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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. :^)
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16 changed files with 487 additions and 24 deletions
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Userland/Libraries/LibJS/Bytecode/Block.cpp
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Userland/Libraries/LibJS/Bytecode/Block.cpp
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/*
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* Copyright (c) 2021, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/String.h>
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#include <LibJS/Bytecode/Block.h>
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#include <LibJS/Bytecode/Instruction.h>
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namespace JS::Bytecode {
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NonnullOwnPtr<Block> Block::create()
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{
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return adopt_own(*new Block);
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}
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Block::Block()
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{
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}
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Block::~Block()
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{
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}
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void Block::append(Badge<Bytecode::Generator>, NonnullOwnPtr<Instruction> instruction)
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{
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m_instructions.append(move(instruction));
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}
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void Block::dump() const
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{
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for (size_t i = 0; i < m_instructions.size(); ++i) {
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warnln("[{:3}] {}", i, m_instructions[i].to_string());
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}
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}
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}
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