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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
commit36d22d82aa202bb199967e9512281e9a53db42c9 (patch)
tree105e8c98ddea1c1e4784a60a5a6410fa416be2de /js/src/wasm/WasmCompile.cpp
parentInitial commit. (diff)
downloadfirefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz
firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'js/src/wasm/WasmCompile.cpp')
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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:
+ *
+ * Copyright 2015 Mozilla Foundation
+ *
+ * Licensed 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.
+ */
+
+#include "wasm/WasmCompile.h"
+
+#include "mozilla/Maybe.h"
+
+#include <algorithm>
+
+#ifndef __wasi__
+# include "jit/ProcessExecutableMemory.h"
+#endif
+
+#include "jit/FlushICache.h"
+#include "util/Text.h"
+#include "vm/HelperThreads.h"
+#include "vm/Realm.h"
+#include "wasm/WasmBaselineCompile.h"
+#include "wasm/WasmGenerator.h"
+#include "wasm/WasmIonCompile.h"
+#include "wasm/WasmOpIter.h"
+#include "wasm/WasmProcess.h"
+#include "wasm/WasmSignalHandlers.h"
+#include "wasm/WasmValidate.h"
+
+using namespace js;
+using namespace js::jit;
+using namespace js::wasm;
+
+uint32_t wasm::ObservedCPUFeatures() {
+ enum Arch {
+ X86 = 0x1,
+ X64 = 0x2,
+ ARM = 0x3,
+ MIPS = 0x4,
+ MIPS64 = 0x5,
+ ARM64 = 0x6,
+ LOONG64 = 0x7,
+ RISCV64 = 0x8,
+ ARCH_BITS = 3
+ };
+
+#if defined(JS_CODEGEN_X86)
+ MOZ_ASSERT(uint32_t(jit::CPUInfo::GetFingerprint()) <=
+ (UINT32_MAX >> ARCH_BITS));
+ return X86 | (uint32_t(jit::CPUInfo::GetFingerprint()) << ARCH_BITS);
+#elif defined(JS_CODEGEN_X64)
+ MOZ_ASSERT(uint32_t(jit::CPUInfo::GetFingerprint()) <=
+ (UINT32_MAX >> ARCH_BITS));
+ return X64 | (uint32_t(jit::CPUInfo::GetFingerprint()) << ARCH_BITS);
+#elif defined(JS_CODEGEN_ARM)
+ MOZ_ASSERT(jit::GetARMFlags() <= (UINT32_MAX >> ARCH_BITS));
+ return ARM | (jit::GetARMFlags() << ARCH_BITS);
+#elif defined(JS_CODEGEN_ARM64)
+ MOZ_ASSERT(jit::GetARM64Flags() <= (UINT32_MAX >> ARCH_BITS));
+ return ARM64 | (jit::GetARM64Flags() << ARCH_BITS);
+#elif defined(JS_CODEGEN_MIPS64)
+ MOZ_ASSERT(jit::GetMIPSFlags() <= (UINT32_MAX >> ARCH_BITS));
+ return MIPS64 | (jit::GetMIPSFlags() << ARCH_BITS);
+#elif defined(JS_CODEGEN_LOONG64)
+ MOZ_ASSERT(jit::GetLOONG64Flags() <= (UINT32_MAX >> ARCH_BITS));
+ return LOONG64 | (jit::GetLOONG64Flags() << ARCH_BITS);
+#elif defined(JS_CODEGEN_RISCV64)
+ MOZ_ASSERT(jit::GetRISCV64Flags() <= (UINT32_MAX >> ARCH_BITS));
+ return RISCV64 | (jit::GetRISCV64Flags() << ARCH_BITS);
+#elif defined(JS_CODEGEN_NONE) || defined(JS_CODEGEN_WASM32)
+ return 0;
+#else
+# error "unknown architecture"
+#endif
+}
+
+FeatureArgs FeatureArgs::build(JSContext* cx, const FeatureOptions& options) {
+ FeatureArgs features;
+
+#define WASM_FEATURE(NAME, LOWER_NAME, ...) \
+ features.LOWER_NAME = wasm::NAME##Available(cx);
+ JS_FOR_WASM_FEATURES(WASM_FEATURE, WASM_FEATURE, WASM_FEATURE);
+#undef WASM_FEATURE
+
+ features.sharedMemory =
+ wasm::ThreadsAvailable(cx) ? Shareable::True : Shareable::False;
+
+ features.simd = jit::JitSupportsWasmSimd();
+ features.intrinsics = options.intrinsics;
+
+ return features;
+}
+
+SharedCompileArgs CompileArgs::build(JSContext* cx,
+ ScriptedCaller&& scriptedCaller,
+ const FeatureOptions& options,
+ CompileArgsError* error) {
+ bool baseline = BaselineAvailable(cx);
+ bool ion = IonAvailable(cx);
+
+ // Debug information such as source view or debug traps will require
+ // additional memory and permanently stay in baseline code, so we try to
+ // only enable it when a developer actually cares: when the debugger tab
+ // is open.
+ bool debug = cx->realm() && cx->realm()->debuggerObservesWasm();
+
+ bool forceTiering =
+ cx->options().testWasmAwaitTier2() || JitOptions.wasmDelayTier2;
+
+ // The <Compiler>Available() predicates should ensure no failure here, but
+ // when we're fuzzing we allow inconsistent switches and the check may thus
+ // fail. Let it go to a run-time error instead of crashing.
+ if (debug && ion) {
+ *error = CompileArgsError::NoCompiler;
+ return nullptr;
+ }
+
+ if (forceTiering && !(baseline && ion)) {
+ // This can happen only in testing, and in this case we don't have a
+ // proper way to signal the error, so just silently override the default,
+ // instead of adding a skip-if directive to every test using debug/gc.
+ forceTiering = false;
+ }
+
+ if (!(baseline || ion)) {
+ *error = CompileArgsError::NoCompiler;
+ return nullptr;
+ }
+
+ CompileArgs* target = cx->new_<CompileArgs>(std::move(scriptedCaller));
+ if (!target) {
+ *error = CompileArgsError::OutOfMemory;
+ return nullptr;
+ }
+
+ target->baselineEnabled = baseline;
+ target->ionEnabled = ion;
+ target->debugEnabled = debug;
+ target->forceTiering = forceTiering;
+ target->features = FeatureArgs::build(cx, options);
+
+ return target;
+}
+
+SharedCompileArgs CompileArgs::buildForAsmJS(ScriptedCaller&& scriptedCaller) {
+ CompileArgs* target = js_new<CompileArgs>(std::move(scriptedCaller));
+ if (!target) {
+ return nullptr;
+ }
+
+ // AsmJS is deprecated and doesn't have mechanisms for experimental features,
+ // so we don't need to initialize the FeatureArgs. It also only targets the
+ // Ion backend and does not need WASM debug support since it is de-optimized
+ // to JS in that case.
+ target->ionEnabled = true;
+ target->debugEnabled = false;
+
+ return target;
+}
+
+SharedCompileArgs CompileArgs::buildAndReport(JSContext* cx,
+ ScriptedCaller&& scriptedCaller,
+ const FeatureOptions& options,
+ bool reportOOM) {
+ CompileArgsError error;
+ SharedCompileArgs args =
+ CompileArgs::build(cx, std::move(scriptedCaller), options, &error);
+ if (args) {
+ Log(cx, "available wasm compilers: tier1=%s tier2=%s",
+ args->baselineEnabled ? "baseline" : "none",
+ args->ionEnabled ? "ion" : "none");
+ return args;
+ }
+
+ switch (error) {
+ case CompileArgsError::NoCompiler: {
+ JS_ReportErrorASCII(cx, "no WebAssembly compiler available");
+ break;
+ }
+ case CompileArgsError::OutOfMemory: {
+ // Most callers are required to return 'false' without reporting an OOM,
+ // so we make reporting it optional here.
+ if (reportOOM) {
+ ReportOutOfMemory(cx);
+ }
+ break;
+ }
+ }
+ return nullptr;
+}
+
+/*
+ * [SMDOC] Tiered wasm compilation.
+ *
+ * "Tiered compilation" refers to the mechanism where we first compile the code
+ * with a fast non-optimizing compiler so that we can start running the code
+ * quickly, while in the background recompiling the code with the slower
+ * optimizing compiler. Code created by baseline is called "tier-1"; code
+ * created by the optimizing compiler is called "tier-2". When the tier-2 code
+ * is ready, we "tier up" the code by creating paths from tier-1 code into their
+ * tier-2 counterparts; this patching is performed as the program is running.
+ *
+ * ## Selecting the compilation mode
+ *
+ * When wasm bytecode arrives, we choose the compilation strategy based on
+ * switches and on aspects of the code and the hardware. If switches allow
+ * tiered compilation to happen (the normal case), the following logic applies.
+ *
+ * If the code is sufficiently large that tiered compilation would be beneficial
+ * but not so large that it might blow our compiled code budget and make
+ * compilation fail, we choose tiered compilation. Otherwise we go straight to
+ * optimized code.
+ *
+ * The expected benefit of tiering is computed by TieringBeneficial(), below,
+ * based on various estimated parameters of the hardware: ratios of object code
+ * to byte code, speed of the system, number of cores.
+ *
+ * ## Mechanics of tiering up; patching
+ *
+ * Every time control enters a tier-1 function, the function prologue loads its
+ * tiering pointer from the tiering jump table (see JumpTable in WasmCode.h) and
+ * jumps to it.
+ *
+ * Initially, an entry in the tiering table points to the instruction inside the
+ * tier-1 function that follows the jump instruction (hence the jump is an
+ * expensive nop). When the tier-2 compiler is finished, the table is patched
+ * racily to point into the tier-2 function at the correct prologue location
+ * (see loop near the end of Module::finishTier2()). As tier-2 compilation is
+ * performed at most once per Module, there is at most one such racy overwrite
+ * per table element during the lifetime of the Module.
+ *
+ * The effect of the patching is to cause the tier-1 function to jump to its
+ * tier-2 counterpart whenever the tier-1 function is called subsequently. That
+ * is, tier-1 code performs standard frame setup on behalf of whatever code it
+ * jumps to, and the target code (tier-1 or tier-2) allocates its own frame in
+ * whatever way it wants.
+ *
+ * The racy writing means that it is often nondeterministic whether tier-1 or
+ * tier-2 code is reached by any call during the tiering-up process; if F calls
+ * A and B in that order, it may reach tier-2 code for A and tier-1 code for B.
+ * If F is running concurrently on threads T1 and T2, T1 and T2 may see code
+ * from different tiers for either function.
+ *
+ * Note, tiering up also requires upgrading the jit-entry stubs so that they
+ * reference tier-2 code. The mechanics of this upgrading are described at
+ * WasmInstanceObject::getExportedFunction().
+ *
+ * ## Current limitations of tiering
+ *
+ * Tiering is not always seamless. Partly, it is possible for a program to get
+ * stuck in tier-1 code. Partly, a function that has tiered up continues to
+ * force execution to go via tier-1 code to reach tier-2 code, paying for an
+ * additional jump and a slightly less optimized prologue than tier-2 code could
+ * have had on its own.
+ *
+ * Known tiering limitiations:
+ *
+ * - We can tier up only at function boundaries. If a tier-1 function has a
+ * long-running loop it will not tier up until it returns to its caller. If
+ * this loop never exits (a runloop in a worker, for example) then the
+ * function will never tier up.
+ *
+ * To do better, we need OSR.
+ *
+ * - Wasm Table entries are never patched during tier-up. A Table of funcref
+ * holds not a JSFunction pointer, but a (code*,instance*) pair of pointers.
+ * When a table.set operation is performed, the JSFunction value is decomposed
+ * and its code and instance pointers are stored in the table; subsequently,
+ * when a table.get operation is performed, the JSFunction value is
+ * reconstituted from its code pointer using fairly elaborate machinery. (The
+ * mechanics are the same also for the reflected JS operations on a
+ * WebAssembly.Table. For everything, see WasmTable.{cpp,h}.) The code pointer
+ * in the Table will always be the code pointer belonging to the best tier that
+ * was active at the time when that function was stored in that Table slot; in
+ * many cases, it will be tier-1 code. As a consequence, a call through a table
+ * will first enter tier-1 code and then jump to tier-2 code.
+ *
+ * To do better, we must update all the tables in the system when an instance
+ * tiers up. This is expected to be very hard.
+ *
+ * - Imported Wasm functions are never patched during tier-up. Imports are held
+ * in FuncImportInstanceData values in the instance, and for a wasm
+ * callee, what's stored is the raw code pointer into the best tier of the
+ * callee that was active at the time the import was resolved. That could be
+ * baseline code, and if it is, the situation is as for Table entries: a call
+ * to an import will always go via that import's tier-1 code, which will tier
+ * up with an indirect jump.
+ *
+ * To do better, we must update all the import tables in the system that
+ * import functions from instances whose modules have tiered up. This is
+ * expected to be hard.
+ */
+
+// Classify the current system as one of a set of recognizable classes. This
+// really needs to get our tier-1 systems right.
+//
+// TODO: We don't yet have a good measure of how fast a system is. We
+// distinguish between mobile and desktop because these are very different kinds
+// of systems, but we could further distinguish between low / medium / high end
+// within those major classes. If we do so, then constants below would be
+// provided for each (class, architecture, system-tier) combination, not just
+// (class, architecture) as now.
+//
+// CPU clock speed is not by itself a good predictor of system performance, as
+// there are high-performance systems with slow clocks (recent Intel) and
+// low-performance systems with fast clocks (older AMD). We can also use
+// physical memory, core configuration, OS details, CPU class and family, and
+// CPU manufacturer to disambiguate.
+
+enum class SystemClass {
+ DesktopX86,
+ DesktopX64,
+ DesktopUnknown32,
+ DesktopUnknown64,
+ MobileX86,
+ MobileArm32,
+ MobileArm64,
+ MobileUnknown32,
+ MobileUnknown64
+};
+
+static SystemClass ClassifySystem() {
+ bool isDesktop;
+
+#if defined(ANDROID) || defined(JS_CODEGEN_ARM) || defined(JS_CODEGEN_ARM64)
+ isDesktop = false;
+#else
+ isDesktop = true;
+#endif
+
+ if (isDesktop) {
+#if defined(JS_CODEGEN_X64)
+ return SystemClass::DesktopX64;
+#elif defined(JS_CODEGEN_X86)
+ return SystemClass::DesktopX86;
+#elif defined(JS_64BIT)
+ return SystemClass::DesktopUnknown64;
+#else
+ return SystemClass::DesktopUnknown32;
+#endif
+ } else {
+#if defined(JS_CODEGEN_X86)
+ return SystemClass::MobileX86;
+#elif defined(JS_CODEGEN_ARM)
+ return SystemClass::MobileArm32;
+#elif defined(JS_CODEGEN_ARM64)
+ return SystemClass::MobileArm64;
+#elif defined(JS_64BIT)
+ return SystemClass::MobileUnknown64;
+#else
+ return SystemClass::MobileUnknown32;
+#endif
+ }
+}
+
+// Code sizes in machine code bytes per bytecode byte, again empirical except
+// where marked.
+//
+// The Ion estimate for ARM64 is the measured Baseline value scaled by a
+// plausible factor for optimized code.
+
+static const double x64Tox86Inflation = 1.25;
+
+static const double x64IonBytesPerBytecode = 2.45;
+static const double x86IonBytesPerBytecode =
+ x64IonBytesPerBytecode * x64Tox86Inflation;
+static const double arm32IonBytesPerBytecode = 3.3;
+static const double arm64IonBytesPerBytecode = 3.0 / 1.4; // Estimate
+
+static const double x64BaselineBytesPerBytecode = x64IonBytesPerBytecode * 1.43;
+static const double x86BaselineBytesPerBytecode =
+ x64BaselineBytesPerBytecode * x64Tox86Inflation;
+static const double arm32BaselineBytesPerBytecode =
+ arm32IonBytesPerBytecode * 1.39;
+static const double arm64BaselineBytesPerBytecode = 3.0;
+
+static double OptimizedBytesPerBytecode(SystemClass cls) {
+ switch (cls) {
+ case SystemClass::DesktopX86:
+ case SystemClass::MobileX86:
+ case SystemClass::DesktopUnknown32:
+ return x86IonBytesPerBytecode;
+ case SystemClass::DesktopX64:
+ case SystemClass::DesktopUnknown64:
+ return x64IonBytesPerBytecode;
+ case SystemClass::MobileArm32:
+ case SystemClass::MobileUnknown32:
+ return arm32IonBytesPerBytecode;
+ case SystemClass::MobileArm64:
+ case SystemClass::MobileUnknown64:
+ return arm64IonBytesPerBytecode;
+ default:
+ MOZ_CRASH();
+ }
+}
+
+static double BaselineBytesPerBytecode(SystemClass cls) {
+ switch (cls) {
+ case SystemClass::DesktopX86:
+ case SystemClass::MobileX86:
+ case SystemClass::DesktopUnknown32:
+ return x86BaselineBytesPerBytecode;
+ case SystemClass::DesktopX64:
+ case SystemClass::DesktopUnknown64:
+ return x64BaselineBytesPerBytecode;
+ case SystemClass::MobileArm32:
+ case SystemClass::MobileUnknown32:
+ return arm32BaselineBytesPerBytecode;
+ case SystemClass::MobileArm64:
+ case SystemClass::MobileUnknown64:
+ return arm64BaselineBytesPerBytecode;
+ default:
+ MOZ_CRASH();
+ }
+}
+
+double wasm::EstimateCompiledCodeSize(Tier tier, size_t bytecodeSize) {
+ SystemClass cls = ClassifySystem();
+ switch (tier) {
+ case Tier::Baseline:
+ return double(bytecodeSize) * BaselineBytesPerBytecode(cls);
+ case Tier::Optimized:
+ return double(bytecodeSize) * OptimizedBytesPerBytecode(cls);
+ }
+ MOZ_CRASH("bad tier");
+}
+
+// If parallel Ion compilation is going to take longer than this, we should
+// tier.
+
+static const double tierCutoffMs = 10;
+
+// Compilation rate values are empirical except when noted, the reference
+// systems are:
+//
+// Late-2013 MacBook Pro (2.6GHz 4 x hyperthreaded Haswell, Mac OS X)
+// Late-2015 Nexus 5X (1.4GHz 4 x Cortex-A53 + 1.8GHz 2 x Cortex-A57, Android)
+// Ca-2016 SoftIron Overdrive 1000 (1.7GHz 4 x Cortex-A57, Fedora)
+//
+// The rates are always per core.
+//
+// The estimate for ARM64 is the Baseline compilation rate on the SoftIron
+// (because we have no Ion yet), divided by 5 to estimate Ion compile rate and
+// then divided by 2 to make it more reasonable for consumer ARM64 systems.
+
+static const double x64IonBytecodesPerMs = 2100;
+static const double x86IonBytecodesPerMs = 1500;
+static const double arm32IonBytecodesPerMs = 450;
+static const double arm64IonBytecodesPerMs = 750; // Estimate
+
+// Tiering cutoff values: if code section sizes are below these values (when
+// divided by the effective number of cores) we do not tier, because we guess
+// that parallel Ion compilation will be fast enough.
+
+static const double x64DesktopTierCutoff = x64IonBytecodesPerMs * tierCutoffMs;
+static const double x86DesktopTierCutoff = x86IonBytecodesPerMs * tierCutoffMs;
+static const double x86MobileTierCutoff = x86DesktopTierCutoff / 2; // Guess
+static const double arm32MobileTierCutoff =
+ arm32IonBytecodesPerMs * tierCutoffMs;
+static const double arm64MobileTierCutoff =
+ arm64IonBytecodesPerMs * tierCutoffMs;
+
+static double CodesizeCutoff(SystemClass cls) {
+ switch (cls) {
+ case SystemClass::DesktopX86:
+ case SystemClass::DesktopUnknown32:
+ return x86DesktopTierCutoff;
+ case SystemClass::DesktopX64:
+ case SystemClass::DesktopUnknown64:
+ return x64DesktopTierCutoff;
+ case SystemClass::MobileX86:
+ return x86MobileTierCutoff;
+ case SystemClass::MobileArm32:
+ case SystemClass::MobileUnknown32:
+ return arm32MobileTierCutoff;
+ case SystemClass::MobileArm64:
+ case SystemClass::MobileUnknown64:
+ return arm64MobileTierCutoff;
+ default:
+ MOZ_CRASH();
+ }
+}
+
+// As the number of cores grows the effectiveness of each core dwindles (on the
+// systems we care about for SpiderMonkey).
+//
+// The data are empirical, computed from the observed compilation time of the
+// Tanks demo code on a variable number of cores.
+//
+// The heuristic may fail on NUMA systems where the core count is high but the
+// performance increase is nil or negative once the program moves beyond one
+// socket. However, few browser users have such systems.
+
+static double EffectiveCores(uint32_t cores) {
+ if (cores <= 3) {
+ return pow(cores, 0.9);
+ }
+ return pow(cores, 0.75);
+}
+
+#ifndef JS_64BIT
+// Don't tier if tiering will fill code memory to more to more than this
+// fraction.
+
+static const double spaceCutoffPct = 0.9;
+#endif
+
+// Figure out whether we should use tiered compilation or not.
+static bool TieringBeneficial(uint32_t codeSize) {
+ uint32_t cpuCount = GetHelperThreadCPUCount();
+ MOZ_ASSERT(cpuCount > 0);
+
+ // It's mostly sensible not to background compile when there's only one
+ // hardware thread as we want foreground computation to have access to that.
+ // However, if wasm background compilation helper threads can be given lower
+ // priority then background compilation on single-core systems still makes
+ // some kind of sense. That said, this is a non-issue: as of September 2017
+ // 1-core was down to 3.5% of our population and falling.
+
+ if (cpuCount == 1) {
+ return false;
+ }
+
+ // Compute the max number of threads available to do actual background
+ // compilation work.
+
+ uint32_t workers = GetMaxWasmCompilationThreads();
+
+ // The number of cores we will use is bounded both by the CPU count and the
+ // worker count, since the worker count already takes this into account.
+
+ uint32_t cores = workers;
+
+ SystemClass cls = ClassifySystem();
+
+ // Ion compilation on available cores must take long enough to be worth the
+ // bother.
+
+ double cutoffSize = CodesizeCutoff(cls);
+ double effectiveCores = EffectiveCores(cores);
+
+ if ((codeSize / effectiveCores) < cutoffSize) {
+ return false;
+ }
+
+ // Do not implement a size cutoff for 64-bit systems since the code size
+ // budget for 64 bit is so large that it will hardly ever be an issue.
+ // (Also the cutoff percentage might be different on 64-bit.)
+
+#ifndef JS_64BIT
+ // If the amount of executable code for baseline compilation jeopardizes the
+ // availability of executable memory for ion code then do not tier, for now.
+ //
+ // TODO: For now we consider this module in isolation. We should really
+ // worry about what else is going on in this process and might be filling up
+ // the code memory. It's like we need some kind of code memory reservation
+ // system or JIT compilation for large modules.
+
+ double ionRatio = OptimizedBytesPerBytecode(cls);
+ double baselineRatio = BaselineBytesPerBytecode(cls);
+ double needMemory = codeSize * (ionRatio + baselineRatio);
+ double availMemory = LikelyAvailableExecutableMemory();
+ double cutoff = spaceCutoffPct * MaxCodeBytesPerProcess;
+
+ // If the sum of baseline and ion code makes us exceeds some set percentage
+ // of the executable memory then disable tiering.
+
+ if ((MaxCodeBytesPerProcess - availMemory) + needMemory > cutoff) {
+ return false;
+ }
+#endif
+
+ return true;
+}
+
+// Ensure that we have the non-compiler requirements to tier safely.
+static bool PlatformCanTier() {
+ return CanUseExtraThreads() && jit::CanFlushExecutionContextForAllThreads();
+}
+
+CompilerEnvironment::CompilerEnvironment(const CompileArgs& args)
+ : state_(InitialWithArgs), args_(&args) {}
+
+CompilerEnvironment::CompilerEnvironment(CompileMode mode, Tier tier,
+ DebugEnabled debugEnabled)
+ : state_(InitialWithModeTierDebug),
+ mode_(mode),
+ tier_(tier),
+ debug_(debugEnabled) {}
+
+void CompilerEnvironment::computeParameters() {
+ MOZ_ASSERT(state_ == InitialWithModeTierDebug);
+
+ state_ = Computed;
+}
+
+void CompilerEnvironment::computeParameters(Decoder& d) {
+ MOZ_ASSERT(!isComputed());
+
+ if (state_ == InitialWithModeTierDebug) {
+ computeParameters();
+ return;
+ }
+
+ bool baselineEnabled = args_->baselineEnabled;
+ bool ionEnabled = args_->ionEnabled;
+ bool debugEnabled = args_->debugEnabled;
+ bool forceTiering = args_->forceTiering;
+
+ bool hasSecondTier = ionEnabled;
+ MOZ_ASSERT_IF(debugEnabled, baselineEnabled);
+ MOZ_ASSERT_IF(forceTiering, baselineEnabled && hasSecondTier);
+
+ // Various constraints in various places should prevent failure here.
+ MOZ_RELEASE_ASSERT(baselineEnabled || ionEnabled);
+
+ uint32_t codeSectionSize = 0;
+
+ SectionRange range;
+ if (StartsCodeSection(d.begin(), d.end(), &range)) {
+ codeSectionSize = range.size;
+ }
+
+ if (baselineEnabled && hasSecondTier &&
+ (TieringBeneficial(codeSectionSize) || forceTiering) &&
+ PlatformCanTier()) {
+ mode_ = CompileMode::Tier1;
+ tier_ = Tier::Baseline;
+ } else {
+ mode_ = CompileMode::Once;
+ tier_ = hasSecondTier ? Tier::Optimized : Tier::Baseline;
+ }
+
+ debug_ = debugEnabled ? DebugEnabled::True : DebugEnabled::False;
+
+ state_ = Computed;
+}
+
+template <class DecoderT>
+static bool DecodeFunctionBody(DecoderT& d, ModuleGenerator& mg,
+ uint32_t funcIndex) {
+ uint32_t bodySize;
+ if (!d.readVarU32(&bodySize)) {
+ return d.fail("expected number of function body bytes");
+ }
+
+ if (bodySize > MaxFunctionBytes) {
+ return d.fail("function body too big");
+ }
+
+ const size_t offsetInModule = d.currentOffset();
+
+ // Skip over the function body; it will be validated by the compilation
+ // thread.
+ const uint8_t* bodyBegin;
+ if (!d.readBytes(bodySize, &bodyBegin)) {
+ return d.fail("function body length too big");
+ }
+
+ return mg.compileFuncDef(funcIndex, offsetInModule, bodyBegin,
+ bodyBegin + bodySize);
+}
+
+template <class DecoderT>
+static bool DecodeCodeSection(const ModuleEnvironment& env, DecoderT& d,
+ ModuleGenerator& mg) {
+ if (!env.codeSection) {
+ if (env.numFuncDefs() != 0) {
+ return d.fail("expected code section");
+ }
+
+ return mg.finishFuncDefs();
+ }
+
+ uint32_t numFuncDefs;
+ if (!d.readVarU32(&numFuncDefs)) {
+ return d.fail("expected function body count");
+ }
+
+ if (numFuncDefs != env.numFuncDefs()) {
+ return d.fail(
+ "function body count does not match function signature count");
+ }
+
+ for (uint32_t funcDefIndex = 0; funcDefIndex < numFuncDefs; funcDefIndex++) {
+ if (!DecodeFunctionBody(d, mg, env.numFuncImports + funcDefIndex)) {
+ return false;
+ }
+ }
+
+ if (!d.finishSection(*env.codeSection, "code")) {
+ return false;
+ }
+
+ return mg.finishFuncDefs();
+}
+
+SharedModule wasm::CompileBuffer(const CompileArgs& args,
+ const ShareableBytes& bytecode,
+ UniqueChars* error,
+ UniqueCharsVector* warnings,
+ JS::OptimizedEncodingListener* listener) {
+ Decoder d(bytecode.bytes, 0, error, warnings);
+
+ ModuleEnvironment moduleEnv(args.features);
+ if (!moduleEnv.init() || !DecodeModuleEnvironment(d, &moduleEnv)) {
+ return nullptr;
+ }
+ CompilerEnvironment compilerEnv(args);
+ compilerEnv.computeParameters(d);
+
+ ModuleGenerator mg(args, &moduleEnv, &compilerEnv, nullptr, error, warnings);
+ if (!mg.init(nullptr)) {
+ return nullptr;
+ }
+
+ if (!DecodeCodeSection(moduleEnv, d, mg)) {
+ return nullptr;
+ }
+
+ if (!DecodeModuleTail(d, &moduleEnv)) {
+ return nullptr;
+ }
+
+ return mg.finishModule(bytecode, listener);
+}
+
+bool wasm::CompileTier2(const CompileArgs& args, const Bytes& bytecode,
+ const Module& module, UniqueChars* error,
+ UniqueCharsVector* warnings, Atomic<bool>* cancelled) {
+ Decoder d(bytecode, 0, error);
+
+ ModuleEnvironment moduleEnv(args.features);
+ if (!moduleEnv.init() || !DecodeModuleEnvironment(d, &moduleEnv)) {
+ return false;
+ }
+ CompilerEnvironment compilerEnv(CompileMode::Tier2, Tier::Optimized,
+ DebugEnabled::False);
+ compilerEnv.computeParameters(d);
+
+ ModuleGenerator mg(args, &moduleEnv, &compilerEnv, cancelled, error,
+ warnings);
+ if (!mg.init(nullptr)) {
+ return false;
+ }
+
+ if (!DecodeCodeSection(moduleEnv, d, mg)) {
+ return false;
+ }
+
+ if (!DecodeModuleTail(d, &moduleEnv)) {
+ return false;
+ }
+
+ return mg.finishTier2(module);
+}
+
+class StreamingDecoder {
+ Decoder d_;
+ const ExclusiveBytesPtr& codeBytesEnd_;
+ const Atomic<bool>& cancelled_;
+
+ public:
+ StreamingDecoder(const ModuleEnvironment& env, const Bytes& begin,
+ const ExclusiveBytesPtr& codeBytesEnd,
+ const Atomic<bool>& cancelled, UniqueChars* error,
+ UniqueCharsVector* warnings)
+ : d_(begin, env.codeSection->start, error, warnings),
+ codeBytesEnd_(codeBytesEnd),
+ cancelled_(cancelled) {}
+
+ bool fail(const char* msg) { return d_.fail(msg); }
+
+ bool done() const { return d_.done(); }
+
+ size_t currentOffset() const { return d_.currentOffset(); }
+
+ bool waitForBytes(size_t numBytes) {
+ numBytes = std::min(numBytes, d_.bytesRemain());
+ const uint8_t* requiredEnd = d_.currentPosition() + numBytes;
+ auto codeBytesEnd = codeBytesEnd_.lock();
+ while (codeBytesEnd < requiredEnd) {
+ if (cancelled_) {
+ return false;
+ }
+ codeBytesEnd.wait();
+ }
+ return true;
+ }
+
+ bool readVarU32(uint32_t* u32) {
+ return waitForBytes(MaxVarU32DecodedBytes) && d_.readVarU32(u32);
+ }
+
+ bool readBytes(size_t size, const uint8_t** begin) {
+ return waitForBytes(size) && d_.readBytes(size, begin);
+ }
+
+ bool finishSection(const SectionRange& range, const char* name) {
+ return d_.finishSection(range, name);
+ }
+};
+
+static SharedBytes CreateBytecode(const Bytes& env, const Bytes& code,
+ const Bytes& tail, UniqueChars* error) {
+ size_t size = env.length() + code.length() + tail.length();
+ if (size > MaxModuleBytes) {
+ *error = DuplicateString("module too big");
+ return nullptr;
+ }
+
+ MutableBytes bytecode = js_new<ShareableBytes>();
+ if (!bytecode || !bytecode->bytes.resize(size)) {
+ return nullptr;
+ }
+
+ uint8_t* p = bytecode->bytes.begin();
+
+ memcpy(p, env.begin(), env.length());
+ p += env.length();
+
+ memcpy(p, code.begin(), code.length());
+ p += code.length();
+
+ memcpy(p, tail.begin(), tail.length());
+ p += tail.length();
+
+ MOZ_ASSERT(p == bytecode->end());
+
+ return bytecode;
+}
+
+SharedModule wasm::CompileStreaming(
+ const CompileArgs& args, const Bytes& envBytes, const Bytes& codeBytes,
+ const ExclusiveBytesPtr& codeBytesEnd,
+ const ExclusiveStreamEndData& exclusiveStreamEnd,
+ const Atomic<bool>& cancelled, UniqueChars* error,
+ UniqueCharsVector* warnings) {
+ CompilerEnvironment compilerEnv(args);
+ ModuleEnvironment moduleEnv(args.features);
+ if (!moduleEnv.init()) {
+ return nullptr;
+ }
+
+ {
+ Decoder d(envBytes, 0, error, warnings);
+
+ if (!DecodeModuleEnvironment(d, &moduleEnv)) {
+ return nullptr;
+ }
+ compilerEnv.computeParameters(d);
+
+ if (!moduleEnv.codeSection) {
+ d.fail("unknown section before code section");
+ return nullptr;
+ }
+
+ MOZ_RELEASE_ASSERT(moduleEnv.codeSection->size == codeBytes.length());
+ MOZ_RELEASE_ASSERT(d.done());
+ }
+
+ ModuleGenerator mg(args, &moduleEnv, &compilerEnv, &cancelled, error,
+ warnings);
+ if (!mg.init(nullptr)) {
+ return nullptr;
+ }
+
+ {
+ StreamingDecoder d(moduleEnv, codeBytes, codeBytesEnd, cancelled, error,
+ warnings);
+
+ if (!DecodeCodeSection(moduleEnv, d, mg)) {
+ return nullptr;
+ }
+
+ MOZ_RELEASE_ASSERT(d.done());
+ }
+
+ {
+ auto streamEnd = exclusiveStreamEnd.lock();
+ while (!streamEnd->reached) {
+ if (cancelled) {
+ return nullptr;
+ }
+ streamEnd.wait();
+ }
+ }
+
+ const StreamEndData& streamEnd = exclusiveStreamEnd.lock();
+ const Bytes& tailBytes = *streamEnd.tailBytes;
+
+ {
+ Decoder d(tailBytes, moduleEnv.codeSection->end(), error, warnings);
+
+ if (!DecodeModuleTail(d, &moduleEnv)) {
+ return nullptr;
+ }
+
+ MOZ_RELEASE_ASSERT(d.done());
+ }
+
+ SharedBytes bytecode = CreateBytecode(envBytes, codeBytes, tailBytes, error);
+ if (!bytecode) {
+ return nullptr;
+ }
+
+ return mg.finishModule(*bytecode, streamEnd.tier2Listener);
+}