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To help with storing strings within tables, I've replaced the unused '_padding' member of 'Toy_String' with 'cachedHash', which is set to zero on string allocation. The hash of a string isn't generated and stored until it's actually needed, as the rope pattern means not every string needs a hash - hopefully this will save unnecessarily wasted time. When a hash of a string is needed, the hashing function first checks to see if that string already has one, and if so, returns it. Again, less time wasted. When generating a new string hash, the hashing function takes the string's type into account, as node-based strings first need their contents assembled into a simple char buffer. Other changes include: * Changed 'TOY_VALUE_TO_*' to 'TOY_VALUE_FROM_*' * Changed 'TOY_VALUE_IS_EQUAL' to 'TOY_VALUES_ARE_EQUAL' * Added a missing '#pragma once' to 'toy_print.h'
31 lines
825 B
C
31 lines
825 B
C
#pragma once
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#include "toy_common.h"
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#include "toy_ast.h"
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//internal structure that holds the individual parts of a compiled routine
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typedef struct Toy_Routine {
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unsigned char* param; //c-string params in sequence (could be moved below the jump table?)
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unsigned int paramCapacity;
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unsigned int paramCount;
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unsigned char* code; //the instruction set
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unsigned int codeCapacity;
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unsigned int codeCount;
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unsigned int* jumps; //each 'jump' is the starting address of an element within 'data'
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unsigned int jumpsCapacity;
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unsigned int jumpsCount;
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unsigned char* data; //{type,val} tuples of data
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unsigned int dataCapacity;
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unsigned int dataCount;
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unsigned char* subs; //subroutines, recursively
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unsigned int subsCapacity;
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unsigned int subsCount;
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} Toy_Routine;
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TOY_API void* Toy_compileRoutine(Toy_Ast* ast);
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