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+// Copyright 2009 the V8 project authors. All rights reserved.
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+//
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * 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.
+// * Neither the name of Google Inc. nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "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 THE COPYRIGHT
+// OWNER 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 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+#ifndef V8_IA32_VIRTUAL_FRAME_IA32_H_
+#define V8_IA32_VIRTUAL_FRAME_IA32_H_
+
+#include "codegen.h"
+#include "register-allocator.h"
+#include "scopes.h"
+#include "type-info.h"
+
+namespace v8 {
+namespace internal {
+
+// -------------------------------------------------------------------------
+// Virtual frames
+//
+// The virtual frame is an abstraction of the physical stack frame. It
+// encapsulates the parameters, frame-allocated locals, and the expression
+// stack. It supports push/pop operations on the expression stack, as well
+// as random access to the expression stack elements, locals, and
+// parameters.
+
+class VirtualFrame: public ZoneObject {
+ public:
+ // A utility class to introduce a scope where the virtual frame is
+ // expected to remain spilled. The constructor spills the code
+ // generator's current frame, but no attempt is made to require it
+ // to stay spilled. It is intended as documentation while the code
+ // generator is being transformed.
+ class SpilledScope BASE_EMBEDDED {
+ public:
+ SpilledScope() : previous_state_(cgen()->in_spilled_code()) {
+ ASSERT(cgen()->has_valid_frame());
+ cgen()->frame()->SpillAll();
+ cgen()->set_in_spilled_code(true);
+ }
+
+ ~SpilledScope() {
+ cgen()->set_in_spilled_code(previous_state_);
+ }
+
+ private:
+ bool previous_state_;
+
+ CodeGenerator* cgen() {
+ return CodeGeneratorScope::Current(Isolate::Current());
+ }
+ };
+
+ // An illegal index into the virtual frame.
+ static const int kIllegalIndex = -1;
+
+ // Construct an initial virtual frame on entry to a JS function.
+ inline VirtualFrame();
+
+ // Construct a virtual frame as a clone of an existing one.
+ explicit inline VirtualFrame(VirtualFrame* original);
+
+ CodeGenerator* cgen() {
+ return CodeGeneratorScope::Current(Isolate::Current());
+ }
+
+ MacroAssembler* masm() { return cgen()->masm(); }
+
+ // Create a duplicate of an existing valid frame element.
+ FrameElement CopyElementAt(int index,
+ TypeInfo info = TypeInfo::Uninitialized());
+
+ // The number of elements on the virtual frame.
+ int element_count() { return elements_.length(); }
+
+ // The height of the virtual expression stack.
+ int height() { return element_count() - expression_base_index(); }
+
+ int register_location(int num) {
+ ASSERT(num >= 0 && num < RegisterAllocator::kNumRegisters);
+ return register_locations_[num];
+ }
+
+ inline int register_location(Register reg);
+
+ inline void set_register_location(Register reg, int index);
+
+ bool is_used(int num) {
+ ASSERT(num >= 0 && num < RegisterAllocator::kNumRegisters);
+ return register_locations_[num] != kIllegalIndex;
+ }
+
+ inline bool is_used(Register reg);
+
+ // Add extra in-memory elements to the top of the frame to match an actual
+ // frame (eg, the frame after an exception handler is pushed). No code is
+ // emitted.
+ void Adjust(int count);
+
+ // Forget count elements from the top of the frame all in-memory
+ // (including synced) and adjust the stack pointer downward, to
+ // match an external frame effect (examples include a call removing
+ // its arguments, and exiting a try/catch removing an exception
+ // handler). No code will be emitted.
+ void Forget(int count) {
+ ASSERT(count >= 0);
+ ASSERT(stack_pointer_ == element_count() - 1);
+ stack_pointer_ -= count;
+ ForgetElements(count);
+ }
+
+ // Forget count elements from the top of the frame without adjusting
+ // the stack pointer downward. This is used, for example, before
+ // merging frames at break, continue, and return targets.
+ void ForgetElements(int count);
+
+ // Spill all values from the frame to memory.
+ inline void SpillAll();
+
+ // Spill all occurrences of a specific register from the frame.
+ void Spill(Register reg) {
+ if (is_used(reg)) SpillElementAt(register_location(reg));
+ }
+
+ // Make the two registers distinct and spill them. Returns the second
+ // register. If the registers were not distinct then it returns the new
+ // second register.
+ Result MakeDistinctAndSpilled(Result* left, Result* right) {
+ Spill(left->reg());
+ Spill(right->reg());
+ if (left->reg().is(right->reg())) {
+ RegisterAllocator* allocator = cgen()->allocator();
+ Result fresh = allocator->Allocate();
+ ASSERT(fresh.is_valid());
+ masm()->mov(fresh.reg(), right->reg());
+ return fresh;
+ }
+ return *right;
+ }
+
+ // Spill all occurrences of an arbitrary register if possible. Return the
+ // register spilled or no_reg if it was not possible to free any register
+ // (ie, they all have frame-external references).
+ Register SpillAnyRegister();
+
+ // Spill the top element of the frame.
+ void SpillTop() { SpillElementAt(element_count() - 1); }
+
+ // Sync the range of elements in [begin, end] with memory.
+ void SyncRange(int begin, int end);
+
+ // Make this frame so that an arbitrary frame of the same height can
+ // be merged to it. Copies and constants are removed from the frame.
+ void MakeMergable();
+
+ // Prepare this virtual frame for merging to an expected frame by
+ // performing some state changes that do not require generating
+ // code. It is guaranteed that no code will be generated.
+ void PrepareMergeTo(VirtualFrame* expected);
+
+ // Make this virtual frame have a state identical to an expected virtual
+ // frame. As a side effect, code may be emitted to make this frame match
+ // the expected one.
+ void MergeTo(VirtualFrame* expected);
+
+ // Detach a frame from its code generator, perhaps temporarily. This
+ // tells the register allocator that it is free to use frame-internal
+ // registers. Used when the code generator's frame is switched from this
+ // one to NULL by an unconditional jump.
+ void DetachFromCodeGenerator() {
+ RegisterAllocator* cgen_allocator = cgen()->allocator();
+ for (int i = 0; i < RegisterAllocator::kNumRegisters; i++) {
+ if (is_used(i)) cgen_allocator->Unuse(i);
+ }
+ }
+
+ // (Re)attach a frame to its code generator. This informs the register
+ // allocator that the frame-internal register references are active again.
+ // Used when a code generator's frame is switched from NULL to this one by
+ // binding a label.
+ void AttachToCodeGenerator() {
+ RegisterAllocator* cgen_allocator = cgen()->allocator();
+ for (int i = 0; i < RegisterAllocator::kNumRegisters; i++) {
+ if (is_used(i)) cgen_allocator->Use(i);
+ }
+ }
+
+ // Emit code for the physical JS entry and exit frame sequences. After
+ // calling Enter, the virtual frame is ready for use; and after calling
+ // Exit it should not be used. Note that Enter does not allocate space in
+ // the physical frame for storing frame-allocated locals.
+ void Enter();
+ void Exit();
+
+ // Prepare for returning from the frame by spilling locals. This
+ // avoids generating unnecessary merge code when jumping to the
+ // shared return site. Emits code for spills.
+ inline void PrepareForReturn();
+
+ // Number of local variables after when we use a loop for allocating.
+ static const int kLocalVarBound = 10;
+
+ // Allocate and initialize the frame-allocated locals.
+ void AllocateStackSlots();
+
+ // An element of the expression stack as an assembly operand.
+ Operand ElementAt(int index) const {
+ return Operand(esp, index * kPointerSize);
+ }
+
+ // Random-access store to a frame-top relative frame element. The result
+ // becomes owned by the frame and is invalidated.
+ void SetElementAt(int index, Result* value);
+
+ // Set a frame element to a constant. The index is frame-top relative.
+ inline void SetElementAt(int index, Handle<Object> value);
+
+ void PushElementAt(int index) {
+ PushFrameSlotAt(element_count() - index - 1);
+ }
+
+ void StoreToElementAt(int index) {
+ StoreToFrameSlotAt(element_count() - index - 1);
+ }
+
+ // A frame-allocated local as an assembly operand.
+ Operand LocalAt(int index) {
+ ASSERT(0 <= index);
+ ASSERT(index < local_count());
+ return Operand(ebp, kLocal0Offset - index * kPointerSize);
+ }
+
+ // Push a copy of the value of a local frame slot on top of the frame.
+ void PushLocalAt(int index) {
+ PushFrameSlotAt(local0_index() + index);
+ }
+
+ // Push a copy of the value of a local frame slot on top of the frame.
+ void UntaggedPushLocalAt(int index) {
+ UntaggedPushFrameSlotAt(local0_index() + index);
+ }
+
+ // Push the value of a local frame slot on top of the frame and invalidate
+ // the local slot. The slot should be written to before trying to read
+ // from it again.
+ void TakeLocalAt(int index) {
+ TakeFrameSlotAt(local0_index() + index);
+ }
+
+ // Store the top value on the virtual frame into a local frame slot. The
+ // value is left in place on top of the frame.
+ void StoreToLocalAt(int index) {
+ StoreToFrameSlotAt(local0_index() + index);
+ }
+
+ // Push the address of the receiver slot on the frame.
+ void PushReceiverSlotAddress();
+
+ // Push the function on top of the frame.
+ void PushFunction() {
+ PushFrameSlotAt(function_index());
+ }
+
+ // Save the value of the esi register to the context frame slot.
+ void SaveContextRegister();
+
+ // Restore the esi register from the value of the context frame
+ // slot.
+ void RestoreContextRegister();
+
+ // A parameter as an assembly operand.
+ Operand ParameterAt(int index) {
+ ASSERT(-1 <= index); // -1 is the receiver.
+ ASSERT(index < parameter_count());
+ return Operand(ebp, (1 + parameter_count() - index) * kPointerSize);
+ }
+
+ // Push a copy of the value of a parameter frame slot on top of the frame.
+ void PushParameterAt(int index) {
+ PushFrameSlotAt(param0_index() + index);
+ }
+
+ // Push a copy of the value of a parameter frame slot on top of the frame.
+ void UntaggedPushParameterAt(int index) {
+ UntaggedPushFrameSlotAt(param0_index() + index);
+ }
+
+ // Push the value of a paramter frame slot on top of the frame and
+ // invalidate the parameter slot. The slot should be written to before
+ // trying to read from it again.
+ void TakeParameterAt(int index) {
+ TakeFrameSlotAt(param0_index() + index);
+ }
+
+ // Store the top value on the virtual frame into a parameter frame slot.
+ // The value is left in place on top of the frame.
+ void StoreToParameterAt(int index) {
+ StoreToFrameSlotAt(param0_index() + index);
+ }
+
+ // The receiver frame slot.
+ Operand Receiver() {
+ return ParameterAt(-1);
+ }
+
+ // Push a try-catch or try-finally handler on top of the virtual frame.
+ void PushTryHandler(HandlerType type);
+
+ // Call stub given the number of arguments it expects on (and
+ // removes from) the stack.
+ inline Result CallStub(CodeStub* stub, int arg_count);
+
+ // Call stub that takes a single argument passed in eax. The
+ // argument is given as a result which does not have to be eax or
+ // even a register. The argument is consumed by the call.
+ Result CallStub(CodeStub* stub, Result* arg);
+
+ // Call stub that takes a pair of arguments passed in edx (arg0) and
+ // eax (arg1). The arguments are given as results which do not have
+ // to be in the proper registers or even in registers. The
+ // arguments are consumed by the call.
+ Result CallStub(CodeStub* stub, Result* arg0, Result* arg1);
+
+ // Call JS function from top of the stack with arguments
+ // taken from the stack.
+ Result CallJSFunction(int arg_count);
+
+ // Call runtime given the number of arguments expected on (and
+ // removed from) the stack.
+ Result CallRuntime(const Runtime::Function* f, int arg_count);
+ Result CallRuntime(Runtime::FunctionId id, int arg_count);
+
+#ifdef ENABLE_DEBUGGER_SUPPORT
+ void DebugBreak();
+#endif
+
+ // Invoke builtin given the number of arguments it expects on (and
+ // removes from) the stack.
+ Result InvokeBuiltin(Builtins::JavaScript id, InvokeFlag flag, int arg_count);
+
+ // Call load IC. Name and receiver are found on top of the frame.
+ // Both are dropped.
+ Result CallLoadIC(RelocInfo::Mode mode);
+
+ // Call keyed load IC. Key and receiver are found on top of the
+ // frame. Both are dropped.
+ Result CallKeyedLoadIC(RelocInfo::Mode mode);
+
+ // Call store IC. If the load is contextual, value is found on top of the
+ // frame. If not, value and receiver are on the frame. Both are dropped.
+ Result CallStoreIC(Handle<String> name, bool is_contextual,
+ StrictModeFlag strict_mode);
+
+ // Call keyed store IC. Value, key, and receiver are found on top
+ // of the frame. All three are dropped.
+ Result CallKeyedStoreIC(StrictModeFlag strict_mode);
+
+ // Call call IC. Function name, arguments, and receiver are found on top
+ // of the frame and dropped by the call. The argument count does not
+ // include the receiver.
+ Result CallCallIC(RelocInfo::Mode mode, int arg_count, int loop_nesting);
+
+ // Call keyed call IC. Same calling convention as CallCallIC.
+ Result CallKeyedCallIC(RelocInfo::Mode mode, int arg_count, int loop_nesting);
+
+ // Allocate and call JS function as constructor. Arguments,
+ // receiver (global object), and function are found on top of the
+ // frame. Function is not dropped. The argument count does not
+ // include the receiver.
+ Result CallConstructor(int arg_count);
+
+ // Drop a number of elements from the top of the expression stack. May
+ // emit code to affect the physical frame. Does not clobber any registers
+ // excepting possibly the stack pointer.
+ void Drop(int count);
+
+ // Drop one element.
+ void Drop() {
+ Drop(1);
+ }
+
+ // Duplicate the top element of the frame.
+ void Dup() {
+ PushFrameSlotAt(element_count() - 1);
+ }
+
+ // Pop an element from the top of the expression stack. Returns a
+ // Result, which may be a constant or a register.
+ Result Pop();
+
+ // Pop and save an element from the top of the expression stack and
+ // emit a corresponding pop instruction.
+ void EmitPop(Register reg);
+ void EmitPop(Operand operand);
+
+ // Push an element on top of the expression stack and emit a
+ // corresponding push instruction.
+ void EmitPush(Register reg,
+ TypeInfo info = TypeInfo::Unknown());
+ void EmitPush(Operand operand,
+ TypeInfo info = TypeInfo::Unknown());
+ void EmitPush(Immediate immediate,
+ TypeInfo info = TypeInfo::Unknown());
+
+ inline bool ConstantPoolOverflowed();
+
+ // Push an element on the virtual frame.
+ void Push(Handle<Object> value);
+ inline void Push(Register reg, TypeInfo info = TypeInfo::Unknown());
+ inline void Push(Smi* value);
+
+ void PushUntaggedElement(Handle<Object> value);
+
+ // Pushing a result invalidates it (its contents become owned by the
+ // frame).
+ void Push(Result* result) {
+ // This assert will trigger if you try to push the same value twice.
+ ASSERT(result->is_valid());
+ if (result->is_register()) {
+ Push(result->reg(), result->type_info());
+ } else {
+ ASSERT(result->is_constant());
+ Push(result->handle());
+ }
+ if (cgen()->in_safe_int32_mode()) {
+ ASSERT(result->is_untagged_int32());
+ elements_[element_count() - 1].set_untagged_int32(true);
+ }
+ result->Unuse();
+ }
+
+ // Pushing an expression expects that the expression is trivial (according
+ // to Expression::IsTrivial).
+ void Push(Expression* expr);
+
+ // Nip removes zero or more elements from immediately below the top
+ // of the frame, leaving the previous top-of-frame value on top of
+ // the frame. Nip(k) is equivalent to x = Pop(), Drop(k), Push(x).
+ inline void Nip(int num_dropped);
+
+ // Check that the frame has no elements containing untagged int32 elements.
+ bool HasNoUntaggedInt32Elements() {
+ for (int i = 0; i < element_count(); ++i) {
+ if (elements_[i].is_untagged_int32()) return false;
+ }
+ return true;
+ }
+
+ // Update the type information of a variable frame element directly.
+ inline void SetTypeForLocalAt(int index, TypeInfo info);
+ inline void SetTypeForParamAt(int index, TypeInfo info);
+
+ private:
+ static const int kLocal0Offset = JavaScriptFrameConstants::kLocal0Offset;
+ static const int kFunctionOffset = JavaScriptFrameConstants::kFunctionOffset;
+ static const int kContextOffset = StandardFrameConstants::kContextOffset;
+
+ static const int kHandlerSize = StackHandlerConstants::kSize / kPointerSize;
+ static const int kPreallocatedElements = 5 + 8; // 8 expression stack slots.
+
+ ZoneList<FrameElement> elements_;
+
+ // The index of the element that is at the processor's stack pointer
+ // (the esp register).
+ int stack_pointer_;
+
+ // The index of the register frame element using each register, or
+ // kIllegalIndex if a register is not on the frame.
+ int register_locations_[RegisterAllocator::kNumRegisters];
+
+ // The number of frame-allocated locals and parameters respectively.
+ inline int parameter_count();
+
+ inline int local_count();
+
+ // The index of the element that is at the processor's frame pointer
+ // (the ebp register). The parameters, receiver, and return address
+ // are below the frame pointer.
+ int frame_pointer() {
+ return parameter_count() + 2;
+ }
+
+ // The index of the first parameter. The receiver lies below the first
+ // parameter.
+ int param0_index() {
+ return 1;
+ }
+
+ // The index of the context slot in the frame. It is immediately
+ // above the frame pointer.
+ int context_index() {
+ return frame_pointer() + 1;
+ }
+
+ // The index of the function slot in the frame. It is above the frame
+ // pointer and the context slot.
+ int function_index() {
+ return frame_pointer() + 2;
+ }
+
+ // The index of the first local. Between the frame pointer and the
+ // locals lie the context and the function.
+ int local0_index() {
+ return frame_pointer() + 3;
+ }
+
+ // The index of the base of the expression stack.
+ int expression_base_index() {
+ return local0_index() + local_count();
+ }
+
+ // Convert a frame index into a frame pointer relative offset into the
+ // actual stack.
+ int fp_relative(int index) {
+ ASSERT(index < element_count());
+ ASSERT(frame_pointer() < element_count()); // FP is on the frame.
+ return (frame_pointer() - index) * kPointerSize;
+ }
+
+ // Record an occurrence of a register in the virtual frame. This has the
+ // effect of incrementing the register's external reference count and
+ // of updating the index of the register's location in the frame.
+ void Use(Register reg, int index) {
+ ASSERT(!is_used(reg));
+ set_register_location(reg, index);
+ cgen()->allocator()->Use(reg);
+ }
+
+ // Record that a register reference has been dropped from the frame. This
+ // decrements the register's external reference count and invalidates the
+ // index of the register's location in the frame.
+ void Unuse(Register reg) {
+ ASSERT(is_used(reg));
+ set_register_location(reg, kIllegalIndex);
+ cgen()->allocator()->Unuse(reg);
+ }
+
+ // Spill the element at a particular index---write it to memory if
+ // necessary, free any associated register, and forget its value if
+ // constant.
+ void SpillElementAt(int index);
+
+ // Sync the element at a particular index. If it is a register or
+ // constant that disagrees with the value on the stack, write it to memory.
+ // Keep the element type as register or constant, and clear the dirty bit.
+ void SyncElementAt(int index);
+
+ // Sync a single unsynced element that lies beneath or at the stack pointer.
+ void SyncElementBelowStackPointer(int index);
+
+ // Sync a single unsynced element that lies just above the stack pointer.
+ void SyncElementByPushing(int index);
+
+ // Push a copy of a frame slot (typically a local or parameter) on top of
+ // the frame.
+ inline void PushFrameSlotAt(int index);
+
+ // Push a copy of a frame slot (typically a local or parameter) on top of
+ // the frame, at an untagged int32 value. Bails out if the value is not
+ // an int32.
+ void UntaggedPushFrameSlotAt(int index);
+
+ // Push a the value of a frame slot (typically a local or parameter) on
+ // top of the frame and invalidate the slot.
+ void TakeFrameSlotAt(int index);
+
+ // Store the value on top of the frame to a frame slot (typically a local
+ // or parameter).
+ void StoreToFrameSlotAt(int index);
+
+ // Spill all elements in registers. Spill the top spilled_args elements
+ // on the frame. Sync all other frame elements.
+ // Then drop dropped_args elements from the virtual frame, to match
+ // the effect of an upcoming call that will drop them from the stack.
+ void PrepareForCall(int spilled_args, int dropped_args);
+
+ // Move frame elements currently in registers or constants, that
+ // should be in memory in the expected frame, to memory.
+ void MergeMoveRegistersToMemory(VirtualFrame* expected);
+
+ // Make the register-to-register moves necessary to
+ // merge this frame with the expected frame.
+ // Register to memory moves must already have been made,
+ // and memory to register moves must follow this call.
+ // This is because some new memory-to-register moves are
+ // created in order to break cycles of register moves.
+ // Used in the implementation of MergeTo().
+ void MergeMoveRegistersToRegisters(VirtualFrame* expected);
+
+ // Make the memory-to-register and constant-to-register moves
+ // needed to make this frame equal the expected frame.
+ // Called after all register-to-memory and register-to-register
+ // moves have been made. After this function returns, the frames
+ // should be equal.
+ void MergeMoveMemoryToRegisters(VirtualFrame* expected);
+
+ // Invalidates a frame slot (puts an invalid frame element in it).
+ // Copies on the frame are correctly handled, and if this slot was
+ // the backing store of copies, the index of the new backing store
+ // is returned. Otherwise, returns kIllegalIndex.
+ // Register counts are correctly updated.
+ int InvalidateFrameSlotAt(int index);
+
+ // This function assumes that a and b are the only results that could be in
+ // the registers a_reg or b_reg. Other results can be live, but must not
+ // be in the registers a_reg or b_reg. The results a and b are invalidated.
+ void MoveResultsToRegisters(Result* a,
+ Result* b,
+ Register a_reg,
+ Register b_reg);
+
+ // Call a code stub that has already been prepared for calling (via
+ // PrepareForCall).
+ Result RawCallStub(CodeStub* stub);
+
+ // Calls a code object which has already been prepared for calling
+ // (via PrepareForCall).
+ Result RawCallCodeObject(Handle<Code> code, RelocInfo::Mode rmode);
+
+ inline bool Equals(VirtualFrame* other);
+
+ // Classes that need raw access to the elements_ array.
+ friend class FrameRegisterState;
+ friend class JumpTarget;
+};
+
+} } // namespace v8::internal
+
+#endif // V8_IA32_VIRTUAL_FRAME_IA32_H_