This fixes an issue where we'd incorrectly retain objects via the
[[HomeObject]] slot. This common pattern was affected:
Object.defineProperty(o, "foo", {
get: function() { return 123; }
});
Above, the object literal would get assigned to the [[HomeObject]]
slot even though "get" is not a "method" per the spec.
This frees about 30,000 objects on my x.com home feed.
For StringPrototype functions that defer to RegExpPrototype builtins,
we can skip the generic call stuff (eliding the execution context etc)
and just call the builtin directly.
1.03x speedup on Octane/regexp.js
These were helpful when PropertyKey instantiation happened in the
interpreter, but now that we've moved it to bytecode generation time,
we can use the basic Put*ById* instructions instead.
Instead of creating PropertyKeys on the fly during interpreter
execution, we now store fully-formed ones in the Executable.
This avoids a whole bunch of busywork in property access instructions
and substantially reduces code size bloat.
These instructions are not necessarily rarely used, but they are very
large in terms of code size. By putting them out of line we keep the hot
path of the interpreter smaller and tighter.
No need to check this at runtime, we have all the necessary info already
when generating bytecode.
Also mark the "yes, we are indeed calling the builtin" path [[likely]]
since it's exceedingly rare for anyone to replace the global functions.
This doesn't affect interpreter size directly, but let's inform the
compiler that we're not terribly worried about code using the `with`
statement in JS.
While we're in the bytecode compiler, we want to know which type of
Operand we're dealing with, but once we've generated the bytecode
stream, we only ever need its index.
This patch simplifies Operand by removing the aarch64 bitfield hacks
and makes it 32-bit on all platforms. We keep 3 type bits in the high
bits of the index while compiling, and then zero them out when
flattening the final bytecode stream.
This makes bytecode more compact on x86_64, and avoids bit twiddling
on aarch64. Everyone wins something!
When stringifying bytecode for debugging output, we now have an API in
Executable that can look at a raw operand index and tell you what type
of operand it was, based on known quantities of each type in the stack
frame.
In our process architecture, there's only ever one JS::VM per process.
This allows us to have a VM::the() singleton getter that optimizes
down to a single global access everywhere.
Seeing 1-2% speed-up on all JS benchmarks from this.
This allows us to use the bytecode implementation of await, which
correctly suspends execution contexts and handles completion
injections.
This gains us 4 test262 tests around mutating Array.fromAsync's
iterable whilst it's suspended as well.
This is also one step towards removing spin_until, which the
non-bytecode implementation of await uses.
```
Duration:
-5.98s
Summary:
Diff Tests:
+4 ✅ -4 ❌
Diff Tests:
[...]/Array/fromAsync/asyncitems-array-add-to-singleton.js ❌ -> ✅
[...]/Array/fromAsync/asyncitems-array-add.js ❌ -> ✅
[...]/Array/fromAsync/asyncitems-array-mutate.js ❌ -> ✅
[...]/Array/fromAsync/asyncitems-array-remove.js ❌ -> ✅
```
This hosts the ability to compile and run JavaScript to implement
native functions. This is particularly useful for any native function
that is not a normal function, for example async functions such as
Array.fromAsync, which require yielding.
These functions are not allowed to observe anything from outside their
environment. Any global identifiers will instead be assumed to be a
reference to an abstract operation or a constant. The generator will
inject the appropriate bytecode if the name of the global identifier
matches a known name. Anything else will cause a code generation error.
All the data we need for compilation is in SharedFunctionInstanceData,
so we shouldn't depend on ECMAScriptFunctionObject.
Allows NativeJavaScriptBackedFunction to compile bytecode.
By adding static_asserts to prove that all of our generated instruction
classes are trivially destructible, we can confidently remove the
destructor walk in BasicBlock and save ourselves some unnecessary work.