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// 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/obj"
"fmt"
"strings"
)
type SlotID 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 []*LocalSlot
Variables []VarLocList
Registers []Register
}
// append adds a location to the location list for slot.
func (f *FuncDebug) append(slot SlotID, loc *VarLoc) {
f.Variables[slot].append(loc)
}
// lastLoc returns the last VarLoc for slot, or nil if it has none.
func (f *FuncDebug) lastLoc(slot SlotID) *VarLoc {
return f.Variables[slot].last()
}
func (f *FuncDebug) String() string {
var vars []string
for slot, list := range f.Variables {
if len(list.Locations) == 0 {
continue
}
vars = append(vars, fmt.Sprintf("%v = %v", f.Slots[slot], list))
}
return fmt.Sprintf("{%v}", strings.Join(vars, ", "))
}
// A VarLocList contains the locations for a variable, in program text order.
// It will often have gaps.
type VarLocList struct {
Locations []*VarLoc
}
func (l *VarLocList) append(loc *VarLoc) {
l.Locations = append(l.Locations, loc)
}
// last returns the last location in the list.
func (l *VarLocList) last() *VarLoc {
if l == nil || len(l.Locations) == 0 {
return nil
}
return l.Locations[len(l.Locations)-1]
}
// A VarLoc describes a variable's location in a single contiguous range
// of program text. It is generated from the SSA representation, but it
// refers to the generated machine code, so the Values referenced are better
// understood as PCs than actual Values, and the ranges can cross blocks.
// The range is defined first by Values, which are then mapped to Progs
// during genssa and finally to function PCs after assembly.
// A variable can be on the stack and in any number of registers.
type VarLoc struct {
// Inclusive -- the first SSA value that the range covers. The value
// doesn't necessarily have anything to do with the variable; it just
// identifies a point in the program text.
Start *Value
// Exclusive -- the first SSA value after start that the range doesn't
// cover. A location with start == end is empty.
End *Value
// The prog/PCs corresponding to Start and End above. These are for the
// convenience of later passes, since code generation isn't done when
// BuildFuncDebug runs.
StartProg, EndProg *obj.Prog
StartPC, EndPC int64
// 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
// Indicates whether the variable is on the stack. The stack position is
// stored in the associated gc.Node.
OnStack bool
// Used only during generation. Indicates whether this location lasts
// past the block's end. Without this, there would be no way to distinguish
// between a range that ended on the last Value of a block and one that
// didn't end at all.
survivedBlock bool
}
// RegisterSet is a bitmap of registers, indexed by Register.num.
type RegisterSet uint64
func (v *VarLoc) String() string {
var registers []Register
if v.Start != nil {
registers = v.Start.Block.Func.Config.registers
}
loc := ""
if !v.OnStack && v.Registers == 0 {
loc = "!!!no location!!!"
}
if v.OnStack {
loc += "stack,"
}
var regnames []string
for reg := 0; reg < 64; reg++ {
if v.Registers&(1<<uint8(reg)) == 0 {
continue
}
if registers != nil {
regnames = append(regnames, registers[reg].Name())
} else {
regnames = append(regnames, fmt.Sprintf("reg%v", reg))
}
}
loc += strings.Join(regnames, ",")
pos := func(v *Value, p *obj.Prog, pc int64) string {
if v == nil {
return "?"
}
if p == nil {
return fmt.Sprintf("v%v", v.ID)
}
return fmt.Sprintf("v%v/%x", v.ID, pc)
}
surv := ""
if v.survivedBlock {
surv = "+"
}
return fmt.Sprintf("%v-%v%s@%s", pos(v.Start, v.StartProg, v.StartPC), pos(v.End, v.EndProg, v.EndPC), surv, loc)
}
// unexpected is used to indicate an inconsistency or bug in the debug info
// generation process. These are not fixable by users. At time of writing,
// changing this to a Fprintf(os.Stderr) and running make.bash generates
// thousands of warnings.
func (s *debugState) unexpected(v *Value, msg string, args ...interface{}) {
s.f.Logf("unexpected at "+fmt.Sprint(v.ID)+":"+msg, args...)
}
func (s *debugState) logf(msg string, args ...interface{}) {
s.f.Logf(msg, args...)
}
type debugState struct {
loggingEnabled bool
slots []*LocalSlot
f *Func
cache *Cache
numRegisters int
// working storage for BuildFuncDebug, reused between blocks.
registerContents [][]SlotID
}
// 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(f *Func, loggingEnabled bool) *FuncDebug {
if f.RegAlloc == nil {
f.Fatalf("BuildFuncDebug on func %v that has not been fully processed", f)
}
state := &debugState{
loggingEnabled: loggingEnabled,
slots: make([]*LocalSlot, len(f.Names)),
cache: f.Cache,
f: f,
numRegisters: len(f.Config.registers),
registerContents: make([][]SlotID, len(f.Config.registers)),
}
// TODO: consider storing this in Cache and reusing across functions.
valueNames := make([][]SlotID, f.NumValues())
for i, slot := range f.Names {
slot := slot
state.slots[i] = &slot
if isSynthetic(&slot) {
continue
}
for _, value := range f.NamedValues[slot] {
valueNames[value.ID] = append(valueNames[value.ID], SlotID(i))
}
}
if state.loggingEnabled {
var names []string
for i, name := range f.Names {
names = append(names, fmt.Sprintf("%v = %v", i, name))
}
state.logf("Name table: %v\n", strings.Join(names, ", "))
}
// Build up block states, starting with the first block, then
// processing blocks once their predecessors have been processed.
// TODO: use a reverse post-order traversal instead of the work queue.
// Location list entries for each block.
blockLocs := make([]*FuncDebug, f.NumBlocks())
// Work queue of blocks to visit. Some of them may already be processed.
work := []*Block{f.Entry}
for len(work) > 0 {
b := work[0]
work = work[1:]
if blockLocs[b.ID] != nil {
continue // already processed
}
if !state.predecessorsDone(b, blockLocs) {
continue // not ready yet
}
for _, edge := range b.Succs {
if blockLocs[edge.Block().ID] != nil {
continue
}
work = append(work, edge.Block())
}
// Build the starting state for the block from the final
// state of its predecessors.
locs := state.mergePredecessors(b, blockLocs)
if state.loggingEnabled {
state.logf("Processing %v, initial locs %v, regs %v\n", b, locs, state.registerContents)
}
// Update locs/registers with the effects of each Value.
for _, v := range b.Values {
slots := 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:
source = a
case OpStoreReg:
source = a.Args[0]
default:
state.unexpected(v, "load with unexpected source op %v", a)
}
}
if source != nil {
slots = append(slots, valueNames[source.ID]...)
// As of writing, the compiler never uses a load/store as a
// source of another load/store, so there's no reason this should
// ever be consulted. Update just in case, and so that when
// valueNames is cached, we can reuse the memory.
valueNames[v.ID] = slots
}
if len(slots) == 0 {
continue
}
reg, _ := f.getHome(v.ID).(*Register)
state.processValue(locs, v, slots, reg)
}
// The block is done; end the locations for all its slots.
for _, locList := range locs.Variables {
last := locList.last()
if last == nil || last.End != nil {
continue
}
if len(b.Values) != 0 {
last.End = b.Values[len(b.Values)-1]
} else {
// This happens when a value survives into an empty block from its predecessor.
// Just carry it forward for liveness's sake.
last.End = last.Start
}
last.survivedBlock = true
}
if state.loggingEnabled {
f.Logf("Block done: locs %v, regs %v. work = %+v\n", locs, state.registerContents, work)
}
blockLocs[b.ID] = locs
}
// Build the complete debug info by concatenating each of the blocks'
// locations together.
info := &FuncDebug{
Variables: make([]VarLocList, len(state.slots)),
Slots: state.slots,
Registers: f.Config.registers,
}
for _, b := range f.Blocks {
// Ignore empty blocks; there will be some records for liveness
// but they're all useless.
if len(b.Values) == 0 {
continue
}
if blockLocs[b.ID] == nil {
state.unexpected(b.Values[0], "Never processed block %v\n", b)
continue
}
for slot, blockLocList := range blockLocs[b.ID].Variables {
for _, loc := range blockLocList.Locations {
if !loc.OnStack && loc.Registers == 0 {
state.unexpected(loc.Start, "Location for %v with no storage: %+v\n", state.slots[slot], loc)
continue // don't confuse downstream with our bugs
}
if loc.Start == nil || loc.End == nil {
state.unexpected(b.Values[0], "Location for %v missing start or end: %v\n", state.slots[slot], loc)
continue
}
info.append(SlotID(slot), loc)
}
}
}
if state.loggingEnabled {
f.Logf("Final result:\n")
for slot, locList := range info.Variables {
f.Logf("\t%v => %v\n", state.slots[slot], locList)
}
}
return info
}
// isSynthetic reports whether if slot represents a compiler-inserted variable,
// e.g. an autotmp or an anonymous return value that needed a stack slot.
func isSynthetic(slot *LocalSlot) bool {
c := slot.Name()[0]
return c == '.' || c == '~'
}
// predecessorsDone reports whether block is ready to be processed.
func (state *debugState) predecessorsDone(b *Block, blockLocs []*FuncDebug) bool {
f := b.Func
for _, edge := range b.Preds {
// Ignore back branches, e.g. the continuation of a for loop.
// This may not work for functions with mutual gotos, which are not
// reducible, in which case debug information will be missing for any
// code after that point in the control flow.
if f.sdom().isAncestorEq(b, edge.b) {
if state.loggingEnabled {
f.Logf("ignoring back branch from %v to %v\n", edge.b, b)
}
continue // back branch
}
if blockLocs[edge.b.ID] == nil {
if state.loggingEnabled {
f.Logf("%v is not ready because %v isn't done\n", b, edge.b)
}
return false
}
}
return true
}
// mergePredecessors takes the end state of each of b's predecessors and
// intersects them to form the starting state for b.
// The registers slice (the second return value) will be reused for each call to mergePredecessors.
func (state *debugState) mergePredecessors(b *Block, blockLocs []*FuncDebug) *FuncDebug {
live := make([]VarLocList, len(state.slots))
// Filter out back branches.
var preds []*Block
for _, pred := range b.Preds {
if blockLocs[pred.b.ID] != nil {
preds = append(preds, pred.b)
}
}
if len(preds) > 0 {
p := preds[0]
for slot, locList := range blockLocs[p.ID].Variables {
last := locList.last()
if last == nil || !last.survivedBlock {
continue
}
// If this block is empty, carry forward the end value for liveness.
// It'll be ignored later.
start := last.End
if len(b.Values) != 0 {
start = b.Values[0]
}
loc := state.cache.NewVarLoc()
loc.Start = start
loc.OnStack = last.OnStack
loc.Registers = last.Registers
live[slot].append(loc)
}
}
if state.loggingEnabled && len(b.Preds) > 1 {
state.logf("Starting merge with state from %v: %v\n", b.Preds[0].b, blockLocs[b.Preds[0].b.ID])
}
for i := 1; i < len(preds); i++ {
p := preds[i]
if state.loggingEnabled {
state.logf("Merging in state from %v: %v &= %v\n", p, live, blockLocs[p.ID])
}
for slot, liveVar := range live {
liveLoc := liveVar.last()
if liveLoc == nil {
continue
}
predLoc := blockLocs[p.ID].lastLoc(SlotID(slot))
// Clear out slots missing/dead in p.
if predLoc == nil || !predLoc.survivedBlock {
live[slot].Locations = nil
continue
}
// Unify storage locations.
liveLoc.OnStack = liveLoc.OnStack && predLoc.OnStack
liveLoc.Registers &= predLoc.Registers
}
}
// Create final result.
locs := &FuncDebug{Variables: live, Slots: state.slots}
for reg := range state.registerContents {
state.registerContents[reg] = state.registerContents[reg][:0]
}
for slot, locList := range live {
loc := locList.last()
if loc == nil {
continue
}
for reg := 0; reg < state.numRegisters; reg++ {
if loc.Registers&(1<<uint8(reg)) != 0 {
state.registerContents[reg] = append(state.registerContents[reg], SlotID(slot))
}
}
}
return locs
}
// processValue updates locs and state.registerContents to reflect v, a value with
// the names in vSlots and homed in vReg.
func (state *debugState) processValue(locs *FuncDebug, v *Value, vSlots []SlotID, vReg *Register) {
switch {
case v.Op == OpRegKill:
if state.loggingEnabled {
existingSlots := make([]bool, len(state.slots))
for _, slot := range state.registerContents[vReg.num] {
existingSlots[slot] = true
}
for _, slot := range vSlots {
if existingSlots[slot] {
existingSlots[slot] = false
} else {
state.unexpected(v, "regkill of unassociated name %v\n", state.slots[slot])
}
}
for slot, live := range existingSlots {
if live {
state.unexpected(v, "leftover register name: %v\n", state.slots[slot])
}
}
}
state.registerContents[vReg.num] = nil
for _, slot := range vSlots {
last := locs.lastLoc(slot)
if last == nil {
state.unexpected(v, "regkill of already dead %v, %+v\n", vReg, state.slots[slot])
continue
}
if state.loggingEnabled {
state.logf("at %v: %v regkilled out of %v\n", v.ID, state.slots[slot], vReg.Name())
}
if last.End != nil {
state.unexpected(v, "regkill of dead slot, died at %v\n", last.End)
}
last.End = v
regs := last.Registers &^ (1 << uint8(vReg.num))
if !last.OnStack && regs == 0 {
continue
}
loc := state.cache.NewVarLoc()
loc.Start = v
loc.OnStack = last.OnStack
loc.Registers = regs
locs.append(slot, loc)
}
case v.Op == OpArg:
for _, slot := range vSlots {
if state.loggingEnabled {
state.logf("at %v: %v now on stack from arg\n", v.ID, state.slots[slot])
}
loc := state.cache.NewVarLoc()
loc.Start = v
loc.OnStack = true
locs.append(slot, loc)
}
case v.Op == OpStoreReg:
for _, slot := range vSlots {
if state.loggingEnabled {
state.logf("at %v: %v spilled to stack\n", v.ID, state.slots[slot])
}
last := locs.lastLoc(slot)
if last == nil {
state.unexpected(v, "spill of unnamed register %v\n", vReg)
break
}
last.End = v
loc := state.cache.NewVarLoc()
loc.Start = v
loc.OnStack = true
loc.Registers = last.Registers
locs.append(slot, loc)
}
case vReg != nil:
if state.loggingEnabled {
newSlots := make([]bool, len(state.slots))
for _, slot := range vSlots {
newSlots[slot] = true
}
for _, slot := range state.registerContents[vReg.num] {
if !newSlots[slot] {
state.unexpected(v, "%v clobbered\n", state.slots[slot])
}
}
}
for _, slot := range vSlots {
if state.loggingEnabled {
state.logf("at %v: %v now in %v\n", v.ID, state.slots[slot], vReg.Name())
}
last := locs.lastLoc(slot)
if last != nil && last.End == nil {
last.End = v
}
state.registerContents[vReg.num] = append(state.registerContents[vReg.num], slot)
loc := state.cache.NewVarLoc()
loc.Start = v
if last != nil {
loc.OnStack = last.OnStack
loc.Registers = last.Registers
}
loc.Registers |= 1 << uint8(vReg.num)
locs.append(slot, loc)
}
default:
state.unexpected(v, "named value with no reg\n")
}
}