luau/CodeGen/src/CodeGenContext.h
Vighnesh-V 2a80f5e1d1
Sync to upstream/release/625 (#1252)
# What's changed?

* Fix warning issued when Cmake version is too low (contributed by OSS
community)

## New Solver

* Fix an issue with inhabitance testing of tables with cyclic properties
* Preserve error suppression during type unification
* Overhaul type reference counting in the constraint solver
* Other miscellaneous constraint ordering fixes

## Native Codegen

* Fix incorrect assertion check in loadBytecodeTypeInfo

---

## 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: Vighnesh Vijay <vvijay@roblox.com>
Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>

---------

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: David Cope <dcope@roblox.com>
Co-authored-by: Lily Brown <lbrown@roblox.com>
Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>
2024-05-10 11:21:45 -07:00

120 lines
4.9 KiB
C++

// This file is part of the Luau programming language and is licensed under MIT License; see LICENSE.txt for details
#pragma once
#include "Luau/SharedCodeAllocator.h"
#include "NativeState.h"
#include <memory>
#include <optional>
#include <stdint.h>
namespace Luau
{
namespace CodeGen
{
// The "code-gen context" maintains the native code-gen state. There are two
// implementations. The StandaloneCodeGenContext is a VM-specific context type.
// It is the "simple" implementation that can be used when native code-gen is
// used with a single Luau VM. The SharedCodeGenContext supports use from
// multiple Luau VMs concurrently, and allows for sharing of executable native
// code and related metadata.
struct ModuleBindResult
{
CodeGenCompilationResult compilationResult = {};
uint32_t functionsBound = 0;
};
class BaseCodeGenContext
{
public:
BaseCodeGenContext(size_t blockSize, size_t maxTotalSize, AllocationCallback* allocationCallback, void* allocationCallbackContext);
[[nodiscard]] bool initHeaderFunctions();
[[nodiscard]] virtual std::optional<ModuleBindResult> tryBindExistingModule(
const ModuleId& moduleId, const std::vector<Proto*>& moduleProtos) = 0;
[[nodiscard]] virtual ModuleBindResult bindModule(const std::optional<ModuleId>& moduleId, const std::vector<Proto*>& moduleProtos,
std::vector<NativeProtoExecDataPtr> nativeExecDatas, const uint8_t* data, size_t dataSize, const uint8_t* code, size_t codeSize) = 0;
virtual void onCloseState() noexcept = 0;
virtual void onDestroyFunction(void* execdata) noexcept = 0;
CodeAllocator codeAllocator;
std::unique_ptr<UnwindBuilder> unwindBuilder;
uint8_t* gateData = nullptr;
size_t gateDataSize = 0;
NativeContext context;
};
class StandaloneCodeGenContext final : public BaseCodeGenContext
{
public:
StandaloneCodeGenContext(size_t blockSize, size_t maxTotalSize, AllocationCallback* allocationCallback, void* allocationCallbackContext);
[[nodiscard]] virtual std::optional<ModuleBindResult> tryBindExistingModule(
const ModuleId& moduleId, const std::vector<Proto*>& moduleProtos) override;
[[nodiscard]] virtual ModuleBindResult bindModule(const std::optional<ModuleId>& moduleId, const std::vector<Proto*>& moduleProtos,
std::vector<NativeProtoExecDataPtr> nativeExecDatas, const uint8_t* data, size_t dataSize, const uint8_t* code, size_t codeSize) override;
virtual void onCloseState() noexcept override;
virtual void onDestroyFunction(void* execdata) noexcept override;
private:
};
class SharedCodeGenContext final : public BaseCodeGenContext
{
public:
SharedCodeGenContext(size_t blockSize, size_t maxTotalSize, AllocationCallback* allocationCallback, void* allocationCallbackContext);
[[nodiscard]] virtual std::optional<ModuleBindResult> tryBindExistingModule(
const ModuleId& moduleId, const std::vector<Proto*>& moduleProtos) override;
[[nodiscard]] virtual ModuleBindResult bindModule(const std::optional<ModuleId>& moduleId, const std::vector<Proto*>& moduleProtos,
std::vector<NativeProtoExecDataPtr> nativeExecDatas, const uint8_t* data, size_t dataSize, const uint8_t* code, size_t codeSize) override;
virtual void onCloseState() noexcept override;
virtual void onDestroyFunction(void* execdata) noexcept override;
private:
SharedCodeAllocator sharedAllocator;
};
// The following will become the public interface, and can be moved into
// CodeGen.h after the shared allocator work is complete. When the old
// implementation is removed, the _NEW suffix can be dropped from these
// functions.
// Initializes native code-gen on the provided Luau VM, using a VM-specific
// code-gen context and either the default allocator parameters or custom
// allocator parameters.
void create_NEW(lua_State* L);
void create_NEW(lua_State* L, AllocationCallback* allocationCallback, void* allocationCallbackContext);
void create_NEW(lua_State* L, size_t blockSize, size_t maxTotalSize, AllocationCallback* allocationCallback, void* allocationCallbackContext);
// Initializes native code-gen on the provided Luau VM, using the provided
// SharedCodeGenContext. Note that after this function is called, the
// SharedCodeGenContext must not be destroyed until after the Luau VM L is
// destroyed via lua_close.
void create_NEW(lua_State* L, SharedCodeGenContext* codeGenContext);
CompilationResult compile_NEW(lua_State* L, int idx, const CompilationOptions& options, CompilationStats* stats);
CompilationResult compile_NEW(const ModuleId& moduleId, lua_State* L, int idx, const CompilationOptions& options, CompilationStats* stats);
// Returns true if native execution is currently enabled for this VM
[[nodiscard]] bool isNativeExecutionEnabled_NEW(lua_State* L);
// Enables or disables native excution for this VM
void setNativeExecutionEnabled_NEW(lua_State* L, bool enabled);
} // namespace CodeGen
} // namespace Luau