//===-- 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; class AllocationInst; 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 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 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 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 infoValue(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, int SF = -1); 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); void executeAllocInst(AllocationInst *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 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 &Opts); }; #endif