Lines Matching full:frames

126   // "virtually" step into the frames one by one, or next over the whole mess.  in ResetCurrentInlinedDepth()
230 assert(m_frames.size() <= end_idx && "Expected there to be frames to fill"); in GetOnlyConcreteFramesUpTo()
241 // Don't create the frames eagerly. Defer this work to GetFrameAtIndex, in GetOnlyConcreteFramesUpTo()
242 // which can lazily query the unwinder to create frames. in GetOnlyConcreteFramesUpTo()
263 LLDB_LOG(log, "Finding frames between {0} and {1}, retn-pc={2:x}", in FindInterveningFrames()
355 /// tail call frames between the current end of the list and \p next_frame.
356 /// If any frames are added, adjust the frame index of \p next_frame.
359 /// | ... | <- Completed frames.
363 /// | ... | <- Artificial frames inserted here.
367 /// | ... | <- Not-yet-visited frames.
370 // Cannot synthesize tail call frames when the stack is empty (there is no in SynthesizeTailCallFrames()
388 // objects are needed to search the lazy call graph for intervening frames. in SynthesizeTailCallFrames()
413 // Push synthetic tail call frames. in SynthesizeTailCallFrames()
435 // If any frames were created, adjust next_frame's index. in SynthesizeTailCallFrames()
442 // Do not fetch frames for an invalid thread. in GetFramesUpTo()
447 // We've already gotten more frames than asked for, or we've already finished in GetFramesUpTo()
462 // If we are hiding some frames from the outside world, we need to add in GetFramesUpTo()
463 // those onto the total count of frames to fetch. However, we don't need in GetFramesUpTo()
465 // concrete frame and all the inlined frames below it... And of course, if in GetFramesUpTo()
511 // Check for interruption when building the frames. in GetFramesUpTo()
514 && INTERRUPT_REQUESTED(dbg, "Interrupted having fetched {0} frames", in GetFramesUpTo()
532 // Create synthetic tail call frames between the previous frame and the in GetFramesUpTo()
568 // Don't try to merge till you've calculated all the frames in this stack. in GetFramesUpTo()
615 // Now copy the fixed up previous frame into the current frames so the in GetFramesUpTo()
628 s.PutCString("\n\nNew frames:\n"); in GetFramesUpTo()
632 // Don't report interrupted if we happen to have gotten all the frames: in GetFramesUpTo()
683 // GetFramesUpTo will fill m_frames with as many frames as you asked for, if in GetFrameAtIndex()
684 // there are that many. If there weren't then you asked for too many frames. in GetFrameAtIndex()
694 // When inline frames are enabled we actually create all the frames in in GetFrameAtIndex()
724 // the CurrentInlinedDepth such that there weren't as many frames as we in GetFrameAtIndex()
728 // Why do we have a thread with zero frames, that should not ever in GetFrameAtIndex()
730 assert(!m_thread.IsValid() && "A valid thread has no frames."); in GetFrameAtIndex()
744 // a good place to start. If we have inlined frames we might have 5 concrete in GetFrameWithConcreteFrameIndex()
745 // frames (frame unwind indexes go from 0-4), but we might have 15 frames in GetFrameWithConcreteFrameIndex()
746 // after we make all the inlined frames. Most of the time the unwind frame in GetFrameWithConcreteFrameIndex()
894 // The thread has been run, reset the number stack frames to zero so we can
895 // determine how many frames we have lazily.