godot/modules/gdscript/gdscript_function.cpp
George Marques c707d6fe71
GDScript: Gather instructions arguments beforehand
Almost all instructions need variant arguments. With this change they
are loaded in an array before each instruction call. This makes the
addressing code be localized to less places, improving compilation
overhead and binary size by a small margin.

This should not affect performance.
2020-11-21 13:24:49 -03:00

309 lines
9 KiB
C++

/*************************************************************************/
/* gdscript_function.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "gdscript_function.h"
#include "gdscript.h"
const int *GDScriptFunction::get_code() const {
return _code_ptr;
}
int GDScriptFunction::get_code_size() const {
return _code_size;
}
Variant GDScriptFunction::get_constant(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, constants.size(), "<errconst>");
return constants[p_idx];
}
StringName GDScriptFunction::get_global_name(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, global_names.size(), "<errgname>");
return global_names[p_idx];
}
int GDScriptFunction::get_default_argument_count() const {
return _default_arg_count;
}
int GDScriptFunction::get_default_argument_addr(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, default_arguments.size(), -1);
return default_arguments[p_idx];
}
GDScriptDataType GDScriptFunction::get_return_type() const {
return return_type;
}
GDScriptDataType GDScriptFunction::get_argument_type(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, argument_types.size(), GDScriptDataType());
return argument_types[p_idx];
}
StringName GDScriptFunction::get_name() const {
return name;
}
int GDScriptFunction::get_max_stack_size() const {
return _stack_size;
}
struct _GDFKC {
int order;
List<int> pos;
};
struct _GDFKCS {
int order;
StringName id;
int pos;
bool operator<(const _GDFKCS &p_r) const {
return order < p_r.order;
}
};
void GDScriptFunction::debug_get_stack_member_state(int p_line, List<Pair<StringName, int>> *r_stackvars) const {
int oc = 0;
Map<StringName, _GDFKC> sdmap;
for (const List<StackDebug>::Element *E = stack_debug.front(); E; E = E->next()) {
const StackDebug &sd = E->get();
if (sd.line > p_line) {
break;
}
if (sd.added) {
if (!sdmap.has(sd.identifier)) {
_GDFKC d;
d.order = oc++;
d.pos.push_back(sd.pos);
sdmap[sd.identifier] = d;
} else {
sdmap[sd.identifier].pos.push_back(sd.pos);
}
} else {
ERR_CONTINUE(!sdmap.has(sd.identifier));
sdmap[sd.identifier].pos.pop_back();
if (sdmap[sd.identifier].pos.empty()) {
sdmap.erase(sd.identifier);
}
}
}
List<_GDFKCS> stackpositions;
for (Map<StringName, _GDFKC>::Element *E = sdmap.front(); E; E = E->next()) {
_GDFKCS spp;
spp.id = E->key();
spp.order = E->get().order;
spp.pos = E->get().pos.back()->get();
stackpositions.push_back(spp);
}
stackpositions.sort();
for (List<_GDFKCS>::Element *E = stackpositions.front(); E; E = E->next()) {
Pair<StringName, int> p;
p.first = E->get().id;
p.second = E->get().pos;
r_stackvars->push_back(p);
}
}
GDScriptFunction::GDScriptFunction() {
name = "<anonymous>";
#ifdef DEBUG_ENABLED
{
MutexLock lock(GDScriptLanguage::get_singleton()->lock);
GDScriptLanguage::get_singleton()->function_list.add(&function_list);
}
#endif
}
GDScriptFunction::~GDScriptFunction() {
#ifdef DEBUG_ENABLED
MutexLock lock(GDScriptLanguage::get_singleton()->lock);
GDScriptLanguage::get_singleton()->function_list.remove(&function_list);
#endif
}
/////////////////////
Variant GDScriptFunctionState::_signal_callback(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
Variant arg;
r_error.error = Callable::CallError::CALL_OK;
if (p_argcount == 0) {
r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
r_error.argument = 1;
return Variant();
} else if (p_argcount == 1) {
//noooneee
} else if (p_argcount == 2) {
arg = *p_args[0];
} else {
Array extra_args;
for (int i = 0; i < p_argcount - 1; i++) {
extra_args.push_back(*p_args[i]);
}
arg = extra_args;
}
Ref<GDScriptFunctionState> self = *p_args[p_argcount - 1];
if (self.is_null()) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
r_error.argument = p_argcount - 1;
r_error.expected = Variant::OBJECT;
return Variant();
}
return resume(arg);
}
bool GDScriptFunctionState::is_valid(bool p_extended_check) const {
if (function == nullptr) {
return false;
}
if (p_extended_check) {
MutexLock lock(GDScriptLanguage::get_singleton()->lock);
// Script gone?
if (!scripts_list.in_list()) {
return false;
}
// Class instance gone? (if not static function)
if (state.instance && !instances_list.in_list()) {
return false;
}
}
return true;
}
Variant GDScriptFunctionState::resume(const Variant &p_arg) {
ERR_FAIL_COND_V(!function, Variant());
{
MutexLock lock(GDScriptLanguage::singleton->lock);
if (!scripts_list.in_list()) {
#ifdef DEBUG_ENABLED
ERR_FAIL_V_MSG(Variant(), "Resumed function '" + state.function_name + "()' after await, but script is gone. At script: " + state.script_path + ":" + itos(state.line));
#else
return Variant();
#endif
}
if (state.instance && !instances_list.in_list()) {
#ifdef DEBUG_ENABLED
ERR_FAIL_V_MSG(Variant(), "Resumed function '" + state.function_name + "()' after await, but class instance is gone. At script: " + state.script_path + ":" + itos(state.line));
#else
return Variant();
#endif
}
// Do these now to avoid locking again after the call
scripts_list.remove_from_list();
instances_list.remove_from_list();
}
state.result = p_arg;
Callable::CallError err;
Variant ret = function->call(nullptr, nullptr, 0, err, &state);
bool completed = true;
// If the return value is a GDScriptFunctionState reference,
// then the function did awaited again after resuming.
if (ret.is_ref()) {
GDScriptFunctionState *gdfs = Object::cast_to<GDScriptFunctionState>(ret);
if (gdfs && gdfs->function == function) {
completed = false;
gdfs->first_state = first_state.is_valid() ? first_state : Ref<GDScriptFunctionState>(this);
}
}
function = nullptr; //cleaned up;
state.result = Variant();
if (completed) {
if (first_state.is_valid()) {
first_state->emit_signal("completed", ret);
} else {
emit_signal("completed", ret);
}
#ifdef DEBUG_ENABLED
if (EngineDebugger::is_active()) {
GDScriptLanguage::get_singleton()->exit_function();
}
#endif
}
return ret;
}
void GDScriptFunctionState::_clear_stack() {
if (state.stack_size) {
Variant *stack = (Variant *)state.stack.ptr();
for (int i = 0; i < state.stack_size; i++) {
stack[i].~Variant();
}
state.stack_size = 0;
}
}
void GDScriptFunctionState::_bind_methods() {
ClassDB::bind_method(D_METHOD("resume", "arg"), &GDScriptFunctionState::resume, DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("is_valid", "extended_check"), &GDScriptFunctionState::is_valid, DEFVAL(false));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "_signal_callback", &GDScriptFunctionState::_signal_callback, MethodInfo("_signal_callback"));
ADD_SIGNAL(MethodInfo("completed", PropertyInfo(Variant::NIL, "result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT)));
}
GDScriptFunctionState::GDScriptFunctionState() :
scripts_list(this),
instances_list(this) {
function = nullptr;
}
GDScriptFunctionState::~GDScriptFunctionState() {
_clear_stack();
{
MutexLock lock(GDScriptLanguage::singleton->lock);
scripts_list.remove_from_list();
instances_list.remove_from_list();
}
}