luau/CodeGen/include/Luau/NativeProtoExecData.h
Vighnesh-V 67e16cba18
Sync to upstream/release/620 (#1223)
# What's Changed

## New Type Solver
- Many more fixes to crashes, assertions, and hangs
- Annotated locals now countermand the inferred types of locals, meaning
that for a type `type MyType = number | string`, `local foo : MyType =
5` behaves the same as `local foo = 5 :: MyType`, where before, foo
would be assigned the type of the value on the rhs.
- Type Normalization now respects resource limits.
- Subtyping between classes and cyclic tables now supported

## Native Code Generation
- Work on the Native Code Generation(NCG) allocator continues

---

# Internal Contributors

Co-authored-by: Aaron Weiss <aaronweiss@roblox.com>
Co-authored-by: Alexander McCord <amccord@roblox.com>
Co-authored-by: Andy Friesen <afriesen@roblox.com>
Co-authored-by: James McNellis <jmcnellis@roblox.com>
Co-authored-by: Vighnesh Vijay <vvijay@roblox.com>
Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>

---------

Co-authored-by: Aaron Weiss <aaronweiss@roblox.com>
Co-authored-by: Alexander McCord <amccord@roblox.com>
Co-authored-by: Andy Friesen <afriesen@roblox.com>
Co-authored-by: Aviral Goel <agoel@roblox.com>
Co-authored-by: David Cope <dcope@roblox.com>
Co-authored-by: Lily Brown <lbrown@roblox.com>
Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>
2024-04-05 13:45:09 -07:00

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C++

// This file is part of the Luau programming language and is licensed under MIT License; see LICENSE.txt for details
#pragma once
#include <memory>
#include <stdint.h>
namespace Luau
{
namespace CodeGen
{
// The NativeProtoExecData is constant metadata associated with a NativeProto.
// We generally refer to the NativeProtoExecData via a pointer to the instruction
// offsets array because this makes the logic in the entry gate simpler.
class NativeModule;
struct NativeProtoExecDataHeader
{
// The NativeModule that owns this NativeProto. This is initialized
// when the NativeProto is bound to the NativeModule via assignToModule().
NativeModule* nativeModule = nullptr;
// We store the native code offset until the code is allocated in executable
// pages, after which point we store the actual address.
const uint8_t* entryOffsetOrAddress = nullptr;
// The bytecode id of the proto
uint32_t bytecodeId = 0;
// The number of bytecode instructions in the proto. This is the number of
// elements in the instruction offsets array following this header.
uint32_t bytecodeInstructionCount = 0;
// The size of the native code for this NativeProto, in bytes.
size_t nativeCodeSize = 0;
};
// Make sure that the instruction offsets array following the header will be
// correctly aligned:
static_assert(sizeof(NativeProtoExecDataHeader) % sizeof(uint32_t) == 0);
struct NativeProtoExecDataDeleter
{
void operator()(const uint32_t* instructionOffsets) const noexcept;
};
using NativeProtoExecDataPtr = std::unique_ptr<uint32_t[], NativeProtoExecDataDeleter>;
[[nodiscard]] NativeProtoExecDataPtr createNativeProtoExecData(uint32_t bytecodeInstructionCount);
void destroyNativeProtoExecData(const uint32_t* instructionOffsets) noexcept;
[[nodiscard]] NativeProtoExecDataHeader& getNativeProtoExecDataHeader(uint32_t* instructionOffsets) noexcept;
[[nodiscard]] const NativeProtoExecDataHeader& getNativeProtoExecDataHeader(const uint32_t* instructionOffsets) noexcept;
} // namespace CodeGen
} // namespace Luau