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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.
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9 changed files with 128 additions and 1 deletions
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@ -8,6 +8,7 @@
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#include <AK/FlyString.h>
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#include <LibJS/Bytecode/Instruction.h>
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#include <LibJS/Bytecode/Label.h>
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#include <LibJS/Bytecode/Register.h>
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#include <LibJS/Heap/Cell.h>
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#include <LibJS/Runtime/Value.h>
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@ -139,4 +140,38 @@ private:
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FlyString m_identifier;
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};
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class Jump final : public Instruction {
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public:
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explicit Jump(Label target)
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: m_target(target)
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{
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}
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virtual ~Jump() override { }
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virtual void execute(Bytecode::Interpreter&) const override;
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virtual String to_string() const override;
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private:
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Label m_target;
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};
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class JumpIfFalse final : public Instruction {
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public:
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explicit JumpIfFalse(Register result, Optional<Label> target = {})
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: m_result(result)
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, m_target(move(target))
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{
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}
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void set_target(Optional<Label> target) { m_target = move(target); }
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virtual ~JumpIfFalse() override { }
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virtual void execute(Bytecode::Interpreter&) const override;
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virtual String to_string() const override;
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private:
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Register m_result;
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Optional<Label> m_target;
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};
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}
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