ladybird/Userland/Libraries/LibJS/Bytecode/Block.h
Andreas Kling 69dddd4ef5 LibJS: Start fleshing out a bytecode for the JavaScript engine :^)
This patch begins the work of implementing JavaScript execution in a
bytecode VM instead of an AST tree-walk interpreter.

It's probably quite naive, but we have to start somewhere.

The basic idea is that you call Bytecode::Generator::generate() on an
AST node and it hands you back a Bytecode::Block filled with
instructions that can then be interpreted by a Bytecode::Interpreter.

This first version only implements two instructions: Load and Add. :^)

Each bytecode block has infinity registers, and the interpreter resizes
its register file to fit the block being executed.

Two new `js` options are added in this patch as well:

`-d` will dump the generated bytecode
`-b` will execute the generated bytecode

Note that unless `-d` and/or `-b` are specified, none of the bytecode
related stuff in LibJS runs at all. This is implemented in parallel
with the existing AST interpreter. :^)
2021-06-07 18:11:59 +02:00

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/*
* Copyright (c) 2021, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Badge.h>
#include <AK/NonnullOwnPtrVector.h>
#include <LibJS/Forward.h>
namespace JS::Bytecode {
class Block {
public:
static NonnullOwnPtr<Block> create();
~Block();
NonnullOwnPtrVector<Instruction> const& instructions() const { return m_instructions; }
void dump() const;
size_t register_count() const { return m_register_count; }
void append(Badge<Bytecode::Generator>, NonnullOwnPtr<Instruction>);
void set_register_count(Badge<Bytecode::Generator>, size_t count) { m_register_count = count; }
private:
Block();
size_t m_register_count { 0 };
NonnullOwnPtrVector<Instruction> m_instructions;
};
}