AirSpillEverything.h   [plain text]


/*
 * Copyright (C) 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
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE INC. OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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 */

#ifndef AirSpillEverything_h
#define AirSpillEverything_h

#if ENABLE(B3_JIT)

namespace JSC { namespace B3 { namespace Air {

class Code;

// This is a phase for testing. It behaves like a register allocator in the sense that it
// eliminates temporaries from the program. It accomplishes this by always spilling all
// temporaries. The resulting code is going to be very inefficient. This phase is great if you
// think that there is a bug in the register allocator. You can confirm this by running this
// phase instead of the register allocator.
//
// Note that even though this phase does the cheapest thing possible, it's not even written in a
// particularly efficient way. So, don't get any ideas about using this phase to reduce compiler
// latency. If you wanted to do that, you should come up with a clever algorithm instead of using
// this silly thing.

void spillEverything(Code&);

} } } // namespace JSC::B3::Air

#endif // ENABLE(B3_JIT)

#endif // AirSpillEverything_h