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0fa6a51c91
### What's new * Implemented parsing logic for attributes * Added `lua_setuserdatametatable` and `lua_getuserdatametatable` C API methods for a faster userdata metatable fetch compared to `luaL_getmetatable`. Note that metatable reference has to still be pinned in memory! ### New Solver * Further improvement to the assignment inference logic * Fix many bugs surrounding constraint dispatch order ### Native Codegen * Add IR lowering hooks for custom host userdata types * Add IR to create new tagged userdata objects * Remove outdated NativeState --- ### Internal Contributors Co-authored-by: Aaron Weiss 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: Vighnesh Vijay <vvijay@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>
58 lines
2.3 KiB
C++
58 lines
2.3 KiB
C++
// This file is part of the Luau programming language and is licensed under MIT License; see LICENSE.txt for details
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#pragma once
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#include "Luau/AssemblyBuilderA64.h"
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#include "EmitCommon.h"
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#include "lobject.h"
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#include "ltm.h"
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#include "lstate.h"
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// AArch64 ABI reminder:
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// Arguments: x0-x7, v0-v7
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// Return: x0, v0 (or x8 that points to the address of the resulting structure)
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// Volatile: x9-x15, v16-v31 ("caller-saved", any call may change them)
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// Intra-procedure-call temporary: x16-x17 (any call or relocated jump may change them, as linker may point branches to veneers to perform long jumps)
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// Non-volatile: x19-x28, v8-v15 ("callee-saved", preserved after calls, only bottom half of SIMD registers is preserved!)
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// Reserved: x18: reserved for platform use; x29: frame pointer (unless omitted); x30: link register; x31: stack pointer
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namespace Luau
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{
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namespace CodeGen
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{
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namespace A64
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{
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// Data that is very common to access is placed in non-volatile registers:
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// 1. Constant registers (only loaded during codegen entry)
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constexpr RegisterA64 rState = x19; // lua_State* L
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constexpr RegisterA64 rNativeContext = x20; // NativeContext* context
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constexpr RegisterA64 rGlobalState = x21; // global_State* L->global
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// 2. Frame registers (reloaded when call frame changes; rBase is also reloaded after all calls that may reallocate stack)
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constexpr RegisterA64 rConstants = x22; // TValue* k
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constexpr RegisterA64 rClosure = x23; // Closure* cl
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constexpr RegisterA64 rCode = x24; // Instruction* code
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constexpr RegisterA64 rBase = x25; // StkId base
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// Native code is as stackless as the interpreter, so we can place some data on the stack once and have it accessible at any point
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// See CodeGenA64.cpp for layout
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constexpr unsigned kStashSlots = 9; // stashed non-volatile registers
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constexpr unsigned kTempSlots = 1; // 8 bytes of temporary space, such luxury!
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constexpr unsigned kSpillSlots = 22; // slots for spilling temporary registers
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constexpr unsigned kStackSize = (kStashSlots + kTempSlots + kSpillSlots) * 8;
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constexpr AddressA64 sSpillArea = mem(sp, (kStashSlots + kTempSlots) * 8);
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constexpr AddressA64 sTemporary = mem(sp, kStashSlots * 8);
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inline void emitUpdateBase(AssemblyBuilderA64& build)
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{
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build.ldr(rBase, mem(rState, offsetof(lua_State, base)));
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}
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} // namespace A64
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} // namespace CodeGen
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} // namespace Luau
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