peon/src/frontend/meta/bytecode.nim

298 lines
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Nim

# Copyright 2022 Mattia Giambirtone & All Contributors
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
## Low level bytecode implementation details
import ast
import ../../util/multibyte
import errors
import strutils
import strformat
export ast
type
Chunk* = ref object
## A piece of bytecode.
## Consts represents the constants table the code is referring to.
## Code is the linear sequence of compiled bytecode instructions.
## Lines maps bytecode instructions to line numbers using Run
## Length Encoding. Instructions are encoded in groups whose structure
## follows the following schema:
## - The first integer represents the line number
## - The second integer represents the count of whatever comes after it
## (let's call it c)
## - After c, a sequence of c integers follows
##
## A visual representation may be easier to understand: [1, 2, 3, 4]
## This is to be interpreted as "there are 2 instructions at line 1 whose values
## are 3 and 4"
## This is more efficient than using the naive approach, which would encode
## the same line number multiple times and waste considerable amounts of space.
consts*: seq[ASTNode]
code*: seq[uint8]
lines*: seq[int]
reuseConsts*: bool
OpCode* {.pure.} = enum
## Enum of possible opcodes.
# Note: x represents the
# argument to unary opcodes, while
# a and b represent arguments to binary
# opcodes. Other variable names may be
# used for more complex opcodes. All
# arguments to opcodes (if they take
# arguments) come from popping off the
# stack. Unsupported operations will
# raise TypeError or ValueError exceptions
# and never fail silently
LoadConstant = 0u8, # Pushes constant at position x in the constant table onto the stack
## Binary operators
UnaryNegate, # Pushes the result of -x onto the stack
BinaryAdd, # Pushes the result of a + b onto the stack
BinarySubtract, # Pushes the result of a - b onto the stack
BinaryDivide, # Pushes the result of a / b onto the stack (true division). The result is a float
BinaryFloorDiv, # Pushes the result of a // b onto the stack (integer division). The result is always an integer
BinaryMultiply, # Pushes the result of a * b onto the stack
BinaryPow, # Pushes the result of a ** b (a to the power of b) onto the stack
BinaryMod, # Pushes the result of a % b onto the stack (modulo division)
BinaryShiftRight, # Pushes the result of a >> b (a with bits shifted b times to the right) onto the stack
BinaryShiftLeft, # Pushes the result of a << b (a with bits shifted b times to the left) onto the stack
BinaryXor, # Pushes the result of a ^ b (bitwise exclusive or) onto the stack
BinaryOr, # Pushes the result of a | b (bitwise or) onto the stack
BinaryAnd, # Pushes the result of a & b (bitwise and) onto the stack
UnaryNot, # Pushes the result of ~x (bitwise not) onto the stack
BinaryAs, # Pushes the result of a as b onto the stack (converts a to the type of b. Explicit support from a is required)
BinaryIs, # Pushes the result of a is b onto the stack (true if a and b point to the same object, false otherwise)
BinaryIsNot, # Pushes the result of not (a is b). This could be implemented in terms of BinaryIs, but it's more efficient this way
BinaryOf, # Pushes the result of a of b onto the stack (true if a is a subclass of b, false otherwise)
BinarySlice, # Perform slicing on supported objects (like "hello"[0:2], which yields "he"). The result is pushed onto the stack
BinarySubscript, # Subscript operator, like "hello"[0] (which pushes 'h' onto the stack)
## Binary comparison operators
GreaterThan, # Pushes the result of a > b onto the stack
LessThan, # Pushes the result of a < b onto the stack
EqualTo, # Pushes the result of a == b onto the stack
NotEqualTo, # Pushes the result of a != b onto the stack (optimization for not (a == b))
GreaterOrEqual, # Pushes the result of a >= b onto the stack
LessOrEqual, # Pushes the result of a <= b onto the stack
## Logical operators
LogicalNot, # Pushes true if
LogicalAnd,
LogicalOr,
## Constant opcodes (each of them pushes a singleton on the stack)
Nil,
True,
False,
Nan,
Inf,
## Basic stack operations
Pop, # Pops an element off the stack and discards it
Push, # Pushes x onto the stack
PopN, # Pops x elements off the stack (optimization for exiting scopes and returning from functions)
## Name resolution/handling
LoadAttribute,
DeclareName, # Declares a global dynamically bound name in the current scope
LoadName, # Loads a dynamically bound variable
LoadFast, # Loads a statically bound variable
StoreName, # Sets/updates a dynamically bound variable's value
StoreFast, # Sets/updates a statically bound variable's value
DeleteName, # Unbinds a dynamically bound variable's name from the current scope
DeleteFast, # Unbinds a statically bound variable's name from the current scope
LoadHeap, # Loads a closed-over variable
StoreHeap, # Stores a closed-over variable
## Looping and jumping
Jump, # Absolute, unconditional jump into the bytecode
JumpIfFalse, # Jumps to an absolute index in the bytecode if the value at the top of the stack is falsey
JumpIfTrue, # Jumps to an absolute index in the bytecode if the value at the top of the stack is truthy
JumpIfFalsePop, # Like JumpIfFalse, but it also pops off the stack (regardless of truthyness). Optimization for if statements
JumpIfFalseOrPop, # Jumps to an absolute index in the bytecode if the value at the top of the stack is falsey and pops it otherwise
JumpForwards, # Relative, unconditional, positive jump in the bytecode
JumpBackwards, # Relative, unconditional, negative jump into the bytecode
Break, # Temporary opcode used to signal exiting out of loops
## Long variants of jumps (they use a 24-bit operand instead of a 16-bit one)
LongJump,
LongJumpIfFalse,
LongJumpIfTrue,
LongJumpIfFalsePop,
LongJumpIfFalseOrPop,
LongJumpForwards,
LongJumpBackwards,
## Functions
Call, # Calls a callable object
Return # Returns from the current function
## Exception handling
Raise, # Raises exception x
ReRaise, # Re-raises active exception
BeginTry, # Initiates an exception handling context
FinishTry, # Closes the current exception handling context
## Generators
Yield,
## Coroutines
Await,
## Collection literals
BuildList,
BuildDict,
BuildSet,
BuildTuple,
## Misc
Assert, # Raises an AssertionFailed exception if the value at the top of the stack is falsey
MakeClass, # Builds a class instance from the values at the top of the stack (class object, constructor arguments, etc.)
Slice, # Slices an object (takes 3 arguments: start, stop, step). Pushes the result of a.subscript(b, c, d) onto the stack
GetItem, # Pushes the result of a.getItem(b) onto the stack
ImplicitReturn, # Optimization for returning nil from functions (saves us a VM "clock cycle")
# We group instructions by their operation/operand types for easier handling when debugging
# Simple instructions encompass:
# - Instructions that push onto/pop off the stack unconditionally (True, False, Pop, etc.)
# - Unary and binary operators
const simpleInstructions* = {Return, BinaryAdd, BinaryMultiply,
BinaryDivide, BinarySubtract,
BinaryMod, BinaryPow, Nil,
True, False, OpCode.Nan, OpCode.Inf,
BinaryShiftLeft, BinaryShiftRight,
BinaryXor, LogicalNot, EqualTo,
GreaterThan, LessThan, LoadAttribute,
BinarySlice, Pop, UnaryNegate,
BinaryIs, BinaryAs, GreaterOrEqual,
LessOrEqual, BinaryOr, BinaryAnd,
UnaryNot, BinaryFloorDiv, BinaryOf, Raise,
ReRaise, BeginTry, FinishTry, Yield, Await,
MakeClass, ImplicitReturn}
# Constant instructions are instructions that operate on the bytecode constant table
const constantInstructions* = {LoadConstant, DeclareName, LoadName, StoreName, DeleteName}
# Stack triple instructions operate on the stack at arbitrary offsets and pop arguments off of it in the form
# of 24 bit integers
const stackTripleInstructions* = {Call, StoreFast, DeleteFast, LoadFast, LoadHeap, StoreHeap}
# Stack double instructions operate on the stack at arbitrary offsets and pop arguments off of it in the form
# of 16 bit integers
const stackDoubleInstructions* = {}
# Argument double argument instructions take hardcoded arguments on the stack as 16 bit integers
const argumentDoubleInstructions* = {PopN, }
# Jump instructions jump at relative or absolute bytecode offsets
const jumpInstructions* = {JumpIfFalse, JumpIfFalsePop, JumpForwards, JumpBackwards,
LongJumpIfFalse, LongJumpIfFalsePop, LongJumpForwards,
LongJumpBackwards, JumpIfTrue, LongJumpIfTrue}
# Collection instructions push a built-in collection type onto the stack
const collectionInstructions* = {BuildList, BuildDict, BuildSet, BuildTuple}
proc newChunk*(reuseConsts: bool = true): Chunk =
## Initializes a new, empty chunk
result = Chunk(consts: @[], code: @[], lines: @[], reuseConsts: reuseConsts)
proc `$`*(self: Chunk): string = &"""Chunk(consts=[{self.consts.join(", ")}], code=[{self.code.join(", ")}], lines=[{self.lines.join(", ")}])"""
proc write*(self: Chunk, newByte: uint8, line: int) =
## Adds the given instruction at the provided line number
## to the given chunk object
assert line > 0, "line must be greater than zero"
if self.lines.high() >= 1 and self.lines[^2] == line:
self.lines[^1] += 1
else:
self.lines.add(line)
self.lines.add(1)
self.code.add(newByte)
proc write*(self: Chunk, bytes: openarray[uint8], line: int) =
## Calls write in a loop with all members of the given
## array
for cByte in bytes:
self.write(cByte, line)
proc write*(self: Chunk, newByte: OpCode, line: int) =
## Adds the given instruction at the provided line number
## to the given chunk object
self.write(uint8(newByte), line)
proc write*(self: Chunk, bytes: openarray[OpCode], line: int) =
## Calls write in a loop with all members of the given
## array
for cByte in bytes:
self.write(uint8(cByte), line)
proc getLine*(self: Chunk, idx: int): int =
## Returns the associated line of a given
## instruction index
if self.lines.len < 2:
raise newException(IndexDefect, "the chunk object is empty")
var
count: int
current: int = 0
for n in countup(0, self.lines.high(), 2):
count = self.lines[n + 1]
if idx in current - count..<current + count:
return self.lines[n]
current += count
raise newException(IndexDefect, "index out of range")
proc findOrAddConstant(self: Chunk, constant: ASTNode): int =
## Small optimization function that reuses the same constant
## if it's already been written before (only if self.reuseConsts
## equals true)
if not self.reuseConsts:
return
for i, c in self.consts:
# We cannot use simple equality because the nodes likely have
# different token objects with different values
if c.kind != constant.kind:
continue
if constant.isConst():
var c = LiteralExpr(c)
var constant = LiteralExpr(constant)
if c.literal.lexeme == constant.literal.lexeme:
# This wouldn't work for stuff like 2e3 and 2000.0, but those
# forms are collapsed in the compiler before being written
# to the constants table
return i
elif constant.kind == identExpr:
var c = IdentExpr(c)
var constant = IdentExpr(constant)
if c.name.lexeme == constant.name.lexeme:
return i
else:
continue
self.consts.add(constant)
result = self.consts.high()
proc addConstant*(self: Chunk, constant: ASTNode): array[3, uint8] =
## Writes a constant to a chunk. Returns its index casted to a 3-byte
## sequence (array). Constant indexes are reused if a constant is used
## more than once and self.reuseConsts equals true
if self.consts.len() == 16777215:
# The constant index is a 24 bit unsigned integer, so that's as far
# as we can index into the constant table (the same applies
# to our stack by the way). Not that anyone's ever gonna hit this
# limit in the real world, but you know, just in case
raise newException(CompileError, "cannot encode more than 16777215 constants")
result = self.findOrAddConstant(constant).toTriple()