Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/VerseVMBytecodeGenerator.cs
niklas rojemo 528b8e6d85 IR->bytecode lowering: map and iteration over maps
VerseCLR can now compile verse code with maps, and iterations over maps, to the new VM.
Fix unrelated bug triggered by nested for-iterations over arrays, returning an array of arrays.

#rb Saam.Barati
#rnx

[CL 27582449 by niklas rojemo in ue5-main branch]
2023-09-04 04:06:16 -04:00

738 lines
19 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnrealBuildTool
{
namespace VerseVMBytecode
{
internal enum CppType
{
LabelOffset,
}
internal enum Role
{
Use,
UnifyDef,
ClobberDef,
}
internal enum Arity
{
Fixed,
Variadic,
}
static class Extensions
{
public static string ToCpp(this Role TheRole)
{
switch (TheRole)
{
case Role.Use:
return "EOperandRole::Use";
case Role.UnifyDef:
return "EOperandRole::UnifyDef";
case Role.ClobberDef:
return "EOperandRole::ClobberDef";
}
return "#error";
}
public static bool IsDef(this Role TheRole)
{
return TheRole == Role.UnifyDef || TheRole == Role.ClobberDef;
}
public static string DefCppType(this Role TheRole)
{
return TheRole.IsDef() ? "FRegisterIndex" : "FValueOperand";
}
public static string ToCpp(this CppType Type)
{
switch (Type)
{
case CppType.LabelOffset:
return "FLabelOffset";
}
return "#error";
}
public static string ToCpp(this bool Bool)
{
return Bool ? "true" : "false";
}
}
internal class Argument
{
public string Name;
public Role Role;
public Arity Arity;
public Argument(in string _Name, in Role _Role, in Arity _Arity)
{
Name = _Name;
Role = _Role;
Arity = _Arity;
}
public Argument(in string _Name, in Role _Role) : this(_Name, _Role, Arity.Fixed)
{ }
}
internal class Constant
{
public string Name;
public CppType Type;
public Constant(string _Name, CppType _Type)
{
Name = _Name;
Type = _Type;
}
public bool IsJump()
{
return Type == CppType.LabelOffset;
}
}
internal class Instruction
{
public string Name;
public List<Argument> Args = new List<Argument>();
public List<Constant> Consts = new List<Constant>();
public bool _CapturesEffectToken = false;
public bool _CreatesNewReturnEffectToken = false;
public bool _Suspends = false;
public bool _Jumps = false;
public Instruction(string _Name)
{
Name = _Name;
}
public string CppName => $"FOp{Name}";
public string CppCapturesName => $"F{Name}SuspensionCaptures";
public Instruction Arg(in string Name, in Role InRole, in Arity InArity)
{
Args.Add(new Argument(Name, InRole, InArity));
return this;
}
public Instruction Arg(in string Name, in Role InRole)
{
return Arg(Name, InRole, Arity.Fixed);
}
public Instruction Const(string Name, CppType Type)
{
Consts.Add(new Constant(Name, Type));
return this;
}
public Instruction Jump(string Name)
{
_Jumps = true;
return Const(Name, CppType.LabelOffset);
}
public Instruction CapturesEffectToken()
{
_CapturesEffectToken = true;
return this;
}
public Instruction CreatesNewReturnEffectToken()
{
_CreatesNewReturnEffectToken = true;
return this;
}
public Instruction Suspends()
{
_Suspends = true;
return this;
}
}
}
}
namespace UnrealBuildTool
{
using VerseVMBytecode;
/// <summary>
/// Generates bytecode and bytecode helpers for the VerseVM.
/// </summary>
public class VerseVMBytecodeGenerator
{
readonly List<Instruction> Instructions = new List<Instruction>();
Instruction Inst(string Name)
{
Instruction I = new Instruction(Name);
Instructions.Add(I);
return I;
}
static string Preamble()
{
StringBuilder S = new StringBuilder();
S.Append("// Copyright Epic Games, Inc. All Rights Reserved.\n\n");
S.Append("// WARNING: This code is autogenerated by VerseVMBytecodeGenerator.cs. Do not edit directly\n\n");
S.Append("#pragma once\n\n");
return S.ToString();
}
string EmitBytecodeMacroList()
{
StringBuilder S = new StringBuilder();
S.Append(Preamble());
S.Append("// IWYU pragma: private, include \"VVMBytecodeOps.h\"\n\n");
S.Append("#define VERSE_ENUM_OPS(v) \\\n");
foreach (Instruction Inst in Instructions)
{
S.Append($" v({Inst.Name}) \\\n");
}
S.Append("\n");
return S.ToString();
}
string EmitReflectionMethods(in Instruction Inst, in bool bIsSuspensionCapture)
{
StringBuilder S = new StringBuilder();
S.Append(" template <typename FunctionType>\n");
S.Append(" void ForEachOperand(FunctionType Function) const\n");
S.Append(" {\n");
foreach (Argument Arg in Inst.Args)
{
string ArgString = bIsSuspensionCapture ? $"{Arg.Name}.Get()" : $"{Arg.Name}";
string OperandString = bIsSuspensionCapture ? "Operand.Get()" : "Operand";
if (Arg.Arity == Arity.Variadic)
{
S.Append($" for (const auto& Operand : {Arg.Name})\n");
S.Append(" {\n");
S.Append($" Function({Arg.Role.ToCpp()}, {OperandString});\n");
S.Append(" }\n");
}
else
{
S.Append($" Function({Arg.Role.ToCpp()}, {ArgString});\n");
}
}
S.Append(" }\n\n");
S.Append(" template <typename FunctionType>\n");
S.Append(" void ForEachOperandWithName(FunctionType Function) const\n");
S.Append(" {\n");
foreach (Argument Arg in Inst.Args)
{
string ArgString = bIsSuspensionCapture ? $"{Arg.Name}.Get()" : $"{Arg.Name}";
string OperandString = bIsSuspensionCapture ? "Operand.Get()" : "Operand";
if (Arg.Arity == Arity.Variadic)
{
S.Append($" for (int32 Index = 0; Index < {Arg.Name}.Num(); ++Index)\n");
S.Append(" {\n");
S.Append($" auto& Operand = {Arg.Name}[Index];\n");
S.Append($" const FString ArgName = FString::Format(TEXT(\"{{0}}{{1}}\"), {{\"{Arg.Name}\", Index}});\n");
S.Append($" Function({Arg.Role.ToCpp()}, {OperandString}, TCHAR_TO_ANSI(*ArgName));\n");
S.Append(" }\n");
}
else
{
S.Append($" Function({Arg.Role.ToCpp()}, {ArgString}, \"{Arg.Name}\");\n");
}
}
S.Append(" }\n\n");
return S.ToString();
}
String EmitBytecodeAndCaptureDefs()
{
StringBuilder S = new StringBuilder();
S.Append(Preamble());
S.Append("// IWYU pragma: private, include \"VVMBytecodesAndCaptures.h\"\n\n");
S.Append("namespace Verse {\n");
// Emit bytecode structs.
foreach (Instruction Inst in Instructions)
{
// Bytecode structs are 1-byte aligned. If we expand them to have intermediates that can
// be written to dynamically (a la an IC), and are also scanned by a concurrent GC, those
// fields will need to have natural alignment to avoid the GC seeing torn values.
S.Append($"#pragma pack(push, 1)\n");
S.Append($"struct {Inst.CppName} : public FOp");
S.Append("\n{\n");
// Define fields
foreach (Argument Arg in Inst.Args)
{
switch (Arg.Arity)
{
case Arity.Variadic:
// NOTE: (yiliang.siew) This could be raised to a location such as in `VProgram` when that
// exists and each opcode store only the index + size to index into that array, so that we don't
// need to store a separate `TArray` of operand values per-opcode struct.
S.Append($" TArray<{Arg.Role.DefCppType()}> {Arg.Name}; // Variadic argument.\n");
break;
case Arity.Fixed:
S.Append($" {Arg.Role.DefCppType()} {Arg.Name};\n");
break;
default:
throw new ArgumentException("Invalid argument type!");
}
}
foreach (Constant Const in Inst.Consts)
{
S.Append($" {Const.Type.ToCpp()} {Const.Name};\n");
}
S.Append($"#pragma pack(pop)\n\n");
S.Append($" static constexpr EOpcode StaticOpcode = EOpcode::{Inst.Name};\n");
S.Append($" static constexpr bool bHasJumps = {Inst._Jumps.ToCpp()};\n\n");
// Constructor
S.Append($" {Inst.CppName}(");
string ArgumentsList = string.Join(", ", Inst.Args.Select(Arg => Arg.Arity == Arity.Variadic ? $"TArray<{Arg.Role.DefCppType()}>&& {Arg.Name}" : $"const {Arg.Role.DefCppType()} {Arg.Name}"));
S.Append(ArgumentsList);
string ConstantsList = string.Join(", ", Inst.Consts.Select(Const => $"{Const.Type.ToCpp()} {Const.Name}"));
S.Append(ConstantsList);
S.Append(")\n");
S.Append(" : FOp(StaticOpcode)\n");
foreach (Argument Arg in Inst.Args)
{
if (Arg.Arity == Arity.Variadic)
{
S.Append($" , {Arg.Name}(MoveTemp({Arg.Name}))\n");
}
else
{
S.Append($" , {Arg.Name}({Arg.Name})\n");
}
}
foreach (Constant Const in Inst.Consts)
{
S.Append($" , {Const.Name}({Const.Name})\n");
}
S.Append(" {}\n\n");
// Reflection methods
S.Append(EmitReflectionMethods(Inst, false));
S.Append(" template <typename FunctionType>\n");
S.Append(" FORCEINLINE void ForEachJump(FunctionType Function) const\n");
S.Append(" {\n");
foreach (Constant Const in Inst.Consts.Where(C => C.IsJump()))
{
S.Append($" Function({Const.Name});\n");
}
S.Append(" }\n");
S.Append(" template <typename FunctionType>\n");
S.Append(" FORCEINLINE void ForEachJumpWithName(FunctionType Function) const\n");
S.Append(" {\n");
foreach (Constant Const in Inst.Consts.Where(C => C.IsJump()))
{
S.Append($" Function({Const.Name}, \"{Const.Name}\");\n");
}
S.Append(" }\n");
S.Append("\n};\n\n");
}
// Emit captures structs.
foreach (Instruction Inst in Instructions.Where(I => I._Suspends))
{
string Name = Inst.CppCapturesName;
S.Append($"struct {Name}");
S.Append("\n{\n");
// Generate the fields.
foreach (Argument Arg in Inst.Args)
{
if (Arg.Arity == Arity.Variadic)
{
S.Append($" TArray<TWriteBarrier<VValue>> {Arg.Name}; // Captured variadic arguments.\n");
}
else
{
S.Append($" TWriteBarrier<VValue> {Arg.Name};\n");
}
}
if (Inst._CapturesEffectToken)
{
S.Append($" TWriteBarrier<VValue> EffectToken;\n");
}
if (Inst._CreatesNewReturnEffectToken)
{
S.Append($" TWriteBarrier<VValue> ReturnEffectToken;\n");
}
S.Append("\n");
// Generate the constructor.
{
S.Append($" {Name}(FAccessContext Context");
foreach (Argument Arg in Inst.Args)
{
if (Arg.Arity == Arity.Variadic)
{
// Avoid variable shadowing.
S.Append($", TArray<TWriteBarrier<VValue>>&& In{Arg.Name}");
}
else
{
S.Append($", VValue {Arg.Name}");
}
}
if (Inst._CapturesEffectToken)
{
S.Append(", VValue EffectToken");
}
if (Inst._CreatesNewReturnEffectToken)
{
S.Append(", VValue ReturnEffectToken");
}
S.Append(")\n");
string Prefix = ":";
foreach (Argument Arg in Inst.Args)
{
if (Arg.Arity == Arity.Variadic)
{
S.Append($" {Prefix} {Arg.Name}(MoveTemp(In{Arg.Name}))\n");
}
else
{
S.Append($" {Prefix} {Arg.Name}(Context, {Arg.Name})\n");
}
Prefix = ",";
}
if (Inst._CapturesEffectToken)
{
S.Append($" {Prefix} EffectToken(Context, EffectToken)\n");
Prefix = ", ";
}
if (Inst._CreatesNewReturnEffectToken)
{
S.Append($" {Prefix} ReturnEffectToken(Context, ReturnEffectToken)\n");
Prefix = ", ";
}
S.Append(" {}\n");
}
S.Append("\n");
// Generate the copy constructor.
{
S.Append($" {Name}(FAccessContext Context, const {Name}& Other)\n");
string Prefix = ":";
foreach (Argument Arg in Inst.Args)
{
if (Arg.Arity == Arity.Variadic)
{
S.Append($" {Prefix} {Arg.Name}(Other.{Arg.Name})\n");
}
else
{
S.Append($" {Prefix} {Arg.Name}(Context, Other.{Arg.Name}.Get())\n");
}
Prefix = ",";
}
if (Inst._CapturesEffectToken)
{
S.Append($" {Prefix} EffectToken(Context, Other.EffectToken.Get())\n");
Prefix = ", ";
}
if (Inst._CreatesNewReturnEffectToken)
{
S.Append($" {Prefix} ReturnEffectToken(Context, Other.ReturnEffectToken.Get())\n");
Prefix = ", ";
}
S.Append(" {\n }\n");
}
S.Append("\n");
S.Append(EmitReflectionMethods(Inst, true));
S.Append("};\n\n");
}
S.Append("} // namespace Verse\n");
return S.ToString();
}
string EmitMakeCapturesFunctions()
{
StringBuilder S = new StringBuilder();
S.Append(Preamble());
foreach (Instruction Inst in Instructions.Where(I => I._Suspends))
{
S.Append($"FORCEINLINE {Inst.CppCapturesName} MakeCaptures(const {Inst.CppName}& Op)\n{{\n");
if (Inst._CapturesEffectToken)
{
S.Append(" const VValue IncomingEffectToken = EffectToken.Get(Context);\n");
}
if (Inst._CreatesNewReturnEffectToken)
{
S.Append(" const VValue ReturnEffectToken = VValue::Placeholder(VPlaceholder::New(Context, 0));\n");
S.Append(" EffectToken.Set(Context, ReturnEffectToken);\n");
}
foreach (Argument Arg in Inst.Args)
{
if (Arg.Arity == Arity.Variadic)
{
S.Append($" TArray<TWriteBarrier<VValue>> Array{Arg.Name};\n");
S.Append($" for (auto& CurrentValue : Op.{Arg.Name})\n");
S.Append(" {\n");
S.Append($" Array{Arg.Name}.Add({{Context, GetOperand(CurrentValue)}});\n");
S.Append(" }\n");
}
}
S.Append($" return {Inst.CppCapturesName}(Context");
foreach (Argument Arg in Inst.Args)
{
if (Arg.Arity == Arity.Variadic)
{
S.Append($", MoveTemp(Array{Arg.Name})");
}
else
{
S.Append($", GetOperand(Op.{Arg.Name})");
}
}
if (Inst._CapturesEffectToken)
{
S.Append(", IncomingEffectToken");
}
if (Inst._CreatesNewReturnEffectToken)
{
S.Append(", ReturnEffectToken");
}
S.Append(");\n");
S.Append("}\n\n");
}
return S.ToString();
}
string EmitCaptureSwitch()
{
StringBuilder S = new StringBuilder();
S.Append(Preamble());
S.Append("// IWYU pragma: private, include \"VVMCaptureSwitch.h\"\n\n");
S.Append("namespace Verse {\n");
S.Append("template <typename TFunc>\n");
S.Append("void VBytecodeSuspension::CaptureSwitch(const TFunc& Func)\n");
S.Append("{\n");
S.Append(" switch (PC->Opcode)\n");
S.Append(" {\n");
foreach (Instruction Inst in Instructions.Where(I => I._Suspends))
{
S.Append($" case EOpcode::{Inst.Name}:\n");
S.Append(" {\n");
S.Append($" Func(GetCaptures<{Inst.CppCapturesName}>());\n");
S.Append(" break;\n");
S.Append(" }\n");
}
S.Append(" default:\n");
S.Append(" {\n");
S.Append(" V_DIE(\"Opcode doesn't have a captures\");\n");
S.Append(" break;\n");
S.Append(" }\n");
S.Append(" }\n");
S.Append("}\n");
S.Append("} // namespace Verse\n");
return S.ToString();
}
VerseVMBytecodeGenerator(ILogger Logger, DirectoryReference GenDirectory)
{
DefineOps();
Action<string, Func<string>> GenFile = (FileName, Method) =>
{
FileReference File = FileReference.Combine(GenDirectory, FileName);
bool bWritten = FileReference.WriteAllTextIfDifferent(File, Method());
Logger.LogDebug($"\tWriting out generated header file. Changed:{bWritten} Path:'{File}'");
};
GenFile("VVMBytecodeOps.gen.h", EmitBytecodeMacroList);
GenFile("VVMBytecodesAndCaptures.gen.h", EmitBytecodeAndCaptureDefs);
GenFile("VVMMakeCapturesFuncs.gen.h", EmitMakeCapturesFunctions);
GenFile("VVMCaptureSwitch.gen.h", EmitCaptureSwitch);
}
/// <summary>
/// Entrypoint to generate the bytecode. Generated code will go in Directory.
/// </summary>
public static void Generate(ILogger Logger, DirectoryReference Directory)
{
Logger.LogDebug($"VerseVMBytecodeGenerator.Generate, generating CPP headers in: '{Directory}'");
new VerseVMBytecodeGenerator(Logger, Directory);
}
void DefineOps()
{
string[] BinOps =
{
"Add", "Sub", "Mul", "Div", "Mod"
};
foreach (string Op in BinOps)
{
Inst(Op)
.Arg("Dest", Role.UnifyDef)
.Arg("LeftSource", Role.Use)
.Arg("RightSource", Role.Use)
.Suspends();
}
string[] UnaryOps =
{
"Neg",
"Query"
};
foreach (string Op in UnaryOps)
{
Inst(Op)
.Arg("Dest", Role.UnifyDef)
.Arg("Source", Role.Use)
.Suspends();
}
Inst("Err");
Inst("Move")
.Arg("Dest", Role.UnifyDef)
.Arg("Source", Role.Use);
Inst("Reset")
.Arg("Dest", Role.ClobberDef);
Inst("Jump")
.Jump("JumpOffset");
// These labels are needed for lenient execution.
// On success, EndFailureContext falls through.
// On failure, it jumps to OnFailure.
// When there are still unresolved suspensions in this failure context,
// we jump to "Done" to continue lenient execution.
Inst("BeginFailureContext")
.Jump("OnFailure");
Inst("EndFailureContext")
.Jump("Done");
Inst("Call")
.Arg("Dest", Role.UnifyDef)
.Arg("Callee", Role.Use)
.Arg("Arguments", Role.Use, Arity.Variadic)
.CapturesEffectToken()
.CreatesNewReturnEffectToken()
.Suspends();
Inst("Return")
.Arg("Value", Role.Use);
Inst("NewVar")
.Arg("Dest", Role.UnifyDef);
Inst("VarGet")
.Arg("Dest", Role.UnifyDef)
.Arg("Var", Role.Use)
.CapturesEffectToken()
.Suspends();
Inst("VarSet")
.Arg("Var", Role.Use)
.Arg("Value", Role.Use)
.CapturesEffectToken()
.Suspends();
Inst("NewTuple")
.Arg("Dest", Role.UnifyDef)
.Arg("Values", Role.Use, Arity.Variadic);
Inst("Length")
.Arg("Dest", Role.UnifyDef)
.Arg("Container", Role.Use)
.Suspends();
Inst("IndexSet")
.Arg("Container", Role.Use)
.Arg("Index", Role.Use)
.Arg("ValueToSet", Role.Use)
.CapturesEffectToken()
.Suspends();
Inst("NewArrayWithCapacity")
.Arg("Dest", Role.UnifyDef)
.Arg("Size", Role.Use)
.Suspends();
Inst("NewArray")
.Arg("Dest", Role.UnifyDef)
.Arg("Values", Role.Use, Arity.Variadic);
Inst("ArrayAdd")
.Arg("Container", Role.Use)
.Arg("ValueToAdd", Role.Use)
.Suspends();
Inst("NewOption")
.Arg("Dest", Role.UnifyDef)
.Arg("Value", Role.Use)
.Suspends();
Inst("NewMap")
.Arg("Dest", Role.UnifyDef)
.Arg("Keys", Role.Use, Arity.Variadic)
.Arg("Values", Role.Use, Arity.Variadic)
.Suspends();
Inst("MapKey")
.Arg("Dest", Role.UnifyDef)
.Arg("Map", Role.Use)
.Arg("Index", Role.Use)
.Suspends();
Inst("MapValue")
.Arg("Dest", Role.UnifyDef)
.Arg("Map", Role.Use)
.Arg("Index", Role.Use)
.Suspends();
string[] ComparisonOps =
{
"Neq", "Lt", "Lte", "Gt", "Gte"
};
foreach (string Op in ComparisonOps)
{
Inst(Op)
.Arg("Dest", Role.UnifyDef)
.Arg("LeftSource", Role.Use)
.Arg("RightSource", Role.Use)
.Suspends();
}
}
}
}