luau/tests/IrLowering.test.cpp

321 lines
7.6 KiB
C++
Raw Normal View History

// This file is part of the Luau programming language and is licensed under MIT License; see LICENSE.txt for details
#include "lua.h"
#include "lualib.h"
#include "Luau/BytecodeBuilder.h"
#include "Luau/CodeGen.h"
#include "Luau/Compiler.h"
#include "Luau/Parser.h"
#include "doctest.h"
#include "ScopedFlags.h"
#include <memory>
LUAU_FASTFLAG(LuauFixDivrkInference)
LUAU_FASTFLAG(LuauCompileRevK)
Sync to upstream/release/610 (#1154) # What's changed? * Check interrupt handler inside the pattern match engine to eliminate potential for programs to hang during string library function execution. * Allow iteration over table properties to pass the old type solver. ### Native Code Generation * Use in-place memory operands for math library operations on x64. * Replace opaque bools with separate enum classes in IrDump to improve code maintainability. * Translate operations on inferred vectors to IR. * Enable support for debugging native-compiled functions in Roblox Studio. ### New Type Solver * Rework type inference for boolean and string literals to introduce bounded free types (bounded below by the singleton type, and above by the primitive type) and reworked primitive type constraint to decide which is the appropriate type for the literal. * Introduce `FunctionCheckConstraint` to handle bidirectional typechecking for function calls, pushing the expected parameter types from the function onto the arguments. * Introduce `union` and `intersect` type families to compute deferred simplified unions and intersections to be employed by the constraint generation logic in the new solver. * Implement support for expanding the domain of local types in `Unifier2`. * Rework type inference for iteration variables bound by for in loops to use local types. * Change constraint blocking logic to use a set to prevent accidental re-blocking. * Add logic to detect missing return statements in functions. ### Internal Contributors Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> --------- Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Vighnesh <vvijay@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: David Cope <dcope@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>
2024-01-27 03:20:56 +00:00
LUAU_FASTFLAG(LuauCodegenVector)
LUAU_FASTFLAG(LuauCodegenMathMemArgs)
static std::string getCodegenAssembly(const char* source)
{
Luau::CodeGen::AssemblyOptions options;
// For IR, we don't care about assembly, but we want a stable target
options.target = Luau::CodeGen::AssemblyOptions::Target::X64_SystemV;
options.outputBinary = false;
options.includeAssembly = false;
options.includeIr = true;
options.includeOutlinedCode = false;
Sync to upstream/release/610 (#1154) # What's changed? * Check interrupt handler inside the pattern match engine to eliminate potential for programs to hang during string library function execution. * Allow iteration over table properties to pass the old type solver. ### Native Code Generation * Use in-place memory operands for math library operations on x64. * Replace opaque bools with separate enum classes in IrDump to improve code maintainability. * Translate operations on inferred vectors to IR. * Enable support for debugging native-compiled functions in Roblox Studio. ### New Type Solver * Rework type inference for boolean and string literals to introduce bounded free types (bounded below by the singleton type, and above by the primitive type) and reworked primitive type constraint to decide which is the appropriate type for the literal. * Introduce `FunctionCheckConstraint` to handle bidirectional typechecking for function calls, pushing the expected parameter types from the function onto the arguments. * Introduce `union` and `intersect` type families to compute deferred simplified unions and intersections to be employed by the constraint generation logic in the new solver. * Implement support for expanding the domain of local types in `Unifier2`. * Rework type inference for iteration variables bound by for in loops to use local types. * Change constraint blocking logic to use a set to prevent accidental re-blocking. * Add logic to detect missing return statements in functions. ### Internal Contributors Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> --------- Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Vighnesh <vvijay@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: David Cope <dcope@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>
2024-01-27 03:20:56 +00:00
options.includeIrPrefix = Luau::CodeGen::IncludeIrPrefix::No;
options.includeUseInfo = Luau::CodeGen::IncludeUseInfo::No;
options.includeCfgInfo = Luau::CodeGen::IncludeCfgInfo::No;
options.includeRegFlowInfo = Luau::CodeGen::IncludeRegFlowInfo::No;
Luau::Allocator allocator;
Luau::AstNameTable names(allocator);
Luau::ParseResult result = Luau::Parser::parse(source, strlen(source), names, allocator);
if (!result.errors.empty())
throw Luau::ParseErrors(result.errors);
Luau::CompileOptions copts = {};
copts.optimizationLevel = 2;
copts.debugLevel = 1;
copts.vectorCtor = "vector";
copts.vectorType = "vector";
Luau::BytecodeBuilder bcb;
Luau::compileOrThrow(bcb, result, names, copts);
std::string bytecode = bcb.getBytecode();
std::unique_ptr<lua_State, void (*)(lua_State*)> globalState(luaL_newstate(), lua_close);
lua_State* L = globalState.get();
if (luau_load(L, "name", bytecode.data(), bytecode.size(), 0) == 0)
return Luau::CodeGen::getAssembly(L, -1, options, nullptr);
FAIL("Failed to load bytecode");
return "";
}
TEST_SUITE_BEGIN("IrLowering");
TEST_CASE("VectorReciprocal")
{
ScopedFastFlag luauFixDivrkInference{FFlag::LuauFixDivrkInference, true};
ScopedFastFlag luauCompileRevK{FFlag::LuauCompileRevK, true};
Sync to upstream/release/610 (#1154) # What's changed? * Check interrupt handler inside the pattern match engine to eliminate potential for programs to hang during string library function execution. * Allow iteration over table properties to pass the old type solver. ### Native Code Generation * Use in-place memory operands for math library operations on x64. * Replace opaque bools with separate enum classes in IrDump to improve code maintainability. * Translate operations on inferred vectors to IR. * Enable support for debugging native-compiled functions in Roblox Studio. ### New Type Solver * Rework type inference for boolean and string literals to introduce bounded free types (bounded below by the singleton type, and above by the primitive type) and reworked primitive type constraint to decide which is the appropriate type for the literal. * Introduce `FunctionCheckConstraint` to handle bidirectional typechecking for function calls, pushing the expected parameter types from the function onto the arguments. * Introduce `union` and `intersect` type families to compute deferred simplified unions and intersections to be employed by the constraint generation logic in the new solver. * Implement support for expanding the domain of local types in `Unifier2`. * Rework type inference for iteration variables bound by for in loops to use local types. * Change constraint blocking logic to use a set to prevent accidental re-blocking. * Add logic to detect missing return statements in functions. ### Internal Contributors Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> --------- Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Vighnesh <vvijay@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: David Cope <dcope@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>
2024-01-27 03:20:56 +00:00
ScopedFastFlag luauCodegenVector{FFlag::LuauCodegenVector, true};
CHECK_EQ("\n" + getCodegenAssembly(R"(
local function vecrcp(a: vector)
return 1 / a
end
)"),
R"(
; function vecrcp($arg0) line 2
bb_0:
CHECK_TAG R0, tvector, exit(entry)
JUMP bb_2
bb_2:
JUMP bb_bytecode_1
bb_bytecode_1:
Sync to upstream/release/610 (#1154) # What's changed? * Check interrupt handler inside the pattern match engine to eliminate potential for programs to hang during string library function execution. * Allow iteration over table properties to pass the old type solver. ### Native Code Generation * Use in-place memory operands for math library operations on x64. * Replace opaque bools with separate enum classes in IrDump to improve code maintainability. * Translate operations on inferred vectors to IR. * Enable support for debugging native-compiled functions in Roblox Studio. ### New Type Solver * Rework type inference for boolean and string literals to introduce bounded free types (bounded below by the singleton type, and above by the primitive type) and reworked primitive type constraint to decide which is the appropriate type for the literal. * Introduce `FunctionCheckConstraint` to handle bidirectional typechecking for function calls, pushing the expected parameter types from the function onto the arguments. * Introduce `union` and `intersect` type families to compute deferred simplified unions and intersections to be employed by the constraint generation logic in the new solver. * Implement support for expanding the domain of local types in `Unifier2`. * Rework type inference for iteration variables bound by for in loops to use local types. * Change constraint blocking logic to use a set to prevent accidental re-blocking. * Add logic to detect missing return statements in functions. ### Internal Contributors Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> --------- Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Vighnesh <vvijay@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: David Cope <dcope@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>
2024-01-27 03:20:56 +00:00
%6 = NUM_TO_VECTOR 1
%7 = LOAD_TVALUE R0
%8 = DIV_VEC %6, %7
STORE_TVALUE R1, %8
INTERRUPT 1u
RETURN R1, 1i
)");
}
Sync to upstream/release/610 (#1154) # What's changed? * Check interrupt handler inside the pattern match engine to eliminate potential for programs to hang during string library function execution. * Allow iteration over table properties to pass the old type solver. ### Native Code Generation * Use in-place memory operands for math library operations on x64. * Replace opaque bools with separate enum classes in IrDump to improve code maintainability. * Translate operations on inferred vectors to IR. * Enable support for debugging native-compiled functions in Roblox Studio. ### New Type Solver * Rework type inference for boolean and string literals to introduce bounded free types (bounded below by the singleton type, and above by the primitive type) and reworked primitive type constraint to decide which is the appropriate type for the literal. * Introduce `FunctionCheckConstraint` to handle bidirectional typechecking for function calls, pushing the expected parameter types from the function onto the arguments. * Introduce `union` and `intersect` type families to compute deferred simplified unions and intersections to be employed by the constraint generation logic in the new solver. * Implement support for expanding the domain of local types in `Unifier2`. * Rework type inference for iteration variables bound by for in loops to use local types. * Change constraint blocking logic to use a set to prevent accidental re-blocking. * Add logic to detect missing return statements in functions. ### Internal Contributors Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> --------- Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Vighnesh <vvijay@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: David Cope <dcope@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>
2024-01-27 03:20:56 +00:00
TEST_CASE("VectorComponentRead")
{
ScopedFastFlag luauCodegenVector{FFlag::LuauCodegenVector, true};
CHECK_EQ("\n" + getCodegenAssembly(R"(
local function compsum(a: vector)
return a.X + a.Y + a.Z
end
)"),
R"(
; function compsum($arg0) line 2
bb_0:
CHECK_TAG R0, tvector, exit(entry)
JUMP bb_2
bb_2:
JUMP bb_bytecode_1
bb_bytecode_1:
%6 = LOAD_FLOAT R0, 0i
STORE_DOUBLE R3, %6
STORE_TAG R3, tnumber
%11 = LOAD_FLOAT R0, 4i
STORE_DOUBLE R4, %11
STORE_TAG R4, tnumber
%20 = ADD_NUM %6, %11
STORE_DOUBLE R2, %20
STORE_TAG R2, tnumber
%25 = LOAD_FLOAT R0, 8i
STORE_DOUBLE R3, %25
%34 = ADD_NUM %20, %25
STORE_DOUBLE R1, %34
STORE_TAG R1, tnumber
INTERRUPT 8u
RETURN R1, 1i
)");
}
TEST_CASE("VectorAdd")
{
ScopedFastFlag luauCodegenVector{FFlag::LuauCodegenVector, true};
CHECK_EQ("\n" + getCodegenAssembly(R"(
local function vec3add(a: vector, b: vector)
return a + b
end
)"),
R"(
; function vec3add($arg0, $arg1) line 2
bb_0:
CHECK_TAG R0, tvector, exit(entry)
CHECK_TAG R1, tvector, exit(entry)
JUMP bb_2
bb_2:
JUMP bb_bytecode_1
bb_bytecode_1:
%10 = LOAD_TVALUE R0
%11 = LOAD_TVALUE R1
%12 = ADD_VEC %10, %11
STORE_TVALUE R2, %12
INTERRUPT 1u
RETURN R2, 1i
)");
}
TEST_CASE("VectorMinus")
{
ScopedFastFlag luauCodegenVector{FFlag::LuauCodegenVector, true};
CHECK_EQ("\n" + getCodegenAssembly(R"(
local function vec3minus(a: vector)
return -a
end
)"),
R"(
; function vec3minus($arg0) line 2
bb_0:
CHECK_TAG R0, tvector, exit(entry)
JUMP bb_2
bb_2:
JUMP bb_bytecode_1
bb_bytecode_1:
%6 = LOAD_TVALUE R0
%7 = UNM_VEC %6
STORE_TVALUE R1, %7
INTERRUPT 1u
RETURN R1, 1i
)");
}
TEST_CASE("VectorSubMulDiv")
{
ScopedFastFlag luauCodegenVector{FFlag::LuauCodegenVector, true};
CHECK_EQ("\n" + getCodegenAssembly(R"(
local function vec3combo(a: vector, b: vector, c: vector, d: vector)
return a * b - c / d
end
)"),
R"(
; function vec3combo($arg0, $arg1, $arg2, $arg3) line 2
bb_0:
CHECK_TAG R0, tvector, exit(entry)
CHECK_TAG R1, tvector, exit(entry)
CHECK_TAG R2, tvector, exit(entry)
CHECK_TAG R3, tvector, exit(entry)
JUMP bb_2
bb_2:
JUMP bb_bytecode_1
bb_bytecode_1:
%14 = LOAD_TVALUE R0
%15 = LOAD_TVALUE R1
%16 = MUL_VEC %14, %15
STORE_TVALUE R5, %16
%22 = LOAD_TVALUE R2
%23 = LOAD_TVALUE R3
%24 = DIV_VEC %22, %23
STORE_TVALUE R6, %24
%32 = SUB_VEC %16, %24
STORE_TVALUE R4, %32
INTERRUPT 3u
RETURN R4, 1i
)");
}
TEST_CASE("VectorMulDivMixed")
{
ScopedFastFlag luauCodegenVector{FFlag::LuauCodegenVector, true};
ScopedFastFlag luauFixDivrkInference{FFlag::LuauFixDivrkInference, true};
ScopedFastFlag luauCompileRevK{FFlag::LuauCompileRevK, true};
CHECK_EQ("\n" + getCodegenAssembly(R"(
local function vec3combo(a: vector, b: vector, c: vector, d: vector)
return a * 2 + b / 4 + 0.5 * c + 40 / d
end
)"),
R"(
; function vec3combo($arg0, $arg1, $arg2, $arg3) line 2
bb_0:
CHECK_TAG R0, tvector, exit(entry)
CHECK_TAG R1, tvector, exit(entry)
CHECK_TAG R2, tvector, exit(entry)
CHECK_TAG R3, tvector, exit(entry)
JUMP bb_2
bb_2:
JUMP bb_bytecode_1
bb_bytecode_1:
%12 = LOAD_TVALUE R0
%13 = NUM_TO_VECTOR 2
%14 = MUL_VEC %12, %13
STORE_TVALUE R7, %14
%18 = LOAD_TVALUE R1
%19 = NUM_TO_VECTOR 4
%20 = DIV_VEC %18, %19
STORE_TVALUE R8, %20
%28 = ADD_VEC %14, %20
STORE_TVALUE R6, %28
STORE_DOUBLE R8, 0.5
STORE_TAG R8, tnumber
%37 = NUM_TO_VECTOR 0.5
%38 = LOAD_TVALUE R2
%39 = MUL_VEC %37, %38
STORE_TVALUE R7, %39
%47 = ADD_VEC %28, %39
STORE_TVALUE R5, %47
%51 = NUM_TO_VECTOR 40
%52 = LOAD_TVALUE R3
%53 = DIV_VEC %51, %52
STORE_TVALUE R6, %53
%61 = ADD_VEC %47, %53
STORE_TVALUE R4, %61
INTERRUPT 8u
RETURN R4, 1i
)");
}
TEST_CASE("ExtraMathMemoryOperands")
{
ScopedFastFlag luauCodegenMathMemArgs{FFlag::LuauCodegenMathMemArgs, true};
CHECK_EQ("\n" + getCodegenAssembly(R"(
local function foo(a: number, b: number, c: number, d: number, e: number)
return math.floor(a) + math.ceil(b) + math.round(c) + math.sqrt(d) + math.abs(e)
end
)"),
R"(
; function foo($arg0, $arg1, $arg2, $arg3, $arg4) line 2
bb_0:
CHECK_TAG R0, tnumber, exit(entry)
CHECK_TAG R1, tnumber, exit(entry)
CHECK_TAG R2, tnumber, exit(entry)
CHECK_TAG R3, tnumber, exit(entry)
CHECK_TAG R4, tnumber, exit(entry)
JUMP bb_2
bb_2:
JUMP bb_bytecode_1
bb_bytecode_1:
CHECK_SAFE_ENV exit(1)
%16 = FLOOR_NUM R0
STORE_DOUBLE R9, %16
STORE_TAG R9, tnumber
%23 = CEIL_NUM R1
STORE_DOUBLE R10, %23
STORE_TAG R10, tnumber
%32 = ADD_NUM %16, %23
STORE_DOUBLE R8, %32
STORE_TAG R8, tnumber
%39 = ROUND_NUM R2
STORE_DOUBLE R9, %39
%48 = ADD_NUM %32, %39
STORE_DOUBLE R7, %48
STORE_TAG R7, tnumber
%55 = SQRT_NUM R3
STORE_DOUBLE R8, %55
%64 = ADD_NUM %48, %55
STORE_DOUBLE R6, %64
STORE_TAG R6, tnumber
%71 = ABS_NUM R4
STORE_DOUBLE R7, %71
%80 = ADD_NUM %64, %71
STORE_DOUBLE R5, %80
STORE_TAG R5, tnumber
INTERRUPT 29u
RETURN R5, 1i
)");
}
TEST_SUITE_END();