If the callee is already a temporary register, we don't need to copy it
to *another* temporary before evaluating arguments. None of the
arguments will clobber the existing temporary anyway.
We only need to make copies of locals here, in case the locals are
modified by something like increment/decrement expressions.
Registers and constants can slip right through, without being Mov'ed
into a temporary first.
We know that `undefined` in the global scope is always the proper
undefined value. This commit takes advantage of that by simply emitting
a constant undefined value instead.
Unfortunately we can't be so sure in other scopes.
This helps some of the Cloudflare Turnstile stuff run faster, since they
are deliberately screwing with JS engines by asking us to do a bunch of
bitwise operations on e.g 65535.56
By rounding such values in bytecode generation, the interpreter can stay
on the happy path while executing, and finish quite a bit faster.
We now fuse sequences like [LessThan, JumpIf] to JumpLessThan.
This is only allowed for temporaries (i.e VM registers) with no other
references to them.
Before this change, switch codegen would interleave bytecode like this:
(test for case 1)
(code for case 1)
(test for case 2)
(code for case 2)
This meant that we often had to make many large jumps while looking for
the matching case, since code for each case can be huge.
It now looks like this instead:
(test for case 1)
(test for case 2)
(code for case 1)
(code for case 2)
This way, we can just fall through the tests until we hit one that fits,
without having to make any large jumps.
This removes a layer of indirection in the bytecode where we had to make
sure all the initializer elements were laid out in sequential registers.
Array expressions no longer clobber registers permanently, and they can
be reused immediately afterwards.
This patch adds a register freelist to Bytecode::Generator and switches
all operands inside the generator to a new ScopedOperand type that is
ref-counted and automatically frees the register when nothing uses it.
This dramatically reduces the size of bytecode executable register
windows, which were often in the several thousands of registers for
large functions. Most functions now use less than 100 registers.
The first block in every executable will always execute first, so if it
ends up doing a ResolveThisBinding, it's fine for all other blocks
within the same executable to use the same `this` value.
Once executed, this instruction will always produce the same result
in subsequent executions, so it's okay to cache it.
Unfortunately it may throw, so we can't just hoist it to the top of
every executable, since that would break observable execution order.
If we don't have enough stack space, throw an exception while we still
can, and give the caller a chance to recover.
This particular problem will go away once we make calls non-recursive.
This means inlining all the things. This yields a 40% speedup on the for
loop microbenchmark, and everything else gets faster as well. :^)
This makes compilation take foreeeever with GCC, so I'm only enabling it
for Clang in this commit. We should figure out how to make GCC compile
this without timing out CI, since the speedup is amazing.
This commit converts the main loop in Bytecode::Interpreter to use a
label table and computed goto for fast instruction dispatch.
This yields roughly 35% speedup on the for loop microbenchmark,
and makes everything else faster as well. :^)
Now that the interpreter is unrolled, we can advance the program counter
manually based on the current instruction type.
This makes most instructions a bit smaller. :^)
This commit adds a HANDLE_INSTRUCTION macro that expands to everything
needed to handle a single instruction (invoking the handler function,
checking for exceptions, and advancing the program counter).
This gives a ~15% speed-up on a for loop microbenchmark, and makes
basically everything faster.
Instead of storing a BasicBlock* and forcing the size of Label to be
sizeof(BasicBlock*), we now store the basic block index as a u32.
This means the final version of the bytecode is able to keep labels
at sizeof(u32), shrinking the size of many instructions. :^)
Instead of storing source offsets with each instruction, we now keep
them in a side table in Executable.
This shrinks each instruction by 8 bytes, further improving locality.
Instead of keeping bytecode as a set of disjoint basic blocks on the
malloc heap, bytecode is now a contiguous sequence of bytes(!)
The transformation happens at the end of Bytecode::Generator::generate()
and the only really hairy part is rerouting jump labels.
This required solving a few problems:
- The interpreter execution loop had to change quite a bit, since we
were storing BasicBlock pointers all over the place, and control
transfer was done by redirecting the interpreter's current block.
- Exception handlers & finalizers are now stored per-bytecode-range
in a side table in Executable.
- The interpreter now has a plain program counter instead of a stream
iterator. This actually makes error stack generation a bit nicer
since we just have to deal with a number instead of reaching into
the iterator.
This yields a 25% performance improvement on this microbenchmark:
for (let i = 0; i < 1_000_000; ++i) { }
But basically everything gets faster. :^)
Before this change, all JumpFoo instructions inherited from Jump, which
forced the unconditional Jump to have an unusued "false target" member.
Also, labels were unnecessarily wrapped in Optional<>.
By defining each jump instruction separately, they all shrink in size,
and all ambiguity is removed.
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.
If a function has the following properties:
- uses only local variables and registers
- does not use `this`
- does not use `new.target`
- does not use `super`
- does not use direct eval() calls
then it is possible to entirely skip function environment allocation
because it will never be used
This change adds gathering of information whether a function needs to
access `this` from environment and updates `prepare_for_ordinary_call()`
to skip allocation when possible.
For now, this optimisation is too aggressively blocked; e.g. if `this`
is used in a function scope, then all functions in outer scopes have to
allocate an environment. It could be improved in the future, although
this implementation already allows skipping >80% of environment
allocations on Discord, GitHub and Twitter.
This does two things:
* Clear exceptions when transferring control out of a finalizer
Otherwise they would resurface at the end of the next finalizer
(see test the new test case), or at the end of a function
* Pop one scheduled jump when transferring control out of a finalizer
This removes one old FIXME