We already had fast access to own properties via shape-based IC.
This patch extends the mechanism to properties on the prototype chain,
using the "validity cell" technique from V8.
- Prototype objects now have unique shape
- Each prototype has an associated PrototypeChainValidity
- When a prototype shape is mutated, every prototype shape "below" it
in any prototype chain is invalidated.
- Invalidation happens by marking the validity object as invalid,
and then replacing it with a new validity object.
- Property caches keep a pointer to the last seen valid validity.
If there is no validity, or the validity is invalid, the cache
misses and gets repopulated.
This is very helpful when using JavaScript to access DOM objects,
as we frequently have to traverse 4+ prototype objects before finding
the property we're interested in on e.g EventTarget or Node.
Instead of going through the steps of creating an empty new object,
and adding two properties ("value" and "done") to it, we can pre-bake
a shape object and cache the property offsets.
This makes creating iterator result objects in the runtime much faster.
47% speedup on this microbenchmark:
function go(a) {
for (const p of a) {
}
}
const a = [];
a.length = 1_000_000;
go(a);
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.
Stop worrying about tiny OOMs. Work towards #20449.
While going through these, I also changed the function signature in many
places where returning ThrowCompletionOr<T> is no longer necessary.
This uses a new Iterator type called IteratorHelper. This does not
implement IteratorHelper.prototype.return as that relies on generator
objects (i.e. the internal slots of JS::GeneratorObject), which are not
hooked up here.
Iterator.from creates an Iterator from either an existing iterator or
an iterator-like object. In the latter case, it sets the prototype of
the returned iterator to WrapForValidIteratorPrototype to wrap around
the iterator-like object's iteration methods.
Some of these are allocated upon initialization of the intrinsics, and
some lazily, but in neither case the getters actually return a nullptr.
This saves us a whole bunch of pointer dereferences (as NonnullGCPtr has
an `operator T&()`), and also has the interesting side effect of forcing
us to explicitly use the FunctionObject& overload of call(), as passing
a NonnullGCPtr is ambigous - it could implicitly be turned into a Value
_or_ a FunctionObject& (so we have to dereference manually).
Note that js_rope_string() has been folded into this, the old name was
misleading - it would not always create a rope string, only if both
sides are not empty strings. Use a three-argument create() overload
instead.
TypedArray constructors/prototypes are currently allocating within their
C++ constructor when trying to access the intrinsic base TypedArray. To
prevent this, construct these objects with an already-allocated base
TypedArray.
This changes Intrinsics to not initialize most of its constructors and
prototype right away. We still initialize a few that are needed before
some others are created, though we may eventually be able to "link"
dependencies at compile time to avoid this.
This will later allow global objects not inheriting from the regular
JS::GlobalObject to pull in these functions without having to implement
them from scratch. The primary use case here is, again, a wrapper-less
HTML::Window in LibWeb :^)
Allocating these upfront now allows us to get rid of two hacks:
- The GlobalObject assigning Intrinsics private members after finishing
its initialization
- The GlobalObject defining the parseInt and parseFloat properties of
the NumberConstructor object, as they are supposed to be identical
with the global functions of the same name
This will allow us to move the underlying console from GlobalObject to
ConsoleObject without still having to do a 'console' property lookup on
the GlobalObject.
Intrinsics, i.e. mostly constructor and prototype objects, but also
things like empty and new object shape now live on a new heap-allocated
JS::Intrinsics object, thus completing the long journey of taking all
the magic away from the global object.
This represents the Realm's [[Intrinsics]] slot in the spec and matches
its existing [[GlobalObject]] / [[GlobalEnv]] slots in terms of
architecture.
In the majority of cases it should now be possibly to fully allocate a
regular object without the global object existing, and in fact that's
what we do now - the realm is allocated before the global object, and
the intrinsics between both :^)