ladybird/Libraries/LibJS/Runtime/Shape.cpp
Andreas Kling 5e6e1fd482 LibJS: Start implementing object shapes
This patch adds JS::Shape, which implements a transition tree for our
Object class. Object property keys, prototypes and attributes are now
stored in a Shape, and each Object has a Shape.

When adding a property to an Object, we make a transition from the old
Shape to a new Shape. If we've made the same exact transition in the
past (with another Object), we reuse the same transition and both
objects may now share a Shape.

This will become the foundation of inline caching and other engine
optimizations in the future. :^)
2020-04-02 19:32:21 +02:00

95 lines
2.6 KiB
C++

#include <LibJS/Interpreter.h>
#include <LibJS/Runtime/Shape.h>
namespace JS {
Shape* Shape::create_put_transition(const FlyString& property_name, u8 property_attributes)
{
auto* new_shape = m_forward_transitions.get(property_name).value_or(nullptr);
if (new_shape && new_shape->m_property_attributes == property_attributes)
return new_shape;
new_shape = heap().allocate<Shape>(this, property_name, property_attributes);
m_forward_transitions.set(property_name, new_shape);
return new_shape;
}
Shape* Shape::create_prototype_transition(Object* new_prototype)
{
return heap().allocate<Shape>(this, new_prototype);
}
Shape::Shape()
{
}
Shape::Shape(Shape* previous_shape, const FlyString& property_name, u8 property_attributes)
: m_previous(previous_shape)
, m_property_name(property_name)
, m_property_attributes(property_attributes)
, m_prototype(previous_shape->m_prototype)
{
}
Shape::Shape(Shape* previous_shape, Object* new_prototype)
: m_previous(previous_shape)
, m_prototype(new_prototype)
{
}
Shape::~Shape()
{
}
void Shape::visit_children(Cell::Visitor& visitor)
{
Cell::visit_children(visitor);
if (m_prototype)
visitor.visit(m_prototype);
if (m_previous)
visitor.visit(m_previous);
for (auto& it : m_forward_transitions)
visitor.visit(it.value);
}
Optional<PropertyMetadata> Shape::lookup(const FlyString& property_name) const
{
return property_table().get(property_name);
}
const HashMap<FlyString, PropertyMetadata>& Shape::property_table() const
{
ensure_property_table();
return *m_property_table;
}
size_t Shape::property_count() const
{
return property_table().size();
}
void Shape::ensure_property_table() const
{
if (m_property_table)
return;
m_property_table = make<HashMap<FlyString, PropertyMetadata>>();
// FIXME: We need to make sure the GC doesn't collect the transition chain as we're building it.
// Maybe some kind of RAII "prevent GC for a moment" helper thingy?
Vector<const Shape*> transition_chain;
for (auto* shape = this; shape->m_previous; shape = shape->m_previous) {
transition_chain.append(shape);
}
u32 next_offset = 0;
for (ssize_t i = transition_chain.size() - 1; i >= 0; --i) {
auto* shape = transition_chain[i];
if (shape->m_property_name.is_null()) {
// Ignore prototype transitions as they don't affect the key map.
continue;
}
m_property_table->set(shape->m_property_name, { next_offset++, shape->m_property_attributes });
}
}
}