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While I do not like the Rust Language as a whole, their documentation generator is the best I've ever seen. in any language. I want to implement something like it for Ballistic. Like I said in the README, I have absolutely zero motivation to create a documentation generator so `cdoc.c` is made completely with AI. The code is messy but the generated HTML files look beautiful. Signed-off-by: Ronald Caesar <github43132@proton.me>
137 lines
4.5 KiB
C
137 lines
4.5 KiB
C
#ifndef BALLISTIC_ENGINE_H
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#define BALLISTIC_ENGINE_H
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#include "bal_attributes.h"
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#include "bal_types.h"
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#include "bal_memory.h"
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#include "bal_errors.h"
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#include <stdint.h>
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/// A byte pattern written to memory during initialization, poisoning allocated
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/// regions. This is mainly used for detecting reads from uninitialized memory.
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#define POISON_UNINITIALIZED_MEMORY 0xFF
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/// Represents the mapping of a Guest Register to an SSA variable.
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/// This is only used during Single Static Assignment construction
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/// to track variable definitions across basic blocks.
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typedef struct
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{
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/// The index of the most recent SSA definition for this register.
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uint32_t current_ssa_index;
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/// The index of the SSA definition that existed at the start of the
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/// current block.
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uint32_t original_variable_index;
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} bal_source_variable_t;
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/// Holds the Intermediate Representation buffers, SSA state, and other
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/// important metadata. The structure is divided into hot and cold data aligned
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/// to 64 bytes. Both hot and cold data lives on their own cache lines.
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BAL_ALIGNED(64) typedef struct
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{
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/* Hot Data */
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/// Map of ARM registers to their current SSA definitions.
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bal_source_variable_t *source_variables;
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/// The linear buffer of generated IR instructions for the current
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/// compilation unit.
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bal_instruction_t *instructions;
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/// Metadata tracking the bit-width (32 or 64 bit) for each variable.
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bal_bit_width_t *ssa_bit_widths;
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/// Linear buffer of constants generated in the current compilation unit.
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bal_constant_t *constants;
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/// The size of the `source_variables` array in bytes.
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size_t source_variables_size;
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/// The size of the `instructions` array in bytes.
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size_t instructions_size;
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/// The size of the `constants` array in bytes.
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size_t constants_size;
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/// The current number of instructions emitted.
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///
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/// This tracks the current position in `instructions` and `ssa_bit_widths`
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/// arrays.
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bal_instruction_count_t instruction_count;
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/// Padding to maintain 64 byte alignment.
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char _padding[2];
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/// The current error state of the Engine.
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///
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/// If an operation fails, this field is set to a specific error code.
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/// See [`bal_opcode_t`]. Once set to an error state, subsequent operation
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/// on this engine will silently fail until [`bal_engine_reset`] is called.
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bal_error_t status;
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/* Cold Data */
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/// The base pointer returned during the underlying heap allocation. This
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/// is required to correctly free the engine's internal arrays.
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void *arena_base;
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/// The total size of the allocated arena.
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size_t arena_size;
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} bal_engine_t;
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/// Initializes a Ballistic engine.
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///
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/// Populates `engine` with empty buffers allocated with `allocator`. This is
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/// a high cost memory operation that reserves a lot of memory and should
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/// be called sparingly.
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///
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/// Returns [`BAL_SUCCESS`] if the engine iz ready for use.
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///
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/// # Errors
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///
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/// Returns [`BAL_ERROR_INVALID_ARGUMENT` if the pointers are `NULL`.
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///
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/// Returns [`BAL_ERROR_ALLOCATION_FAILED`] if the allocator cannot fulfill the
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/// request.
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BAL_COLD bal_error_t bal_engine_init(bal_allocator_t *allocator,
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bal_engine_t *engine);
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/// Translates machine code starting at `arm_entry_point` into the engine's
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/// internal IR. `interface` provides memory access handling (like instruction
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/// fetching).
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///
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/// Returns [`BAL_SUCCESS`] on success.
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///
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/// # Errors
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///
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/// Returns [`BAL_ERROR_ENGINE_STATE_INVALID`] if `engine` is not initialized
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/// or `engine->status != BAL_SUCCESS`.
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BAL_HOT bal_error_t
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bal_engine_translate(bal_engine_t *BAL_RESTRICT engine,
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bal_memory_interface_t *BAL_RESTRICT interface,
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const uint32_t *BAL_RESTRICT arm_entry_point);
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/// Resets `engine` for the next compilation unit. This is a low cost memory
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/// operation designed to be called between translation units.
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///
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/// Returns [`BAL_SUCCESS`] on success.
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///
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/// # Errors
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///
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/// Returns [`BAL_ERROR_INVALID_ARGUMENT`] if `engine` is `NULl`.
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BAL_HOT bal_error_t bal_engine_reset(bal_engine_t *engine);
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/// Frees all `engine` heap-allocated resources using `allocator`.
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///
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/// # Warning
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///
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/// This function does not free the [`bal_engine_t`] struct itself, as the
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/// caller may have allocated it on the stack.
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BAL_COLD void bal_engine_destroy(bal_allocator_t *allocator,
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bal_engine_t *engine);
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#endif /* BALLISTIC_ENGINE_H */
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/*** end of file ***/
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