Mypal/gfx/graphite2/src/inc/Machine.h

201 lines
5.5 KiB
C++

/* GRAPHITE2 LICENSING
Copyright 2010, SIL International
All rights reserved.
This library is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published
by the Free Software Foundation; either version 2.1 of License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should also have received a copy of the GNU Lesser General Public
License along with this library in the file named "LICENSE".
If not, write to the Free Software Foundation, 51 Franklin Street,
Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
internet at http://www.fsf.org/licenses/lgpl.html.
Alternatively, the contents of this file may be used under the terms of the
Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
License, as published by the Free Software Foundation, either version 2
of the License or (at your option) any later version.
*/
// This general interpreter interface.
// Author: Tim Eves
// Build one of direct_machine.cpp or call_machine.cpp to implement this
// interface.
#pragma once
#include <string.h>
#include <graphite2/Types.h>
#include "inc/Main.h"
#if defined(__GNUC__)
#if defined(__clang__) || (__GNUC__ * 100 + __GNUC_MINOR__ * 10) < 430
#define HOT
#if defined(__x86_64)
#define REGPARM(n) __attribute__((regparm(n)))
#else
#define REGPARM(n)
#endif
#else
#define HOT __attribute__((hot))
#if defined(__x86_64)
#define REGPARM(n) __attribute__((hot, regparm(n)))
#else
#define REGPARM(n)
#endif
#endif
#else
#define HOT
#define REGPARM(n)
#endif
namespace graphite2 {
// Forward declarations
class Segment;
class Slot;
class SlotMap;
namespace vm
{
typedef void * instr;
typedef Slot * slotref;
enum {VARARGS = 0xff, MAX_NAME_LEN=32};
enum opcode {
NOP = 0,
PUSH_BYTE, PUSH_BYTEU, PUSH_SHORT, PUSH_SHORTU, PUSH_LONG,
ADD, SUB, MUL, DIV,
MIN_, MAX_,
NEG,
TRUNC8, TRUNC16,
COND,
AND, OR, NOT,
EQUAL, NOT_EQ,
LESS, GTR, LESS_EQ, GTR_EQ,
NEXT, NEXT_N, COPY_NEXT,
PUT_GLYPH_8BIT_OBS, PUT_SUBS_8BIT_OBS, PUT_COPY,
INSERT, DELETE,
ASSOC,
CNTXT_ITEM,
ATTR_SET, ATTR_ADD, ATTR_SUB,
ATTR_SET_SLOT,
IATTR_SET_SLOT,
PUSH_SLOT_ATTR, PUSH_GLYPH_ATTR_OBS,
PUSH_GLYPH_METRIC, PUSH_FEAT,
PUSH_ATT_TO_GATTR_OBS, PUSH_ATT_TO_GLYPH_METRIC,
PUSH_ISLOT_ATTR,
PUSH_IGLYPH_ATTR, // not implemented
POP_RET, RET_ZERO, RET_TRUE,
IATTR_SET, IATTR_ADD, IATTR_SUB,
PUSH_PROC_STATE, PUSH_VERSION,
PUT_SUBS, PUT_SUBS2, PUT_SUBS3,
PUT_GLYPH, PUSH_GLYPH_ATTR, PUSH_ATT_TO_GLYPH_ATTR,
BITOR, BITAND, BITNOT,
BITSET, SET_FEAT,
MAX_OPCODE,
// private opcodes for internal use only, comes after all other on disk opcodes
TEMP_COPY = MAX_OPCODE
};
struct opcode_t
{
instr impl[2];
uint8 param_sz;
char name[MAX_NAME_LEN];
};
class Machine
{
public:
typedef int32 stack_t;
static size_t const STACK_ORDER = 10,
STACK_MAX = 1 << STACK_ORDER,
STACK_GUARD = 2;
class Code;
enum status_t {
finished = 0,
stack_underflow,
stack_not_empty,
stack_overflow,
slot_offset_out_bounds,
died_early
};
Machine(SlotMap &) throw();
static const opcode_t * getOpcodeTable() throw();
CLASS_NEW_DELETE;
SlotMap & slotMap() const throw();
status_t status() const throw();
// operator bool () const throw();
private:
void check_final_stack(const stack_t * const sp);
stack_t run(const instr * program, const byte * data,
slotref * & map) HOT;
SlotMap & _map;
stack_t _stack[STACK_MAX + 2*STACK_GUARD];
status_t _status;
};
inline Machine::Machine(SlotMap & map) throw()
: _map(map), _status(finished)
{
// Initialise stack guard +1 entries as the stack pointer points to the
// current top of stack, hence the first push will never write entry 0.
// Initialising the guard space like this is unnecessary and is only
// done to keep valgrind happy during fuzz testing. Hopefully loop
// unrolling will flatten this.
for (size_t n = STACK_GUARD + 1; n; --n) _stack[n-1] = 0;
}
inline SlotMap& Machine::slotMap() const throw()
{
return _map;
}
inline Machine::status_t Machine::status() const throw()
{
return _status;
}
inline void Machine::check_final_stack(const stack_t * const sp)
{
stack_t const * const base = _stack + STACK_GUARD,
* const limit = base + STACK_MAX;
if (sp < base) _status = stack_underflow; // This should be impossible now.
else if (sp >= limit) _status = stack_overflow; // So should this.
else if (sp != base) _status = stack_not_empty;
}
} // namespace vm
} // namespace graphite2