Stack machines The MIPS assembly language A simple source language Stack-machine implementation of the simple language Readings: 9.1-9.



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Code Generation I Stack machines The MIPS assembly language A simple source language Stack-machine implementation of the simple language Readings: 9.1-9.7 Stack Machines A simple evaluation model No variables or registers A stack of values for intermediate results Each instruction: Takes its operands from the top of the stack Removes those operands from the stack Computes the required operation on them Pushes the result on the stack

Example of Stack Machine Operation The addition operation on a stack machine 5 7 9 5 7 9 12 9 pop add push Example of a Stack Machine Program Consider two instructions push i - place the integer i on top of the stack add - pop two elements, add them and put the result back on the stack A program to compute 7 + 5: push 7 push 5 add

Why Use a Stack Machine? Each operation takes operands from the same place and puts results in the same place This means a uniform compilation scheme And therefore a simpler compiler Why Use a Stack Machine? Location of the operands is implicit Always on the top of the stack No need to specify operands explicitly No need to specify the location of the result Instruction add as opposed to add r 1, r 2 Smaller encoding of instructions More compact programs This is one reason why Java Bytecodes use a stack evaluation model

Optimizing the Stack Machine The add instruction does 3 memory operations Two reads and one write to the stack The top of the stack is frequently accessed Idea: keep the top of the stack in a register (called accumulator) Register accesses are faster The add instruction is now acc acc + top_of_stack Only one memory operation! Stack Machine with Accumulator Invariants The result of computing an expression is always in the accumulator For an operation op(e 1,,e n ) push the accumulator on the stack after computing each of e 1,,e n-1 After the operation pop n-1 values After computing an expression the stack is as before

Stack Machine with Accumulator. Example Compute 7 + 5 using an accumulator acc 7 5 12 stack 7 7 acc 7 push acc acc 5 acc acc + top_of_stack pop A Bigger Example: 3 + (7 + 5) Code Acc Stack acc 3 3 <init> push acc 3 3, <init> acc 7 7 3, <init> push acc 7 7, 3, <init> acc 5 5 7, 3, <init> acc acc + top_of_stack 12 7, 3, <init> pop 12 3, <init> acc acc + top_of_stack 15 3, <init> pop 15 <init>

Notes It is very important that the stack is preserved across the evaluation of a subexpression Stack before the evaluation of 7 + 5 is 3, <init> Stack after the evaluation of 7 + 5 is 3, <init> The first operand is on top of the stack From Stack Machines to MIPS The compiler generates code for a stack machine with accumulator We want to run the resulting code on the MIPS processor (or simulator) We simulate stack machine instructions using MIPS instructions and registers

Simulating a Stack Machine The accumulator is kept in MIPS register $a0 The stack is kept in memory The stack grows towards lower addresses Standard convention on the MIPS architecture The address of the next location on the stack is kept in MIPS register $sp The top of the stack is at address $sp + 4 MIPS Assembly MIPS architecture Prototypical Reduced Instruction Set Computer (RISC) architecture Arithmetic operations use registers for operands and results Must use load and store instructions to use operands and results in memory 32 general purpose registers (32 bits each) We will use $sp, $a0 and $t1 (a temporary register)

A Sample of MIPS Instructions lw reg 1 offset(reg 2 ) Load 32-bit word from address reg 2 + offset into reg 1 add reg 1 reg 2 reg 3 reg 1 reg 2 + reg 3 sw reg 1 offset(reg 2 ) Store 32-bit word in reg 1 at address reg 2 + offset addiu reg 1 reg 2 imm reg 1 reg 2 +imm u means overflow is not checked li reg imm reg imm MIPS Assembly. Example. The stack-machine code for 7 + 5 in MIPS: acc 7 push acc acc 5 acc acc + top_of_stack pop li $a0 7 sw $a0 0($sp) addiu $sp $sp -4 li $a0 5 lw $t1 4($sp) add $a0 $a0 $t1 addiu $sp $sp 4 We now generalize this to a simple language

A Small Language A language with integers and integer operations P D; P D D def id(args) = E; ARGS id, ARGS id E int id if E 1 = E 2 then E 3 else E 4 E 1 + E 2 E 1 E 2 id(e 1,,E n ) A Small Language (Cont.) The first function definition f is the main routine Running the program on input i means computing f(i) Program for computing the Fibonacci numbers: def fib(x) = if x = 1 then 0 else if x = 2 then 1 else fib(x - 1) + fib(x 2)

Code Generation Strategy For each expression e we generate MIPS code that: Computes the value of e in $a0 Preserves $sp and the contents of the stack We define a code generation function cgen(e) whose result is the code generated for e Code Generation for Constants The code to evaluate a constant simply copies it into the accumulator: cgen(i) = li $a0 i Note that this also preserves the stack, as required

Code Generation for Add cgen(e 1 + e 2 ) = cgen(e 1 ) sw $a0 0($sp) addiu $sp $sp -4 cgen(e 2 ) lw $t1 4($sp) add $a0 $t1 $a0 addiu $sp $sp 4 Possible optimization: Put the result of e 1 directly in register $t1? Code Generation for Add. Wrong! Optimization: Put the result of e 1 directly in $t1? cgen(e 1 + e 2 ) = cgen(e 1 ) move $t1 $a0 cgen(e 2 ) add $a0 $t1 $a0 Try to generate code for : 3 + (7 + 5)

Code Generation Notes The code for + is a template with holes for code for evaluating e 1 and e 2 Stack machine code generation is recursive Code for e 1 + e 2 consists of code for e 1 and e 2 glued together Code generation can be written as a recursive-descent of the AST At least for expressions Code Generation for Sub and Constants New instruction: sub reg 1 reg 2 reg 3 Implements reg 1 reg 2 -reg 3 cgen(e 1 -e 2 ) = cgen(e 1 ) sw $a0 0($sp) addiu $sp $sp -4 cgen(e 2 ) lw $t1 4($sp) sub $a0 $t1 $a0 addiu $sp $sp 4

Code Generation for Conditional We need flow control instructions New instruction: beq reg 1 reg 2 label Branch to label if reg 1 = reg 2 New instruction: b label Unconditional jump to label Code Generation for If (Cont.) cgen(if e 1 = e 2 then e 3 else e 4 ) = cgen(e 1 ) sw $a0 0($sp) addiu $sp $sp -4 cgen(e 2 ) lw $t1 4($sp) addiu $sp $sp 4 beq $a0 $t1 true_branch false_branch: cgen(e 4 ) b end_if true_branch: cgen(e 3 ) end_if:

The Activation Record Code for function calls and function definitions depends on the layout of the activation record A very simple AR suffices for this language: The result is always in the accumulator No need to store the result in the AR The activation record holds actual parameters For f(x 1,,x n ) push x n,,x 1 on the stack These are the only variables in this language The Activation Record (Cont.) The stack discipline guarantees that on function exit $sp is the same as it was on function entry No need for a control link We need the return address It s handy to have a pointer to the current activation This pointer lives in register $fp (frame pointer) Reason for frame pointer will be clear shortly

The Activation Record Summary: For this language, an AR with the caller s frame pointer, the actual parameters, and the return address suffices Picture: Consider a call to f(x,y), The AR will be: FP SP old fp y x AR of f Code Generation for Function Call The calling sequence is the instructions (of both caller and callee) to set up a function invocation New instruction: jal label Jump to label, save address of next instruction in $ra On other architectures the return address is stored on the stack by the call instruction

Code Generation for Function Call (Cont.) cgen(f(e 1,,e n )) = sw $fp 0($sp) addiu $sp $sp -4 cgen(e n ) sw $a0 0($sp) addiu $sp $sp -4 cgen(e 1 ) sw $a0 0($sp) addiu $sp $sp -4 jal f_entry The caller saves its value of the frame pointer Then it saves the actual parameters in reverse order The caller saves the return address in register $ra The AR so far is 4*n+4 bytes long Code Generation for Function Definition New instruction: jr reg Jump to address in register reg cgen(def f(x 1,,x n ) = e) = move $fp $sp sw $ra 0($sp) addiu $sp $sp -4 cgen(e) lw $ra 4($sp) addiu $sp $sp z lw $fp 0($sp) jr $ra Note: The frame pointer points to the top, not bottom of the frame The callee pops the return address, the actual arguments and the saved value of the frame pointer z = 4*n + 8

Calling Sequence. Example for f(x,y). Before call On entry Before exit After call FP FP FP SP old fp old fp SP y y x x SP FP return SP Code Generation for Variables Variable references are the last construct The variables of a function are just its parameters They are all in the AR Pushed by the caller Problem: Because the stack grows when intermediate results are saved, the variables are not at a fixed offset from $sp

Code Generation for Variables (Cont.) Solution: use a frame pointer Always points to the return address on the stack Since it does not move it can be used to find the variables Let x i be the i th (i = 1,,n) formal parameter of the function for which code is being generated cgen(x i ) = lw $a0 z($fp) ( z = 4*i ) Code Generation for Variables (Cont.) Example: For a function def f(x,y) = e the activation and frame pointer are set up as follows: FP old fp y x return X is at fp + 4 Y is at fp + 8 SP

Summary The activation record must be designed together with the code generator Code generation can be done by recursive traversal of the AST Production compilers do different things Emphasis is on keeping values (esp. current stack frame) in registers Intermediate results are laid out in the AR, not pushed and popped from the stack Next time: code generation for objects