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//==- CoreEngine.h - Path-Sensitive Dataflow Engine ----------------*- C++ -*-// // // The LLVM Compiler Infrastructure // // This file is distributed under the University of Illinois Open Source // License. See LICENSE.TXT for details. // //===----------------------------------------------------------------------===// // // This file defines a generic engine for intraprocedural, path-sensitive, // dataflow analysis via graph reachability. // //===----------------------------------------------------------------------===// #ifndef LLVM_CLANG_GR_COREENGINE #define LLVM_CLANG_GR_COREENGINE #include "clang/AST/Expr.h" #include "clang/Analysis/AnalysisContext.h" #include "clang/StaticAnalyzer/Core/PathSensitive/ExplodedGraph.h" #include "clang/StaticAnalyzer/Core/PathSensitive/FunctionSummary.h" #include "clang/StaticAnalyzer/Core/PathSensitive/WorkList.h" #include "clang/StaticAnalyzer/Core/PathSensitive/BlockCounter.h" #include "llvm/ADT/OwningPtr.h" namespace clang { class ProgramPointTag; namespace ento { class NodeBuilder; //===----------------------------------------------------------------------===// /// CoreEngine - Implements the core logic of the graph-reachability /// analysis. It traverses the CFG and generates the ExplodedGraph. /// Program "states" are treated as opaque void pointers. /// The template class CoreEngine (which subclasses CoreEngine) /// provides the matching component to the engine that knows the actual types /// for states. Note that this engine only dispatches to transfer functions /// at the statement and block-level. The analyses themselves must implement /// any transfer function logic and the sub-expression level (if any). class CoreEngine { friend struct NodeBuilderContext; friend class NodeBuilder; friend class ExprEngine; friend class CommonNodeBuilder; friend class IndirectGotoNodeBuilder; friend class SwitchNodeBuilder; friend class EndOfFunctionNodeBuilder; public: typedef std::vector<std::pair<BlockEdge, const ExplodedNode*> > BlocksExhausted; typedef std::vector<std::pair<const CFGBlock*, const ExplodedNode*> > BlocksAborted; private: SubEngine& SubEng; /// G - The simulation graph. Each node is a (location,state) pair. OwningPtr<ExplodedGraph> G; /// WList - A set of queued nodes that need to be processed by the /// worklist algorithm. It is up to the implementation of WList to decide /// the order that nodes are processed. WorkList* WList; /// BCounterFactory - A factory object for created BlockCounter objects. /// These are used to record for key nodes in the ExplodedGraph the /// number of times different CFGBlocks have been visited along a path. BlockCounter::Factory BCounterFactory; /// The locations where we stopped doing work because we visited a location /// too many times. BlocksExhausted blocksExhausted; /// The locations where we stopped because the engine aborted analysis, /// usually because it could not reason about something. BlocksAborted blocksAborted; /// The functions which have been analyzed through inlining. This is owned by /// AnalysisConsumer. It can be null. SetOfConstDecls *AnalyzedCallees; /// The information about functions shared by the whole translation unit. /// (This data is owned by AnalysisConsumer.) FunctionSummariesTy *FunctionSummaries; void generateNode(const ProgramPoint &Loc, ProgramStateRef State, ExplodedNode *Pred); void HandleBlockEdge(const BlockEdge &E, ExplodedNode *Pred); void HandleBlockEntrance(const BlockEntrance &E, ExplodedNode *Pred); void HandleBlockExit(const CFGBlock *B, ExplodedNode *Pred); void HandlePostStmt(const CFGBlock *B, unsigned StmtIdx, ExplodedNode *Pred); void HandleBranch(const Stmt *Cond, const Stmt *Term, const CFGBlock *B, ExplodedNode *Pred); private: CoreEngine(const CoreEngine&); // Do not implement. CoreEngine& operator=(const CoreEngine&); ExplodedNode *generateCallExitNode(ExplodedNode *N); public: /// Construct a CoreEngine object to analyze the provided CFG using /// a DFS exploration of the exploded graph. CoreEngine(SubEngine& subengine, SetOfConstDecls *VisitedCallees, FunctionSummariesTy *FS) : SubEng(subengine), G(new ExplodedGraph()), WList(WorkList::makeBFS()), BCounterFactory(G->getAllocator()), AnalyzedCallees(VisitedCallees), FunctionSummaries(FS){} ~CoreEngine() { delete WList; } /// getGraph - Returns the exploded graph. ExplodedGraph& getGraph() { return *G.get(); } /// takeGraph - Returns the exploded graph. Ownership of the graph is /// transferred to the caller. ExplodedGraph* takeGraph() { return G.take(); } /// ExecuteWorkList - Run the worklist algorithm for a maximum number of /// steps. Returns true if there is still simulation state on the worklist. bool ExecuteWorkList(const LocationContext *L, unsigned Steps, ProgramStateRef InitState); /// Returns true if there is still simulation state on the worklist. bool ExecuteWorkListWithInitialState(const LocationContext *L, unsigned Steps, ProgramStateRef InitState, ExplodedNodeSet &Dst); /// Dispatch the work list item based on the given location information. /// Use Pred parameter as the predecessor state. void dispatchWorkItem(ExplodedNode* Pred, ProgramPoint Loc, const WorkListUnit& WU); // Functions for external checking of whether we have unfinished work bool wasBlockAborted() const { return !blocksAborted.empty(); } bool wasBlocksExhausted() const { return !blocksExhausted.empty(); } bool hasWorkRemaining() const { return wasBlocksExhausted() || WList->hasWork() || wasBlockAborted(); } /// Inform the CoreEngine that a basic block was aborted because /// it could not be completely analyzed. void addAbortedBlock(const ExplodedNode *node, const CFGBlock *block) { blocksAborted.push_back(std::make_pair(block, node)); } WorkList *getWorkList() const { return WList; } BlocksExhausted::const_iterator blocks_exhausted_begin() const { return blocksExhausted.begin(); } BlocksExhausted::const_iterator blocks_exhausted_end() const { return blocksExhausted.end(); } BlocksAborted::const_iterator blocks_aborted_begin() const { return blocksAborted.begin(); } BlocksAborted::const_iterator blocks_aborted_end() const { return blocksAborted.end(); } /// \brief Enqueue the given set of nodes onto the work list. void enqueue(ExplodedNodeSet &Set); /// \brief Enqueue nodes that were created as a result of processing /// a statement onto the work list. void enqueue(ExplodedNodeSet &Set, const CFGBlock *Block, unsigned Idx); /// \brief enqueue the nodes corresponding to the end of function onto the /// end of path / work list. void enqueueEndOfFunction(ExplodedNodeSet &Set); /// \brief Enqueue a single node created as a result of statement processing. void enqueueStmtNode(ExplodedNode *N, const CFGBlock *Block, unsigned Idx); }; // TODO: Turn into a calss. struct NodeBuilderContext { CoreEngine &Eng; const CFGBlock *Block; ExplodedNode *Pred; NodeBuilderContext(CoreEngine &E, const CFGBlock *B, ExplodedNode *N) : Eng(E), Block(B), Pred(N) { assert(B); assert(!N->isSink()); } ExplodedNode *getPred() const { return Pred; } /// \brief Return the CFGBlock associated with this builder. const CFGBlock *getBlock() const { return Block; } /// \brief Returns the number of times the current basic block has been /// visited on the exploded graph path. unsigned getCurrentBlockCount() const { return Eng.WList->getBlockCounter().getNumVisited( Pred->getLocationContext()->getCurrentStackFrame(), Block->getBlockID()); } }; /// \class NodeBuilder /// \brief This is the simplest builder which generates nodes in the /// ExplodedGraph. /// /// The main benefit of the builder is that it automatically tracks the /// frontier nodes (or destination set). This is the set of nodes which should /// be propagated to the next step / builder. They are the nodes which have been /// added to the builder (either as the input node set or as the newly /// constructed nodes) but did not have any outgoing transitions added. class NodeBuilder { virtual void anchor(); protected: const NodeBuilderContext &C; /// Specifies if the builder results have been finalized. For example, if it /// is set to false, autotransitions are yet to be generated. bool Finalized; bool HasGeneratedNodes; /// \brief The frontier set - a set of nodes which need to be propagated after /// the builder dies. ExplodedNodeSet &Frontier; /// Checkes if the results are ready. virtual bool checkResults() { if (!Finalized) return false; return true; } bool hasNoSinksInFrontier() { for (iterator I = Frontier.begin(), E = Frontier.end(); I != E; ++I) { if ((*I)->isSink()) return false; } return true; } /// Allow subclasses to finalize results before result_begin() is executed. virtual void finalizeResults() {} ExplodedNode *generateNodeImpl(const ProgramPoint &PP, ProgramStateRef State, ExplodedNode *Pred, bool MarkAsSink = false); public: NodeBuilder(ExplodedNode *SrcNode, ExplodedNodeSet &DstSet, const NodeBuilderContext &Ctx, bool F = true) : C(Ctx), Finalized(F), HasGeneratedNodes(false), Frontier(DstSet) { Frontier.Add(SrcNode); } NodeBuilder(const ExplodedNodeSet &SrcSet, ExplodedNodeSet &DstSet, const NodeBuilderContext &Ctx, bool F = true) : C(Ctx), Finalized(F), HasGeneratedNodes(false), Frontier(DstSet) { Frontier.insert(SrcSet); assert(hasNoSinksInFrontier()); } virtual ~NodeBuilder() {} /// \brief Generates a node in the ExplodedGraph. /// /// When a node is marked as sink, the exploration from the node is stopped - /// the node becomes the last node on the path. ExplodedNode *generateNode(const ProgramPoint &PP, ProgramStateRef State, ExplodedNode *Pred, bool MarkAsSink = false) { return generateNodeImpl(PP, State, Pred, MarkAsSink); } const ExplodedNodeSet &getResults() { finalizeResults(); assert(checkResults()); return Frontier; } typedef ExplodedNodeSet::iterator iterator; /// \brief Iterators through the results frontier. inline iterator begin() { finalizeResults(); assert(checkResults()); return Frontier.begin(); } inline iterator end() { finalizeResults(); return Frontier.end(); } const NodeBuilderContext &getContext() { return C; } bool hasGeneratedNodes() { return HasGeneratedNodes; } void takeNodes(const ExplodedNodeSet &S) { for (ExplodedNodeSet::iterator I = S.begin(), E = S.end(); I != E; ++I ) Frontier.erase(*I); } void takeNodes(ExplodedNode *N) { Frontier.erase(N); } void addNodes(const ExplodedNodeSet &S) { Frontier.insert(S); } void addNodes(ExplodedNode *N) { Frontier.Add(N); } }; /// \class NodeBuilderWithSinks /// \brief This node builder keeps track of the generated sink nodes. class NodeBuilderWithSinks: public NodeBuilder { virtual void anchor(); protected: SmallVector<ExplodedNode*, 2> sinksGenerated; ProgramPoint &Location; public: NodeBuilderWithSinks(ExplodedNode *Pred, ExplodedNodeSet &DstSet, const NodeBuilderContext &Ctx, ProgramPoint &L) : NodeBuilder(Pred, DstSet, Ctx), Location(L) {} ExplodedNode *generateNode(ProgramStateRef State, ExplodedNode *Pred, const ProgramPointTag *Tag = 0, bool MarkAsSink = false) { ProgramPoint LocalLoc = (Tag ? Location.withTag(Tag): Location); ExplodedNode *N = generateNodeImpl(LocalLoc, State, Pred, MarkAsSink); if (N && N->isSink()) sinksGenerated.push_back(N); return N; } const SmallVectorImpl<ExplodedNode*> &getSinks() const { return sinksGenerated; } }; /// \class StmtNodeBuilder /// \brief This builder class is useful for generating nodes that resulted from /// visiting a statement. The main difference from it's parent NodeBuilder is /// that it creates a statement specific ProgramPoint. class StmtNodeBuilder: public NodeBuilder { NodeBuilder *EnclosingBldr; public: /// \brief Constructs a StmtNodeBuilder. If the builder is going to process /// nodes currently owned by another builder(with larger scope), use /// Enclosing builder to transfer ownership. StmtNodeBuilder(ExplodedNode *SrcNode, ExplodedNodeSet &DstSet, const NodeBuilderContext &Ctx, NodeBuilder *Enclosing = 0) : NodeBuilder(SrcNode, DstSet, Ctx), EnclosingBldr(Enclosing) { if (EnclosingBldr) EnclosingBldr->takeNodes(SrcNode); } StmtNodeBuilder(ExplodedNodeSet &SrcSet, ExplodedNodeSet &DstSet, const NodeBuilderContext &Ctx, NodeBuilder *Enclosing = 0) : NodeBuilder(SrcSet, DstSet, Ctx), EnclosingBldr(Enclosing) { if (EnclosingBldr) for (ExplodedNodeSet::iterator I = SrcSet.begin(), E = SrcSet.end(); I != E; ++I ) EnclosingBldr->takeNodes(*I); } virtual ~StmtNodeBuilder(); ExplodedNode *generateNode(const Stmt *S, ExplodedNode *Pred, ProgramStateRef St, bool MarkAsSink = false, const ProgramPointTag *tag = 0, ProgramPoint::Kind K = ProgramPoint::PostStmtKind){ const ProgramPoint &L = ProgramPoint::getProgramPoint(S, K, Pred->getLocationContext(), tag); return generateNodeImpl(L, St, Pred, MarkAsSink); } ExplodedNode *generateNode(const ProgramPoint &PP, ExplodedNode *Pred, ProgramStateRef State, bool MarkAsSink = false) { return generateNodeImpl(PP, State, Pred, MarkAsSink); } }; /// \brief BranchNodeBuilder is responsible for constructing the nodes /// corresponding to the two branches of the if statement - true and false. class BranchNodeBuilder: public NodeBuilder { virtual void anchor(); const CFGBlock *DstT; const CFGBlock *DstF; bool InFeasibleTrue; bool InFeasibleFalse; public: BranchNodeBuilder(ExplodedNode *SrcNode, ExplodedNodeSet &DstSet, const NodeBuilderContext &C, const CFGBlock *dstT, const CFGBlock *dstF) : NodeBuilder(SrcNode, DstSet, C), DstT(dstT), DstF(dstF), InFeasibleTrue(!DstT), InFeasibleFalse(!DstF) { // The branch node builder does not generate autotransitions. // If there are no successors it means that both branches are infeasible. takeNodes(SrcNode); } BranchNodeBuilder(const ExplodedNodeSet &SrcSet, ExplodedNodeSet &DstSet, const NodeBuilderContext &C, const CFGBlock *dstT, const CFGBlock *dstF) : NodeBuilder(SrcSet, DstSet, C), DstT(dstT), DstF(dstF), InFeasibleTrue(!DstT), InFeasibleFalse(!DstF) { takeNodes(SrcSet); } ExplodedNode *generateNode(ProgramStateRef State, bool branch, ExplodedNode *Pred); const CFGBlock *getTargetBlock(bool branch) const { return branch ? DstT : DstF; } void markInfeasible(bool branch) { if (branch) InFeasibleTrue = true; else InFeasibleFalse = true; } bool isFeasible(bool branch) { return branch ? !InFeasibleTrue : !InFeasibleFalse; } }; class IndirectGotoNodeBuilder { CoreEngine& Eng; const CFGBlock *Src; const CFGBlock &DispatchBlock; const Expr *E; ExplodedNode *Pred; public: IndirectGotoNodeBuilder(ExplodedNode *pred, const CFGBlock *src, const Expr *e, const CFGBlock *dispatch, CoreEngine* eng) : Eng(*eng), Src(src), DispatchBlock(*dispatch), E(e), Pred(pred) {} class iterator { CFGBlock::const_succ_iterator I; friend class IndirectGotoNodeBuilder; iterator(CFGBlock::const_succ_iterator i) : I(i) {} public: iterator &operator++() { ++I; return *this; } bool operator!=(const iterator &X) const { return I != X.I; } const LabelDecl *getLabel() const { return llvm::cast<LabelStmt>((*I)->getLabel())->getDecl(); } const CFGBlock *getBlock() const { return *I; } }; iterator begin() { return iterator(DispatchBlock.succ_begin()); } iterator end() { return iterator(DispatchBlock.succ_end()); } ExplodedNode *generateNode(const iterator &I, ProgramStateRef State, bool isSink = false); const Expr *getTarget() const { return E; } ProgramStateRef getState() const { return Pred->State; } const LocationContext *getLocationContext() const { return Pred->getLocationContext(); } }; class SwitchNodeBuilder { CoreEngine& Eng; const CFGBlock *Src; const Expr *Condition; ExplodedNode *Pred; public: SwitchNodeBuilder(ExplodedNode *pred, const CFGBlock *src, const Expr *condition, CoreEngine* eng) : Eng(*eng), Src(src), Condition(condition), Pred(pred) {} class iterator { CFGBlock::const_succ_reverse_iterator I; friend class SwitchNodeBuilder; iterator(CFGBlock::const_succ_reverse_iterator i) : I(i) {} public: iterator &operator++() { ++I; return *this; } bool operator!=(const iterator &X) const { return I != X.I; } bool operator==(const iterator &X) const { return I == X.I; } const CaseStmt *getCase() const { return llvm::cast<CaseStmt>((*I)->getLabel()); } const CFGBlock *getBlock() const { return *I; } }; iterator begin() { return iterator(Src->succ_rbegin()+1); } iterator end() { return iterator(Src->succ_rend()); } const SwitchStmt *getSwitch() const { return llvm::cast<SwitchStmt>(Src->getTerminator()); } ExplodedNode *generateCaseStmtNode(const iterator &I, ProgramStateRef State); ExplodedNode *generateDefaultCaseNode(ProgramStateRef State, bool isSink = false); const Expr *getCondition() const { return Condition; } ProgramStateRef getState() const { return Pred->State; } const LocationContext *getLocationContext() const { return Pred->getLocationContext(); } }; } // end ento namespace } // end clang namespace #endif