ladybird/Userland/Libraries/LibJS/Bytecode/Generator.cpp
Andreas Kling 6ae9346cd3 LibJS: Add basic support for while loops in the bytecode engine
This introduces two new instructions: Jump and JumpIfFalse.
Jumps are made to a Bytecode::Label, which is a simple object that
represents a location in the bytecode stream.

Note that you may not always know the target of a jump when adding the
jump instruction itself, but we can just update the instruction later
on during codegen once we know where the jump target is.

The Bytecode::Interpreter now implements jumping via a jump slot that
gets checked after each instruction to see if a jump is pending.
If not, we just increment the PC as usual.
2021-06-07 18:11:59 +02:00

50 lines
1 KiB
C++

/*
* Copyright (c) 2021, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/OwnPtr.h>
#include <LibJS/AST.h>
#include <LibJS/Bytecode/Block.h>
#include <LibJS/Bytecode/Generator.h>
#include <LibJS/Bytecode/Instruction.h>
#include <LibJS/Bytecode/Register.h>
#include <LibJS/Forward.h>
namespace JS::Bytecode {
Generator::Generator()
{
m_block = Block::create();
}
Generator::~Generator()
{
}
OwnPtr<Block> Generator::generate(ASTNode const& node)
{
Generator generator;
[[maybe_unused]] auto dummy = node.generate_bytecode(generator);
generator.m_block->set_register_count({}, generator.m_next_register);
return move(generator.m_block);
}
void Generator::append(NonnullOwnPtr<Instruction> instruction)
{
m_block->append({}, move(instruction));
}
Register Generator::allocate_register()
{
VERIFY(m_next_register != NumericLimits<u32>::max());
return Register { m_next_register++ };
}
Label Generator::make_label() const
{
return Label { m_block->instructions().size() };
}
}