// Copyright 2021 the V8 project authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #if !V8_ENABLE_WEBASSEMBLY #error This header should only be included if WebAssembly is enabled. #endif // !V8_ENABLE_WEBASSEMBLY #ifndef V8_COMPILER_WASM_LOOP_PEELING_H_ #define V8_COMPILER_WASM_LOOP_PEELING_H_ #include "src/compiler/common-operator.h" #include "src/compiler/compiler-source-position-table.h" #include "src/compiler/node-origin-table.h" namespace v8 { namespace internal { namespace compiler { // Loop peeling is an optimization that copies the body of a loop, creating // a new copy of the body called the "peeled iteration" that represents the // first iteration. It enables a kind of loop hoisting: repeated computations // without side-effects in the body of the loop can be computed in the first // iteration only and reused in the next iterations. void PeelWasmLoop(Node* loop_node, ZoneUnorderedSet<Node*>* loop, Graph* graph, CommonOperatorBuilder* common, Zone* tmp_zone, SourcePositionTable* source_positions, NodeOriginTable* node_origins); } // namespace compiler } // namespace internal } // namespace v8 #endif // V8_COMPILER_WASM_LOOP_PEELING_H_