
The number of registers in a call frame never changes, so we can allocate it at the end of the CallFrame object and save ourselves the cost of allocating separate Vector storage for every call frame.
51 lines
1.8 KiB
C++
51 lines
1.8 KiB
C++
/*
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* Copyright (c) 2021, Ali Mohammad Pur <mpfard@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibJS/Bytecode/Interpreter.h>
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#include <LibJS/Runtime/ECMAScriptFunctionObject.h>
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#include <LibJS/Runtime/Object.h>
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namespace JS {
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class GeneratorObject : public Object {
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JS_OBJECT(GeneratorObject, Object);
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JS_DECLARE_ALLOCATOR(GeneratorObject);
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public:
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static ThrowCompletionOr<NonnullGCPtr<GeneratorObject>> create(Realm&, Value, ECMAScriptFunctionObject*, NonnullOwnPtr<ExecutionContext>, NonnullOwnPtr<Bytecode::CallFrame>);
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virtual ~GeneratorObject() override = default;
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void visit_edges(Cell::Visitor&) override;
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ThrowCompletionOr<Value> resume(VM&, Value value, Optional<StringView> const& generator_brand);
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ThrowCompletionOr<Value> resume_abrupt(VM&, JS::Completion abrupt_completion, Optional<StringView> const& generator_brand);
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enum class GeneratorState {
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SuspendedStart,
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SuspendedYield,
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Executing,
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Completed,
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};
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GeneratorState generator_state() const { return m_generator_state; }
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void set_generator_state(GeneratorState generator_state) { m_generator_state = generator_state; }
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protected:
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GeneratorObject(Realm&, Object& prototype, NonnullOwnPtr<ExecutionContext>, Optional<StringView> generator_brand = {});
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ThrowCompletionOr<GeneratorState> validate(VM&, Optional<StringView> const& generator_brand);
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virtual ThrowCompletionOr<Value> execute(VM&, JS::Completion const& completion);
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private:
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NonnullOwnPtr<ExecutionContext> m_execution_context;
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GCPtr<ECMAScriptFunctionObject> m_generating_function;
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Value m_previous_value;
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OwnPtr<Bytecode::CallFrame> m_frame;
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GeneratorState m_generator_state { GeneratorState::SuspendedStart };
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Optional<StringView> m_generator_brand;
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};
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}
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