/*
- * Copyright (C) 2012, 2013 Apple Inc. All rights reserved.
+ * 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
#define Watchpoint_h
#include <wtf/Atomics.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 Watchpoint : public BasicRawSentinelNode<Watchpoint> {
public:
Watchpoint()
virtual ~Watchpoint();
- void fire() { fireInternal(); }
+ void fire(const FireDetail& detail) { fireInternal(detail); }
protected:
- virtual void fireInternal() = 0;
+ virtual void fireInternal(const FireDetail&) = 0;
};
enum WatchpointState {
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
// set watchpoints that we believe will actually be fired.
void startWatching()
{
- ASSERT(state() != IsInvalidated);
+ ASSERT(m_state != IsInvalidated);
+ if (m_state == IsWatched)
+ return;
+ WTF::storeStoreFence();
m_state = IsWatched;
+ WTF::storeStoreFence();
}
- void fireAll()
+ void fireAll(const FireDetail& detail)
{
- if (state() != IsWatched)
+ if (LIKELY(m_state != IsWatched))
return;
- fireAllSlow();
+ fireAllSlow(detail);
}
- void touch()
+ void fireAll(const char* reason)
+ {
+ if (LIKELY(m_state != IsWatched))
+ return;
+ fireAllSlow(reason);
+ }
+
+ void touch(const FireDetail& detail)
{
if (state() == ClearWatchpoint)
startWatching();
else
- fireAll();
+ fireAll(detail);
}
- void invalidate()
+ void touch(const char* reason)
+ {
+ touch(StringFireDetail(reason));
+ }
+
+ void invalidate(const FireDetail& detail)
{
if (state() == IsWatched)
- fireAll();
+ fireAll(detail);
m_state = IsInvalidated;
}
-
+
+ void invalidate(const char* reason)
+ {
+ invalidate(StringFireDetail(reason));
+ }
+
int8_t* addressOfState() { return &m_state; }
int8_t* addressOfSetIsNotEmpty() { return &m_setIsNotEmpty; }
- JS_EXPORT_PRIVATE void fireAllSlow(); // Call only if you've checked isWatched.
+ 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();
+ void fireAllWatchpoints(const FireDetail&);
friend class InlineWatchpointSet;
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
{
- WTF::loadLoadFence();
- uintptr_t data = m_data;
- if (isFat(data)) {
- WTF::loadLoadFence();
- return fat(data)->hasBeenInvalidated();
- }
- return decodeState(data) == IsInvalidated;
+ return state() == IsInvalidated;
}
// Like hasBeenInvalidated(), may be called from another thread.
m_data = encodeState(IsWatched);
}
- void fireAll()
+ void fireAll(const FireDetail& detail)
{
if (isFat()) {
- fat()->fireAll();
+ fat()->fireAll(detail);
return;
}
if (decodeState(m_data) == ClearWatchpoint)
WTF::storeStoreFence();
}
- void touch()
+ 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();
+ fat()->touch(detail);
return;
}
- if (decodeState(m_data) == ClearWatchpoint)
+ 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));
+ }
+
private:
static const uintptr_t IsThinFlag = 1;
static const uintptr_t StateMask = 6;
static uintptr_t encodeState(WatchpointState state)
{
- return (state << StateShift) | IsThinFlag;
+ return (static_cast<uintptr_t>(state) << StateShift) | IsThinFlag;
}
bool isThin() const { return isThin(m_data); }