LuaJIT-to-Go/bytecode.go
Sky Johnson f4bfff470f massive rewrite
fix go func mallocs
add helper utils
2025-05-31 17:42:58 -05:00

233 lines
5.7 KiB
Go

package luajit
/*
#include <lua.h>
#include <lauxlib.h>
#include <stdlib.h>
#include <string.h>
typedef struct {
const unsigned char *buf;
size_t size;
const char *name;
} BytecodeReader;
typedef struct {
unsigned char *buf;
size_t size;
size_t capacity;
} BytecodeBuffer;
const char *bytecode_reader(lua_State *L, void *ud, size_t *size) {
BytecodeReader *r = (BytecodeReader *)ud;
(void)L; // unused
if (r->size == 0) return NULL;
*size = r->size;
r->size = 0; // Only read once
return (const char *)r->buf;
}
int load_bytecode(lua_State *L, const unsigned char *buf, size_t len, const char *name) {
BytecodeReader reader = {buf, len, name};
return lua_load(L, bytecode_reader, &reader, name);
}
// Optimized bytecode writer with pre-allocated buffer
int buffered_bytecode_writer(lua_State *L, const void *p, size_t sz, void *ud) {
BytecodeBuffer *buf = (BytecodeBuffer *)ud;
// Grow buffer if needed (double size to avoid frequent reallocs)
if (buf->size + sz > buf->capacity) {
size_t new_capacity = buf->capacity;
while (new_capacity < buf->size + sz) {
new_capacity *= 2;
}
unsigned char *newbuf = realloc(buf->buf, new_capacity);
if (newbuf == NULL) return 1;
buf->buf = newbuf;
buf->capacity = new_capacity;
}
memcpy(buf->buf + buf->size, p, sz);
buf->size += sz;
return 0;
}
// Combined load and run bytecode in a single call
int load_and_run_bytecode(lua_State *L, const unsigned char *buf, size_t len,
const char *name, int nresults) {
BytecodeReader reader = {buf, len, name};
int status = lua_load(L, bytecode_reader, &reader, name);
if (status != 0) return status;
return lua_pcall(L, 0, nresults, 0);
}
*/
import "C"
import (
"fmt"
"sync"
"unsafe"
)
// bytecodeBuffer wraps []byte to avoid boxing allocations in sync.Pool
type bytecodeBuffer struct {
data []byte
}
// Buffer pool for bytecode generation
var bytecodeBufferPool = sync.Pool{
New: func() any {
return &bytecodeBuffer{data: make([]byte, 0, 1024)}
},
}
// CompileBytecode compiles a Lua chunk to bytecode without executing it
func (s *State) CompileBytecode(code string, name string) ([]byte, error) {
if err := s.LoadString(code); err != nil {
return nil, fmt.Errorf("failed to load string: %w", err)
}
// Always use C memory for dump operation to avoid cgo pointer issues
cbuf := C.BytecodeBuffer{
buf: (*C.uchar)(C.malloc(1024)),
size: 0,
capacity: 1024,
}
if cbuf.buf == nil {
return nil, fmt.Errorf("failed to allocate initial buffer")
}
// Dump the function to bytecode
status := C.lua_dump(s.L, (*[0]byte)(unsafe.Pointer(C.buffered_bytecode_writer)), unsafe.Pointer(&cbuf))
s.Pop(1) // Remove the function from stack
if status != 0 {
C.free(unsafe.Pointer(cbuf.buf))
return nil, fmt.Errorf("failed to dump bytecode: status %d", status)
}
// Copy to Go memory and free C buffer
var result []byte
if cbuf.size > 0 {
result = C.GoBytes(unsafe.Pointer(cbuf.buf), C.int(cbuf.size))
}
C.free(unsafe.Pointer(cbuf.buf))
return result, nil
}
// LoadBytecode loads precompiled bytecode without executing it
func (s *State) LoadBytecode(bytecode []byte, name string) error {
if len(bytecode) == 0 {
return fmt.Errorf("empty bytecode")
}
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
// Load the bytecode
status := C.load_bytecode(
s.L,
(*C.uchar)(unsafe.Pointer(&bytecode[0])),
C.size_t(len(bytecode)),
cname,
)
if status != 0 {
err := s.CreateLuaError(int(status), fmt.Sprintf("LoadBytecode(%s)", name))
s.Pop(1) // Remove error message
return err
}
return nil
}
// RunBytecode executes previously loaded bytecode with 0 results
func (s *State) RunBytecode() error {
return s.RunBytecodeWithResults(0)
}
// RunBytecodeWithResults executes bytecode and keeps nresults on the stack
func (s *State) RunBytecodeWithResults(nresults int) error {
status := C.lua_pcall(s.L, 0, C.int(nresults), 0)
if status != 0 {
err := s.CreateLuaError(int(status), fmt.Sprintf("RunBytecode(nresults=%d)", nresults))
s.Pop(1) // Remove error message
return err
}
return nil
}
// LoadAndRunBytecode loads and executes bytecode in a single CGO transition
func (s *State) LoadAndRunBytecode(bytecode []byte, name string) error {
if len(bytecode) == 0 {
return fmt.Errorf("empty bytecode")
}
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
status := C.load_and_run_bytecode(
s.L,
(*C.uchar)(unsafe.Pointer(&bytecode[0])),
C.size_t(len(bytecode)),
cname,
0,
)
if status != 0 {
err := s.CreateLuaError(int(status), fmt.Sprintf("LoadAndRunBytecode(%s)", name))
s.Pop(1) // Remove error message
return err
}
return nil
}
// LoadAndRunBytecodeWithResults loads and executes bytecode, preserving results
func (s *State) LoadAndRunBytecodeWithResults(bytecode []byte, name string, nresults int) error {
if len(bytecode) == 0 {
return fmt.Errorf("empty bytecode")
}
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
status := C.load_and_run_bytecode(
s.L,
(*C.uchar)(unsafe.Pointer(&bytecode[0])),
C.size_t(len(bytecode)),
cname,
C.int(nresults),
)
if status != 0 {
err := s.CreateLuaError(int(status), fmt.Sprintf("LoadAndRunBytecodeWithResults(%s, nresults=%d)", name, nresults))
s.Pop(1) // Remove error message
return err
}
return nil
}
// CompileAndRun compiles and immediately executes Lua code
func (s *State) CompileAndRun(code string, name string) error {
// Skip bytecode step for small scripts - direct execution is faster
if len(code) < 1024 {
return s.DoString(code)
}
bytecode, err := s.CompileBytecode(code, name)
if err != nil {
return fmt.Errorf("compile error: %w", err)
}
if err := s.LoadAndRunBytecode(bytecode, name); err != nil {
return fmt.Errorf("execution error: %w", err)
}
return nil
}