summaryrefslogtreecommitdiffstats
path: root/Source/JavaScriptCore/bytecode/Watchpoint.h
blob: 869e908c826f88caccf0f0258e973d4f4e39d3f1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
/*
 * Copyright (C) 2012-2015 Apple Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE INC. OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
 */

#ifndef Watchpoint_h
#define Watchpoint_h

#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)
    {
    }
    
    virtual 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 WatchpointSet : public ThreadSafeRefCounted<WatchpointSet> {
    friend class LLIntOffsetsExtractor;
public:
    JS_EXPORT_PRIVATE WatchpointSet(WatchpointState);
    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(const FireDetail& detail)
    {
        if (LIKELY(m_state != IsWatched))
            return;
        fireAllSlow(detail);
    }
    
    void fireAll(const char* reason)
    {
        if (LIKELY(m_state != IsWatched))
            return;
        fireAllSlow(reason);
    }
    
    void touch(const FireDetail& detail)
    {
        if (state() == ClearWatchpoint)
            startWatching();
        else
            fireAll(detail);
    }
    
    void touch(const char* reason)
    {
        touch(StringFireDetail(reason));
    }
    
    void invalidate(const FireDetail& detail)
    {
        if (state() == IsWatched)
            fireAll(detail);
        m_state = IsInvalidated;
    }
    
    void invalidate(const char* reason)
    {
        invalidate(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(const FireDetail&); // Call only if you've checked isWatched.
    JS_EXPORT_PRIVATE void fireAllSlow(const char* reason); // Ditto.
    
private:
    void fireAllWatchpoints(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(const FireDetail& detail)
    {
        if (isFat()) {
            fat()->fireAll(detail);
            return;
        }
        if (decodeState(m_data) == ClearWatchpoint)
            return;
        m_data = encodeState(IsInvalidated);
        WTF::storeStoreFence();
    }
    
    void invalidate(const FireDetail& detail)
    {
        if (isFat())
            fat()->invalidate(detail);
        else
            m_data = encodeState(IsInvalidated);
    }
    
    JS_EXPORT_PRIVATE void fireAll(const char* reason);
    
    void touch(const FireDetail& detail)
    {
        if (isFat()) {
            fat()->touch(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(const char* reason)
    {
        touch(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

#endif // Watchpoint_h