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c8fe77c268
### What's new? * Removed new `table.move` optimization because of correctness problems. ### New Type Solver * Improved error messages for type families to describe what's wrong in more detail, and ideally without using the term `type family` at all. * Change `boolean` and `string` singletons in type checking to report errors to the user when they've gotten an impossible type (indicating a type error from their context). * Split debugging flags for type family reduction (`DebugLuauLogTypeFamilies`) from general solver logging (`DebugLuauLogSolver`). * Improve type simplification to support patterns like `(number | string) | (string | number)` becoming `number | string`. ### Native Code Generation * Use templated `luaV_doarith` to speedup vector operation fallbacks. * Various small changes to better support arm64 on Windows. ### Internal Contributors Co-authored-by: Aaron Weiss <aaronweiss@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: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Vighnesh <vvijay@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>
79 lines
2.1 KiB
C++
79 lines
2.1 KiB
C++
// This file is part of the Luau programming language and is licensed under MIT License; see LICENSE.txt for details
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#pragma once
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#include "Luau/RegisterX64.h"
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#include "UnwindBuilder.h"
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#include <vector>
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namespace Luau
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{
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namespace CodeGen
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{
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// This struct matches the layout of x64 RUNTIME_FUNCTION from winnt.h
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struct UnwindFunctionWin
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{
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uint32_t beginOffset;
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uint32_t endOffset;
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uint32_t unwindInfoOffset;
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};
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// This struct matches the layout of x64 UNWIND_INFO from ehdata.h
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struct UnwindInfoWin
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{
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uint8_t version : 3;
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uint8_t flags : 5;
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uint8_t prologsize;
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uint8_t unwindcodecount;
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uint8_t framereg : 4;
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uint8_t frameregoff : 4;
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};
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// This struct matches the layout of UNWIND_CODE from ehdata.h
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struct UnwindCodeWin
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{
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uint8_t offset;
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uint8_t opcode : 4;
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uint8_t opinfo : 4;
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};
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class UnwindBuilderWin : public UnwindBuilder
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{
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public:
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void setBeginOffset(size_t beginOffset) override;
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size_t getBeginOffset() const override;
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void startInfo(Arch arch) override;
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void startFunction() override;
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void finishFunction(uint32_t beginOffset, uint32_t endOffset) override;
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void finishInfo() override;
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void prologueA64(uint32_t prologueSize, uint32_t stackSize, std::initializer_list<A64::RegisterA64> regs) override;
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void prologueX64(uint32_t prologueSize, uint32_t stackSize, bool setupFrame, std::initializer_list<X64::RegisterX64> gpr,
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const std::vector<X64::RegisterX64>& simd) override;
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size_t getUnwindInfoSize(size_t blockSize = 0) const override;
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size_t finalize(char* target, size_t offset, void* funcAddress, size_t blockSize) const override;
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private:
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size_t beginOffset = 0;
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static const unsigned kRawDataLimit = 1024;
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uint8_t rawData[kRawDataLimit];
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uint8_t* rawDataPos = rawData;
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std::vector<UnwindFunctionWin> unwindFunctions;
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// Windows unwind codes are written in reverse, so we have to collect them all first
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std::vector<UnwindCodeWin> unwindCodes;
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uint8_t prologSize = 0;
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X64::RegisterX64 frameReg = X64::noreg;
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uint8_t frameRegOffset = 0;
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};
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} // namespace CodeGen
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} // namespace Luau
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