llvm-project/llvm/lib/ExecutionEngine/Interpreter/Interpreter.h

200 lines
7.0 KiB
C++

//===-- Interpreter.h ------------------------------------------*- C++ -*--===//
//
// This header file defines the interpreter structure
//
//===----------------------------------------------------------------------===//
#ifndef LLI_INTERPRETER_H
#define LLI_INTERPRETER_H
// Uncomment this line to enable profiling of structure field accesses.
//#define PROFILE_STRUCTURE_FIELDS 1
#include "../ExecutionEngine.h"
#include "Support/DataTypes.h"
#include "llvm/Assembly/CachedWriter.h"
#include "llvm/Target/TargetData.h"
#include "llvm/BasicBlock.h"
#include "../GenericValue.h"
extern CachedWriter CW; // Object to accelerate printing of LLVM
struct MethodInfo; // Defined in ExecutionAnnotations.h
class CallInst;
class ReturnInst;
class BranchInst;
class LoadInst;
class StoreInst;
class AllocationInst;
// AllocaHolder - Object to track all of the blocks of memory allocated by
// alloca. When the function returns, this object is poped off the execution
// stack, which causes the dtor to be run, which frees all the alloca'd memory.
//
class AllocaHolder {
friend class AllocaHolderHandle;
std::vector<void*> Allocations;
unsigned RefCnt;
public:
AllocaHolder() : RefCnt(0) {}
void add(void *mem) { Allocations.push_back(mem); }
~AllocaHolder() {
for (unsigned i = 0; i < Allocations.size(); ++i)
free(Allocations[i]);
}
};
// AllocaHolderHandle gives AllocaHolder value semantics so we can stick it into
// a vector...
//
class AllocaHolderHandle {
AllocaHolder *H;
public:
AllocaHolderHandle() : H(new AllocaHolder()) { H->RefCnt++; }
AllocaHolderHandle(const AllocaHolderHandle &AH) : H(AH.H) { H->RefCnt++; }
~AllocaHolderHandle() { if (--H->RefCnt == 0) delete H; }
void add(void *mem) { H->add(mem); }
};
typedef std::vector<GenericValue> ValuePlaneTy;
// ExecutionContext struct - This struct represents one stack frame currently
// executing.
//
struct ExecutionContext {
Function *CurMethod; // The currently executing function
BasicBlock *CurBB; // The currently executing BB
BasicBlock::iterator CurInst; // The next instruction to execute
MethodInfo *MethInfo; // The MethInfo annotation for the function
std::vector<ValuePlaneTy> Values;// ValuePlanes for each type
BasicBlock *PrevBB; // The previous BB or null if in first BB
CallInst *Caller; // Holds the call that called subframes.
// NULL if main func or debugger invoked fn
AllocaHolderHandle Allocas; // Track memory allocated by alloca
};
// Interpreter - This class represents the entirety of the interpreter.
//
class Interpreter : public ExecutionEngine {
int ExitCode; // The exit code to be returned by the lli util
bool Debug; // Debug mode enabled?
bool Profile; // Profiling enabled?
bool Trace; // Tracing enabled?
int CurFrame; // The current stack frame being inspected
TargetData TD;
// The runtime stack of executing code. The top of the stack is the current
// function record.
std::vector<ExecutionContext> ECStack;
public:
Interpreter(Module *M, unsigned Config, bool DebugMode, bool TraceMode);
inline ~Interpreter() { CW.setModule(0); }
// getExitCode - return the code that should be the exit code for the lli
// utility.
inline int getExitCode() const { return ExitCode; }
/// run - Start execution with the specified function and arguments.
///
virtual int run(const std::string &FnName,
const std::vector<std::string> &Args);
// enableProfiling() - Turn profiling on, clear stats?
void enableProfiling() { Profile = true; }
void enableTracing() { Trace = true; }
void handleUserInput();
// User Interation Methods...
bool callMethod(const std::string &Name); // return true on failure
void setBreakpoint(const std::string &Name);
void infoValue(const std::string &Name);
void print(const std::string &Name);
static void print(const Type *Ty, GenericValue V);
static void printValue(const Type *Ty, GenericValue V);
bool callMainMethod(const std::string &MainName,
const std::vector<std::string> &InputFilename);
void list(); // Do the 'list' command
void printStackTrace(); // Do the 'backtrace' command
// Code execution methods...
void callMethod(Function *F, const std::vector<GenericValue> &ArgVals);
bool executeInstruction(); // Execute one instruction...
void stepInstruction(); // Do the 'step' command
void nextInstruction(); // Do the 'next' command
void run(); // Do the 'run' command
void finish(); // Do the 'finish' command
// Opcode Implementations
void executeCallInst(CallInst &I, ExecutionContext &SF);
void executeRetInst(ReturnInst &I, ExecutionContext &SF);
void executeBrInst(BranchInst &I, ExecutionContext &SF);
void executeAllocInst(AllocationInst &I, ExecutionContext &SF);
GenericValue callExternalMethod(Function *F,
const std::vector<GenericValue> &ArgVals);
void exitCalled(GenericValue GV);
// getCurrentMethod - Return the currently executing method
inline Function *getCurrentMethod() const {
return CurFrame < 0 ? 0 : ECStack[CurFrame].CurMethod;
}
// isStopped - Return true if a program is stopped. Return false if no
// program is running.
//
inline bool isStopped() const { return !ECStack.empty(); }
//FIXME: private:
public:
GenericValue executeGEPOperation(Value *Ptr, User::op_iterator I,
User::op_iterator E, ExecutionContext &SF);
void executeLoadInst(LoadInst &I, ExecutionContext &SF);
void executeStoreInst(StoreInst &I, ExecutionContext &SF);
private: // Helper functions
void *getPointerToFunction(const Function *F) { return (void*)F; }
// getCurrentExecutablePath() - Return the directory that the lli executable
// lives in.
//
std::string getCurrentExecutablePath() const;
// printCurrentInstruction - Print out the instruction that the virtual PC is
// at, or fail silently if no program is running.
//
void printCurrentInstruction();
// printStackFrame - Print information about the specified stack frame, or -1
// for the default one.
//
void printStackFrame(int FrameNo = -1);
// LookupMatchingNames - Search the current function namespace, then the
// global namespace looking for values that match the specified name. Return
// ALL matches to that name. This is obviously slow, and should only be used
// for user interaction.
//
std::vector<Value*> LookupMatchingNames(const std::string &Name);
// ChooseOneOption - Prompt the user to choose among the specified options to
// pick one value. If no options are provided, emit an error. If a single
// option is provided, just return that option.
//
Value *ChooseOneOption(const std::string &Name,
const std::vector<Value*> &Opts);
void initializeExecutionEngine();
void initializeExternalMethods();
};
#endif