luau/CodeGen/src/CodeGenA64.cpp

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// This file is part of the Luau programming language and is licensed under MIT License; see LICENSE.txt for details
#include "CodeGenA64.h"
#include "Luau/AssemblyBuilderA64.h"
#include "Luau/UnwindBuilder.h"
#include "CustomExecUtils.h"
#include "NativeState.h"
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#include "EmitCommonA64.h"
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#include "lstate.h"
namespace Luau
{
namespace CodeGen
{
namespace A64
{
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struct EntryLocations
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{
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Label start;
Label prologueEnd;
Label epilogueStart;
};
static void emitExit(AssemblyBuilderA64& build, bool continueInVm)
{
build.mov(x0, continueInVm);
build.ldr(x1, mem(rNativeContext, offsetof(NativeContext, gateExit)));
build.br(x1);
}
static void emitInterrupt(AssemblyBuilderA64& build)
{
// x0 = pc offset
// x1 = return address in native code
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Label skip;
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// Stash return address in rBase; we need to reload rBase anyway
build.mov(rBase, x1);
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// Load interrupt handler; it may be nullptr in case the update raced with the check before we got here
build.ldr(x2, mem(rState, offsetof(lua_State, global)));
build.ldr(x2, mem(x2, offsetof(global_State, cb.interrupt)));
build.cbz(x2, skip);
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// Update savedpc; required in case interrupt errors
build.add(x0, rCode, x0);
build.ldr(x1, mem(rState, offsetof(lua_State, ci)));
build.str(x0, mem(x1, offsetof(CallInfo, savedpc)));
// Call interrupt
build.mov(x0, rState);
build.mov(w1, -1);
build.blr(x2);
// Check if we need to exit
build.ldrb(w0, mem(rState, offsetof(lua_State, status)));
build.cbz(w0, skip);
// L->ci->savedpc--
// note: recomputing this avoids having to stash x0
build.ldr(x1, mem(rState, offsetof(lua_State, ci)));
build.ldr(x0, mem(x1, offsetof(CallInfo, savedpc)));
build.sub(x0, x0, sizeof(Instruction));
build.str(x0, mem(x1, offsetof(CallInfo, savedpc)));
emitExit(build, /* continueInVm */ false);
build.setLabel(skip);
// Return back to caller; rBase has stashed return address
build.mov(x0, rBase);
emitUpdateBase(build); // interrupt may have reallocated stack
build.br(x0);
}
static void emitReentry(AssemblyBuilderA64& build, ModuleHelpers& helpers)
{
// x0 = closure object to reentry (equal to clvalue(L->ci->func))
// If the fallback requested an exit, we need to do this right away
build.cbz(x0, helpers.exitNoContinueVm);
emitUpdateBase(build);
// Need to update state of the current function before we jump away
build.ldr(x1, mem(x0, offsetof(Closure, l.p))); // cl->l.p aka proto
build.mov(rClosure, x0);
build.ldr(rConstants, mem(x1, offsetof(Proto, k))); // proto->k
build.ldr(rCode, mem(x1, offsetof(Proto, code))); // proto->code
// Get instruction index from instruction pointer
// To get instruction index from instruction pointer, we need to divide byte offset by 4
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// But we will actually need to scale instruction index by 4 back to byte offset later so it cancels out
// Note that we're computing negative offset here (code-savedpc) so that we can add it to NativeProto address, as we use reverse indexing
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build.ldr(x2, mem(rState, offsetof(lua_State, ci))); // L->ci
build.ldr(x2, mem(x2, offsetof(CallInfo, savedpc))); // L->ci->savedpc
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build.sub(x2, rCode, x2);
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// We need to check if the new function can be executed natively
// TODO: This can be done earlier in the function flow, to reduce the JIT->VM transition penalty
build.ldr(x1, mem(x1, offsetofProtoExecData));
build.cbz(x1, helpers.exitContinueVm);
// Get new instruction location and jump to it
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LUAU_ASSERT(offsetof(NativeProto, instOffsets) == 0);
build.ldr(w2, mem(x1, x2));
build.ldr(x1, mem(x1, offsetof(NativeProto, instBase)));
build.add(x1, x1, x2);
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build.br(x1);
}
static EntryLocations buildEntryFunction(AssemblyBuilderA64& build, UnwindBuilder& unwind)
{
EntryLocations locations;
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// Arguments: x0 = lua_State*, x1 = Proto*, x2 = native code pointer to jump to, x3 = NativeContext*
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locations.start = build.setLabel();
unwind.startFunction();
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unwind.allocStack(8); // TODO: this is just a hack to make UnwindBuilder assertions cooperate
// prologue
build.sub(sp, sp, kStackSize);
build.stp(x29, x30, mem(sp)); // fp, lr
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// stash non-volatile registers used for execution environment
build.stp(x19, x20, mem(sp, 16));
build.stp(x21, x22, mem(sp, 32));
build.stp(x23, x24, mem(sp, 48));
build.mov(x29, sp); // this is only necessary if we maintain frame pointers, which we do in the JIT for now
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locations.prologueEnd = build.setLabel();
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// Setup native execution environment
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build.mov(rState, x0);
build.mov(rNativeContext, x3);
build.ldr(rBase, mem(x0, offsetof(lua_State, base))); // L->base
build.ldr(rConstants, mem(x1, offsetof(Proto, k))); // proto->k
build.ldr(rCode, mem(x1, offsetof(Proto, code))); // proto->code
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build.ldr(x9, mem(x0, offsetof(lua_State, ci))); // L->ci
build.ldr(x9, mem(x9, offsetof(CallInfo, func))); // L->ci->func
build.ldr(rClosure, mem(x9, offsetof(TValue, value.gc))); // L->ci->func->value.gc aka cl
// Jump to the specified instruction; further control flow will be handled with custom ABI with register setup from EmitCommonA64.h
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build.br(x2);
// Even though we jumped away, we will return here in the end
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locations.epilogueStart = build.setLabel();
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// Cleanup and exit
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build.ldp(x23, x24, mem(sp, 48));
build.ldp(x21, x22, mem(sp, 32));
build.ldp(x19, x20, mem(sp, 16));
build.ldp(x29, x30, mem(sp)); // fp, lr
build.add(sp, sp, kStackSize);
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build.ret();
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// Our entry function is special, it spans the whole remaining code area
unwind.finishFunction(build.getLabelOffset(locations.start), kFullBlockFuncton);
return locations;
}
bool initHeaderFunctions(NativeState& data)
{
AssemblyBuilderA64 build(/* logText= */ false);
UnwindBuilder& unwind = *data.unwindBuilder.get();
unwind.startInfo();
EntryLocations entryLocations = buildEntryFunction(build, unwind);
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build.finalize();
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unwind.finishInfo();
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LUAU_ASSERT(build.data.empty());
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uint8_t* codeStart = nullptr;
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if (!data.codeAllocator.allocate(build.data.data(), int(build.data.size()), reinterpret_cast<const uint8_t*>(build.code.data()),
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int(build.code.size() * sizeof(build.code[0])), data.gateData, data.gateDataSize, codeStart))
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{
LUAU_ASSERT(!"failed to create entry function");
return false;
}
// Set the offset at the begining so that functions in new blocks will not overlay the locations
// specified by the unwind information of the entry function
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unwind.setBeginOffset(build.getLabelOffset(entryLocations.prologueEnd));
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data.context.gateEntry = codeStart + build.getLabelOffset(entryLocations.start);
data.context.gateExit = codeStart + build.getLabelOffset(entryLocations.epilogueStart);
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return true;
}
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void assembleHelpers(AssemblyBuilderA64& build, ModuleHelpers& helpers)
{
if (build.logText)
build.logAppend("; exitContinueVm\n");
helpers.exitContinueVm = build.setLabel();
emitExit(build, /* continueInVm */ true);
if (build.logText)
build.logAppend("; exitNoContinueVm\n");
helpers.exitNoContinueVm = build.setLabel();
emitExit(build, /* continueInVm */ false);
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if (build.logText)
build.logAppend("; reentry\n");
helpers.reentry = build.setLabel();
emitReentry(build, helpers);
if (build.logText)
build.logAppend("; interrupt\n");
helpers.interrupt = build.setLabel();
emitInterrupt(build);
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}
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} // namespace A64
} // namespace CodeGen
} // namespace Luau