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#pragma once
#include "Core/Thread.h"
#include "Core/Fn.h"
#include "Code/Reference.h"
#include "Code/DelegatedRef.h"
#include "Code/Listing.h"
#include "Code/Binary.h"
#include "Value.h"
#include "CodeGen.h"
#include "InlineParams.h"
namespace storm {
STORM_PKG(core.lang);
class Function;
/**
* Code is a block of machine code belonging to a function. This code takes parameters as
* described by the Function it belongs to. The reason we're not using code::Binary directly is
* to easier management of lazy compilation, which code::Binary does not support in an easy way.
*/
class Code : public ObjectOn<Compiler> {
STORM_CLASS;
public:
// Create.
STORM_CTOR Code();
// Attach to a specific function. Done by the function itself before 'update' is called.
void STORM_FN attach(Function *owner);
// Detach from the old owner.
void STORM_FN detach();
// Set up the RefSource. This 'ref' shall be kept updated until the destruction of this
// object or when 'update' is called with another object.
void STORM_FN update(code::RefSource *ref);
// Force compilation (if needed).
virtual void STORM_FN compile();
protected:
// A new reference has been found.
virtual void STORM_FN newRef();
// The reference to update.
MAYBE(code::RefSource *) toUpdate;
// Owning function.
MAYBE(Function *) owner;
};
/**
* Statically allocated chunks of code.
*/
class StaticCode : public Code {
STORM_CLASS;
public:
// Code to be executed.
StaticCode(const void *ptr);
// Get the source code.
const void *address() const { return ptr; }
protected:
virtual void STORM_FN newRef();
private:
const void *ptr;
};
/**
* Delegate to another piece of code (no runtime overhead).
*/
class DelegatedCode : public Code {
STORM_CLASS;
public:
STORM_CTOR DelegatedCode(code::Ref ref);
// Get what we refer to.
code::Ref STORM_FN to() const;
protected:
virtual void STORM_FN newRef();
private:
// Our content.
code::DelegatedContent *content;
};
/**
* Subclass for statically allocated chunks of code. Automatically insert a 'EnginePtr' as the
* first parameter to the function.
*/
class StaticEngineCode : public Code {
STORM_CLASS;
public:
StaticEngineCode(const void *code);
protected:
virtual void STORM_FN newRef();
private:
// Code to be executed.
code::Binary *code;
// Reference to the original code.
code::RefSource *original;
// Generate code which does the redirection. Assumes 'owner' is set.
code::Listing *redirectCode(code::Ref ref);
};
/**
* Code generated by the system. The original intermediate code is cached until the object is
* told to discard it. Normally, the Package loading the code will tell all functions to discard
* their contents after the loading is complete to save memory, but this behavior can be turned
* off if desired.
*/
class GeneratedCode : public Code {
STORM_CLASS;
public:
// Get the dynamically generated code, if it is still present. Otherwise, returns null.
virtual MAYBE(code::Listing *) STORM_FN source();
// Tell the implementation to discard any cached code.
virtual void STORM_FN discardSource();
};
/**
* Dynamically generated code (eagerly compiled).
*/
class DynamicCode : public GeneratedCode {
STORM_CLASS;
public:
STORM_CTOR DynamicCode(code::Listing *code);
virtual MAYBE(code::Listing *) STORM_FN source();
virtual void STORM_FN discardSource();
protected:
virtual void STORM_FN newRef();
private:
code::Listing *code;
code::Binary *binary;
};
/**
* Lazily generated code.
*/
class LazyCode : public GeneratedCode {
STORM_CLASS;
public:
// The 'generate' function will be called when code needs to be generated.
STORM_CTOR LazyCode(Fn<CodeGen *> *generate);
// Compile.
virtual void STORM_FN compile();
// Get source.
virtual MAYBE(code::Listing *) STORM_FN source();
// Discard source.
virtual void STORM_FN discardSource();
// Called to update code.
static const void *CODECALL updateCode(LazyCode *c);
protected:
// Update reference.
virtual void STORM_FN newRef();
private:
// Currently used code.
code::Binary *binary;
// Shared memory between the 'generate' function and the source listing.
UNKNOWN(PTR_GC) void *sourceData;
// Generate code using this function.
inline Fn<CodeGen *> *generate() const { return (Fn<CodeGen *> *)sourceData; }
// State enum.
enum {
// Nothing is loaded, 'sourceData' contains 'generate'.
sUnloaded = 0x00,
// Code is currently loading. 'sourceData' still contains 'generate'.
sLoading = 0x01,
// Code is loaded, 'sourceData' contains either the source listing or nothing.
sLoaded = 0x02,
// Mask for the sequential states above.
sMask = 0x0F,
// Is the source listing to be discarded? (OR:ed with others)
sDiscardSource = 0x10
};
// Current state.
Nat state;
// Called to update code from the Compiler thread.
static const void *CODECALL updateCodeLocal(LazyCode *c);
// Create a redirect chunk of code.
void createRedirect();
// Set the code in here.
void setCode(code::Listing *src);
};
/**
* Subclass for inlined code. Lazily provides a non-inlined variant as well.
*/
class InlineCode : public LazyCode {
STORM_CLASS;
public:
STORM_CTOR InlineCode(Fn<void, InlineParams> *create);
// Generate inlined code.
virtual void STORM_FN code(CodeGen *state, Array<code::Operand> *params, CodeResult *result);
private:
// Generate function.
Fn<void, InlineParams> *create;
// Generate a non-inline version as well.
CodeGen *CODECALL generatePtr();
};
// Create code that throws an AbstractFnCalled exception, suitable to use for abstract functions.
Code *STORM_FN abstractThrowCode(Value result, Array<Value> *params, Str *name);
}
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