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//===-- Interpreter.h ------------------------------------------*- C++ -*--===//
//
// This header file defines the interpreter structure
//
//===----------------------------------------------------------------------===//
#ifndef LLI_INTERPRETER_H
#define LLI_INTERPRETER_H
#include "llvm/Module.h"
#include "llvm/Method.h"
struct MethodInfo; // Defined in ExecutionAnnotations.h
class CallInst;
class ReturnInst;
class BranchInst;
union GenericValue {
bool BoolVal;
unsigned char UByteVal;
signed char SByteVal;
unsigned short UShortVal;
signed short ShortVal;
unsigned int UIntVal;
signed int IntVal;
double DoubleVal;
float FloatVal;
GenericValue *PointerVal;
};
typedef vector<GenericValue> ValuePlaneTy;
// ExecutionContext struct - This struct represents one stack frame currently
// executing.
//
struct ExecutionContext {
Method *CurMethod; // The currently executing method
BasicBlock *CurBB; // The currently executing BB
BasicBlock::iterator CurInst; // The next instruction to execute
MethodInfo *MethInfo; // The MethInfo annotation for the method
vector<ValuePlaneTy> Values; // ValuePlanes for each type
BasicBlock *PrevBB; // The previous BB or null if in first BB
CallInst *Caller; // Holds the call that called subframes.
// NULL if main func or debugger invoked fn
};
// Interpreter - This class represents the entirety of the interpreter.
//
class Interpreter {
Module *CurMod; // The current Module being executed (0 if none)
int ExitCode; // The exit code to be returned by the lli util
bool Profile; // Profiling enabled?
int CurFrame; // The current stack frame being inspected
// The runtime stack of executing code. The top of the stack is the current
// method record.
vector<ExecutionContext> ECStack;
public:
Interpreter();
inline ~Interpreter() { delete CurMod; }
// getExitCode - return the code that should be the exit code for the lli
// utility.
inline int getExitCode() const { return ExitCode; }
// enableProfiling() - Turn profiling on, clear stats?
void enableProfiling() { Profile = true; }
void initializeExecutionEngine();
void handleUserInput();
// User Interation Methods...
bool callMethod(const string &Name); // return true on failure
void setBreakpoint(const string &Name);
void printValue(const string &Name);
void printValue(const Type *Ty, GenericValue V);
void list(); // Do the 'list' command
void printStackTrace(); // Do the 'backtrace' command
// Code execution methods...
void callMethod(Method *Meth, ExecutionContext *SF = 0);
bool executeInstruction(); // Execute one instruction...
void stepInstruction(); // Do the 'step' command
void nextInstruction(); // Do the 'next' command
void run(); // Do the 'run' command
void finish(); // Do the 'finish' command
// Opcode Implementations
void executeCallInst(CallInst *I, ExecutionContext &SF);
void executeRetInst(ReturnInst *I, ExecutionContext &SF);
void executeBrInst(BranchInst *I, ExecutionContext &SF);
// getCurrentMethod - Return the currently executing method
inline Method *getCurrentMethod() const {
return CurFrame < 0 ? 0 : ECStack[CurFrame].CurMethod;
}
// isStopped - Return true if a program is stopped. Return false if no
// program is running.
//
inline bool isStopped() const { return !ECStack.empty(); }
private: // Helper functions
// printCurrentInstruction - Print out the instruction that the virtual PC is
// at, or fail silently if no program is running.
//
void printCurrentInstruction();
// LookupMatchingNames - Search the current method namespace, then the global
// namespace looking for values that match the specified name. Return ALL
// matches to that name. This is obviously slow, and should only be used for
// user interaction.
//
vector<Value*> LookupMatchingNames(const string &Name);
// ChooseOneOption - Prompt the user to choose among the specified options to
// pick one value. If no options are provided, emit an error. If a single
// option is provided, just return that option.
//
Value *ChooseOneOption(const string &Name, const vector<Value*> &Opts);
};
#endif
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