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#ifndef IR_H
#define IR_H
#include "arena.h"
#include "dynarr.h"
#include "lex.h" /* for error reporting only */
#include "str.h"
/* types */
typedef enum {
T_TOP, /* may or may not be a constant */
T_CONST, /* known compile-time constant */
T_BOT, /* known not a constant */
T_CTRL, /* control flow bottom */
T_XCTRL, /* control flow top (dead) */
} TypeLevel;
typedef enum {
T_NONE,
T_TUPLE,
T_BOOL,
T_INT,
T_PTR
} BaseType;
typedef struct Type {
TypeLevel lvl;
BaseType t;
struct Type *next;
} Type;
typedef struct Value {
Type type;
union {
int64_t i;
uint64_t u;
DYNARR(struct Value) tuple;
};
} Value;
struct Node;
int type_eql(Type *a, Type *b);
int type_base_eql(Type *a, Type *b);
int value_eql(Value *a, Value *b);
int type_check(struct Node *n);
Str type_desc(Type *t, Arena *arena);
void type_err(struct Node *n, Lexer *l);
/* nodes */
typedef enum {
N_NONE,
N_START, N_IF_ELSE, N_REGION, N_PHI, N_STOP,
N_PROJ,
N_RETURN,
N_KEEPALIVE,
N_LIT,
N_OP_ADD, N_OP_SUB, N_OP_MUL, N_OP_DIV,
N_OP_AND, N_OP_OR, N_OP_XOR,
N_OP_SHL, N_OP_SHR,
N_OP_NEG, N_OP_NOT,
N_CMP_EQL, N_CMP_NEQ, N_CMP_LES, N_CMP_GTR, N_CMP_LTE, N_CMP_GTE,
N_VALUE
} NodeType;
const char *node_type_name(NodeType t);
typedef DYNARR(struct Node *) NodeList;
typedef NodeList NodeInputs, NodeOutputs;
typedef struct Node {
int id, refs;
union {
struct Node *prev_free;
struct {
int walked;
NodeType type;
LexSpan src_pos;
NodeInputs in; /* note: index 0 used for control flow */
NodeOutputs out;
Value val;
};
};
} Node;
/* procedure graph */
typedef struct NameBinding {
struct NameBinding *prev;
LexSpan src_pos;
Str name;
Node *node;
} NameBinding;
typedef struct ScopeFrame {
struct ScopeFrame *prev;
NameBinding *latest;
} ScopeFrame;
typedef struct {
ScopeFrame *tail, *free_scope;
NameBinding *free_bind;
} Scope;
typedef struct {
Str name;
Node *node;
} ScopeName;
typedef DYNARR(ScopeName) ScopeNameList;
typedef struct {
Arena arena;
Str name;
Node *start, *stop, *ctrl, *keepalive;
Node *free_list;
Type ret_type;
Scope scope;
} Proc;
#define NODE_KEEP(p, n, ...)\
do { Node *keep_node = n;\
node_add_out(p, keep_node, p->keepalive); __VA_ARGS__;\
node_del_out(keep_node, p->keepalive); } while(0)
void node_kill(Node *n, Proc *p);
void node_die(Node *n, Proc *p);
void node_del_out(Node *n, Node *p);
void node_del_in(Node *n, Node *p);
void node_kill(Node *n, Proc *p);
void node_add(Proc *p, Node *src, Node *dest);
void node_add_out(Proc *p, Node *a, Node *b);
void node_add_in(Proc *p, Node *a, Node *b);
void node_remove(Proc *p, Node *src, Node *dest);
Node *node_new_empty(Proc *p, NodeType t);
Node *node_newv(Proc *p, NodeType t, Node *ctrl, ...);
Node *node_dedup_lit(Proc *p, Value v);
Value node_compute(Node *n, Lexer *l);
Node *node_peephole(Node *n, Proc *p, Lexer *l);
Node *node_new_lit(Proc *p, Value v);
Node *node_new_lit_bool(Proc *p, int b);
Node *node_new_lit_i64(Proc *p, int64_t i);
#define node_new(...) node_newv(__VA_ARGS__, NULL)
void proc_init(Proc *proc, Str name);
void proc_free(Proc *proc);
ScopeFrame *scope_push(Scope *scope, Proc *proc);
ScopeFrame *scope_pop(Scope *scope, Proc *proc);
NameBinding *scope_find(Scope *scope, Str name);
NameBinding *scope_bind(Scope *scope, Str name, Node *value, LexSpan pos, Proc *proc);
NameBinding *scope_update(NameBinding *b, Node *to, Proc *proc);
void scope_collect(Scope *scope, Proc *proc, ScopeNameList *nl, Arena *arena);
void scope_uncollect(Scope *scope, Proc *proc, ScopeNameList *nl);
#endif
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