Before this change both ExecutionContext and CallFrame were created
before executing function/module/script with a couple exceptions:
- executable created for default function argument evaluation has to
run in function's execution context.
- `execute_ast_node()` where executable compiled for ASTNode has to be
executed in running execution context.
This change moves all members previously owned by CallFrame into
ExecutionContext, and makes two exceptions where an executable that does
not have a corresponding execution context saves and restores registers
before running.
Now, all execution state lives in a single entity, which makes it a bit
easier to reason about and opens opportunities for optimizations, such
as moving registers and local variables into a single array.
The number of registers in a call frame never changes, so we can
allocate it at the end of the CallFrame object and save ourselves the
cost of allocating separate Vector storage for every call frame.
Instead of allocating these in a mixture of ways, we now always put
them on the malloc heap, and keep an intrusive linked list of them
that we can iterate for GC marking purposes.
This patch adds two macros to declare per-type allocators:
- JS_DECLARE_ALLOCATOR(TypeName)
- JS_DEFINE_ALLOCATOR(TypeName)
When used, they add a type-specific CellAllocator that the Heap will
delegate allocation requests to.
The result of this is that GC objects of the same type always end up
within the same HeapBlock, drastically reducing the ability to perform
type confusion attacks.
It also improves HeapBlock utilization, since each block now has cells
sized exactly to the type used within that block. (Previously we only
had a handful of block sizes available, and most GC allocations ended
up with a large amount of slack in their tails.)
There is a small performance hit from this, but I'm sure we can make
up for it elsewhere.
Note that the old size-based allocators still exist, and we fall back
to them for any type that doesn't have its own CellAllocator.
In the Iterator Helpers proposal, we must create a generator object with
additional internal slots and behavior differences.
GeneratorObject is currently implemented assuming it wraps around an
ECMAScriptFunctionObject with generated bytecode. In this proposal, we
instead have "Abstract Closure" blocks. So this marks the `execute`
method as virtual, to allow the future subclass to essentially just
invoke those closures.
We will also require mutable access to the [[GeneratorState]] internal
slot.
This optional parameter is not currently set by any caller, but will be
for the Iterator Helpers proposal. In all specs, this parameter is a
static string, so we can just use a StringView rather than allocating a
(Deprecated)String on each invocation.
This also changes this optional parameter to be passed by const-ref, as
it does not need to be copied.
Note that as of this commit, there aren't any such throwers, and the
call site in Heap::allocate will drop exceptions on the floor. This
commit only serves to change the declaration of the overrides, make sure
they return an empty value, and to propagate OOM errors frm their base
initialize invocations.
We have a new, improved string type coming up in AK (OOM aware, no null
state), and while it's going to use UTF-8, the name UTF8String is a
mouthful - so let's free up the String name by renaming the existing
class.
Making the old one have an annoying name will hopefully also help with
quick adoption :^)
Previously, throw and return completions would not be executed inside
the generator. This is incorrect, as throw and return need to perform
unwinds which can potentially execute more code inside the generator,
such as finally blocks.
This is done by also passing the completion type alongside the passed
in value. The continuation block will immediately extract and type and
value and perform the appropriate operation for the given type.
For normal completions, this is continuing as normal.
For throw completions, it will perform `throw <value>`.
For return completions, it will perform `return <value>`, which is a
`Yield return` in this case due to being inside a generator.
This also refactors GeneratorObject to properly send across the
completion type and value to the generator inside of trying to operate
on the completions itself.
This is a prerequisite for yield*, as it performs special iterator
operations when receiving a throw/return completion and does not
complete the generator like the regular yield would.
There's still more work to be done to make GeneratorObject::execute
be closer to the spec. It's mostly a restructuring of the existing
GeneratorObject::next_impl.
This is a continuation of the previous two commits.
As allocating a JS cell already primarily involves a realm instead of a
global object, and we'll need to pass one to the allocate() function
itself eventually (it's bridged via the global object right now), the
create() functions need to receive a realm as well.
The plan is for this to be the highest-level function that actually
receives a realm and passes it around, AOs on an even higher level will
use the "current realm" concept via VM::current_realm() as that's what
the spec assumes; passing around realms (or global objects, for that
matter) on higher AO levels is pointless and unlike for allocating
individual objects, which may happen outside of regular JS execution, we
don't need control over the specific realm that is being used there.
This is a continuation of the previous commit.
Calling initialize() is the first thing that's done after allocating a
cell on the JS heap - and in the common case of allocating an object,
that's where properties are assigned and intrinsics occasionally
accessed.
Since those are supposed to live on the realm eventually, this is
another step into that direction.
No functional changes - we can still very easily get to the global
object via `Realm::global_object()`. This is in preparation of moving
the intrinsics to the realm and no longer having to pass a global
object when allocating any object.
In a few (now, and many more in subsequent commits) places we get a
realm using `GlobalObject::associated_realm()`, this is intended to be
temporary. For example, create() functions will later receive the same
treatment and are passed a realm instead of a global object.
Now we emit CreateVariable and SetVariable with the appropriate
initialization/environment modes, much closer to the spec.
This makes a whole lot of things like let/const variables, function
and variable hoisting and some other things work :^)
The old name is the result of the perhaps somewhat confusingly named
abstract operation OrdinaryFunctionCreate(), which creates an "ordinary
object" (https://tc39.es/ecma262/#ordinary-object) in contrast to an
"exotic object" (https://tc39.es/ecma262/#exotic-object).
However, the term "Ordinary Function" is not used anywhere in the spec,
instead the created object is referred to as an "ECMAScript Function
Object" (https://tc39.es/ecma262/#sec-ecmascript-function-objects), so
let's call it that.
The "ordinary" vs. "exotic" distinction is important because there are
also "Built-in Function Objects", which can be either implemented as
ordinary ECMAScript function objects, or as exotic objects (our
NativeFunction).
More work needs to be done to move a lot of infrastructure to
ECMAScriptFunctionObject in order to make FunctionObject nothing more
than an interface for objects that implement [[Call]] and optionally
[[Construct]].
This patch makes the following name changes:
- ScopeObject => EnvironmentRecord
- LexicalEnvironment => DeclarativeEnvironmentRecord
- WithScope => ObjectEnvironmentRecord