndirectCallBadSig;
MOZ_ASSERT(isWasmTrapping());
}
void js::jit::JitActivation::finishWasmTrap() {
MOZ_ASSERT(isWasmTrapping());
packedExitFP_ = nullptr;
wasmTrapData_.reset();
MOZ_ASSERT(!isWasmTrapping());
}
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