Lines Matching full:frames

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