When a function creates object literals with simple property names,
we now cache the resulting shape after the first instantiation. On
subsequent calls, we create the object with the cached shape directly
and write property values at their known offsets.
This avoids repeated shape transitions and property offset lookups
for a common JavaScript pattern.
The optimization uses two new bytecode instructions:
- CacheObjectShape: Captures the final shape after object construction
- InitObjectLiteralProperty: Writes properties using cached offsets
Only "simple" object literals are optimized (string literal keys with
simple value expressions). Complex cases like computed properties,
getters/setters, and spread elements use the existing slow path.
3.4x speedup on a microbenchmark that repeatedly instantiates an object
literal with 26 properties. Small progressions on various benchmarks.
This resolves a FIXME in its code generation, particularly for:
- Caching the template object
- Setting the correct property attributes
- Freezing the resulting objects
This allows archive.org to load, which uses the Lit library.
The Lit library caches these template objects to determine if a
template has changed, allowing it to determine to do a full template
rerender or only partially update the rendering. Before, we would
always cause a full rerender on update because we didn't return the
same template object.
This caused issues with archive.org's code, I believe particularly with
its router library, where we would constantly detach and reattach nodes
unexpectedly, ending up with the page content not being attached to the
router's custom element.
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.
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 commit adds a new Bytecode.def file that describes all the LibJS
bytecode instructions.
From this, we are able to generate the full declarations for all C++
bytecode instruction classes, as well as their serialization code.
Note that some of the bytecode compiler was updated since instructions
no longer have default constructor arguments.
The big immediate benefit here is that we lose a couple thousand lines
of hand-written C++ code. Going forward, this also allows us to do more
tooling for the bytecode VM, now that we have an authoritative
description of its instructions.
Key things to know about:
- Instructions can inherit from one another. At the moment, everything
simply inherits from the base "Instruction".
- @terminator means the instruction terminates a basic block.
- @nothrow means the instruction cannot throw. This affects how the
interpreter interacts with it.
- Variable-length instructions are automatically supported. Just put an
array of something as the last field of the instruction.
- The m_length field is magical. If present, it will be populated with
the full length of the instruction. This is used for variable-length
instructions.