This component acts as an action handler that can be registered in the MLIRContext. It is the main orchestration of the infrastructure, and implements support for clients to hook there and snoop on or control the execution. This is the basis to build tracing as well as a "gdb-like" control of the compilation flow. The ExecutionContext acts as a handler in the MLIRContext for executing an Action. When an action is dispatched, it'll query its set of Breakpoints managers for a breakpoint matching this action. If a breakpoint is hit, it passes the action and the breakpoint information to a callback. The callback is responsible for controlling the execution of the action through an enum value it returns. Optionally, observers can be registered to be notified before and after the callback is executed. Differential Revision: https://reviews.llvm.org/D144812
98 lines
3.1 KiB
C++
98 lines
3.1 KiB
C++
//===- ExecutionContext.cpp - Debug Execution Context Support -------------===//
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//
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// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
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// See https://llvm.org/LICENSE.txt for license information.
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// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
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//
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//===----------------------------------------------------------------------===//
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#include "mlir/Debug/ExecutionContext.h"
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#include "llvm/ADT/ScopeExit.h"
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#include <cstddef>
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using namespace mlir;
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using namespace mlir::tracing;
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//===----------------------------------------------------------------------===//
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// ExecutionContext
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//===----------------------------------------------------------------------===//
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static const thread_local ActionActiveStack *actionStack = nullptr;
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void ExecutionContext::setCallback(CallbackTy callback) {
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onBreakpointControlExecutionCallback = callback;
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}
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void ExecutionContext::registerObserver(Observer *observer) {
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observers.push_back(observer);
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}
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void ExecutionContext::operator()(llvm::function_ref<void()> transform,
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const Action &action) {
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// Update the top of the stack with the current action.
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int depth = 0;
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if (actionStack)
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depth = actionStack->getDepth() + 1;
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ActionActiveStack info{actionStack, action, depth};
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actionStack = &info;
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auto raii = llvm::make_scope_exit([&]() { actionStack = info.getParent(); });
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Breakpoint *breakpoint = nullptr;
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// Invoke the callback here and handles control requests here.
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auto handleUserInput = [&]() -> bool {
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if (!onBreakpointControlExecutionCallback)
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return true;
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auto todoNext = onBreakpointControlExecutionCallback(actionStack);
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switch (todoNext) {
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case ExecutionContext::Apply:
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depthToBreak = std::nullopt;
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return true;
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case ExecutionContext::Skip:
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depthToBreak = std::nullopt;
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return false;
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case ExecutionContext::Step:
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depthToBreak = depth + 1;
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return true;
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case ExecutionContext::Next:
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depthToBreak = depth;
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return true;
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case ExecutionContext::Finish:
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depthToBreak = depth - 1;
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return true;
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}
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llvm::report_fatal_error("Unknown control request");
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};
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// Try to find a breakpoint that would hit on this action.
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// Right now there is no way to collect them all, we stop at the first one.
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for (auto *breakpointManager : breakpoints) {
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breakpoint = breakpointManager->match(action);
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if (breakpoint)
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break;
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}
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bool shouldExecuteAction = true;
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// If we have a breakpoint, or if `depthToBreak` was previously set and the
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// current depth matches, we invoke the user-provided callback.
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if (breakpoint || (depthToBreak && depth <= depthToBreak))
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shouldExecuteAction = handleUserInput();
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// Notify the observers about the current action.
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for (auto *observer : observers)
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observer->beforeExecute(actionStack, breakpoint, shouldExecuteAction);
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if (shouldExecuteAction) {
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// Execute the action here.
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transform();
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// Notify the observers about completion of the action.
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for (auto *observer : observers)
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observer->afterExecute(actionStack);
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}
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if (depthToBreak && depth <= depthToBreak)
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handleUserInput();
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}
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