2013-08-22 00:15:09 +02:00
|
|
|
===============================
|
|
|
|
MCJIT Design and Implementation
|
|
|
|
===============================
|
|
|
|
|
|
|
|
Introduction
|
|
|
|
============
|
|
|
|
|
|
|
|
This document describes the internal workings of the MCJIT execution
|
|
|
|
engine and the RuntimeDyld component. It is intended as a high level
|
|
|
|
overview of the implementation, showing the flow and interactions of
|
|
|
|
objects throughout the code generation and dynamic loading process.
|
|
|
|
|
|
|
|
Engine Creation
|
|
|
|
===============
|
|
|
|
|
|
|
|
In most cases, an EngineBuilder object is used to create an instance of
|
|
|
|
the MCJIT execution engine. The EngineBuilder takes an llvm::Module
|
|
|
|
object as an argument to its constructor. The client may then set various
|
|
|
|
options that we control the later be passed along to the MCJIT engine,
|
|
|
|
including the selection of MCJIT as the engine type to be created.
|
|
|
|
Of particular interest is the EngineBuilder::setMCJITMemoryManager
|
|
|
|
function. If the client does not explicitly create a memory manager at
|
|
|
|
this time, a default memory manager (specifically SectionMemoryManager)
|
|
|
|
will be created when the MCJIT engine is instantiated.
|
|
|
|
|
|
|
|
Once the options have been set, a client calls EngineBuilder::create to
|
|
|
|
create an instance of the MCJIT engine. If the client does not use the
|
|
|
|
form of this function that takes a TargetMachine as a parameter, a new
|
|
|
|
TargetMachine will be created based on the target triple associated with
|
|
|
|
the Module that was used to create the EngineBuilder.
|
|
|
|
|
|
|
|
.. image:: MCJIT-engine-builder.png
|
|
|
|
|
|
|
|
EngineBuilder::create will call the static MCJIT::createJIT function,
|
|
|
|
passing in its pointers to the module, memory manager and target machine
|
|
|
|
objects, all of which will subsequently be owned by the MCJIT object.
|
|
|
|
|
|
|
|
The MCJIT class has a member variable, Dyld, which contains an instance of
|
|
|
|
the RuntimeDyld wrapper class. This member will be used for
|
|
|
|
communications between MCJIT and the actual RuntimeDyldImpl object that
|
|
|
|
gets created when an object is loaded.
|
|
|
|
|
|
|
|
.. image:: MCJIT-creation.png
|
|
|
|
|
|
|
|
Upon creation, MCJIT holds a pointer to the Module object that it received
|
|
|
|
from EngineBuilder but it does not immediately generate code for this
|
|
|
|
module. Code generation is deferred until either the
|
|
|
|
MCJIT::finalizeObject method is called explicitly or a function such as
|
|
|
|
MCJIT::getPointerToFunction is called which requires the code to have been
|
|
|
|
generated.
|
|
|
|
|
|
|
|
Code Generation
|
|
|
|
===============
|
|
|
|
|
|
|
|
When code generation is triggered, as described above, MCJIT will first
|
|
|
|
attempt to retrieve an object image from its ObjectCache member, if one
|
|
|
|
has been set. If a cached object image cannot be retrieved, MCJIT will
|
|
|
|
call its emitObject method. MCJIT::emitObject uses a local PassManager
|
|
|
|
instance and creates a new ObjectBufferStream instance, both of which it
|
2014-09-05 06:56:43 +02:00
|
|
|
passes to TargetMachine::addPassesToEmitMC before calling PassManager::run
|
2013-08-22 00:15:09 +02:00
|
|
|
on the Module with which it was created.
|
|
|
|
|
|
|
|
.. image:: MCJIT-load.png
|
|
|
|
|
|
|
|
The PassManager::run call causes the MC code generation mechanisms to emit
|
|
|
|
a complete relocatable binary object image (either in either ELF or MachO
|
|
|
|
format, depending on the target) into the ObjectBufferStream object, which
|
|
|
|
is flushed to complete the process. If an ObjectCache is being used, the
|
|
|
|
image will be passed to the ObjectCache here.
|
|
|
|
|
|
|
|
At this point, the ObjectBufferStream contains the raw object image.
|
|
|
|
Before the code can be executed, the code and data sections from this
|
|
|
|
image must be loaded into suitable memory, relocations must be applied and
|
|
|
|
memory permission and code cache invalidation (if required) must be completed.
|
|
|
|
|
|
|
|
Object Loading
|
|
|
|
==============
|
|
|
|
|
|
|
|
Once an object image has been obtained, either through code generation or
|
|
|
|
having been retrieved from an ObjectCache, it is passed to RuntimeDyld to
|
|
|
|
be loaded. The RuntimeDyld wrapper class examines the object to determine
|
|
|
|
its file format and creates an instance of either RuntimeDyldELF or
|
|
|
|
RuntimeDyldMachO (both of which derive from the RuntimeDyldImpl base
|
|
|
|
class) and calls the RuntimeDyldImpl::loadObject method to perform that
|
|
|
|
actual loading.
|
|
|
|
|
|
|
|
.. image:: MCJIT-dyld-load.png
|
|
|
|
|
|
|
|
RuntimeDyldImpl::loadObject begins by creating an ObjectImage instance
|
|
|
|
from the ObjectBuffer it received. ObjectImage, which wraps the
|
|
|
|
ObjectFile class, is a helper class which parses the binary object image
|
|
|
|
and provides access to the information contained in the format-specific
|
|
|
|
headers, including section, symbol and relocation information.
|
|
|
|
|
|
|
|
RuntimeDyldImpl::loadObject then iterates through the symbols in the
|
|
|
|
image. Information about common symbols is collected for later use. For
|
|
|
|
each function or data symbol, the associated section is loaded into memory
|
|
|
|
and the symbol is stored in a symbol table map data structure. When the
|
|
|
|
iteration is complete, a section is emitted for the common symbols.
|
|
|
|
|
|
|
|
Next, RuntimeDyldImpl::loadObject iterates through the sections in the
|
|
|
|
object image and for each section iterates through the relocations for
|
|
|
|
that sections. For each relocation, it calls the format-specific
|
|
|
|
processRelocationRef method, which will examine the relocation and store
|
|
|
|
it in one of two data structures, a section-based relocation list map and
|
|
|
|
an external symbol relocation map.
|
|
|
|
|
|
|
|
.. image:: MCJIT-load-object.png
|
|
|
|
|
|
|
|
When RuntimeDyldImpl::loadObject returns, all of the code and data
|
|
|
|
sections for the object will have been loaded into memory allocated by the
|
|
|
|
memory manager and relocation information will have been prepared, but the
|
|
|
|
relocations have not yet been applied and the generated code is still not
|
|
|
|
ready to be executed.
|
|
|
|
|
|
|
|
[Currently (as of August 2013) the MCJIT engine will immediately apply
|
|
|
|
relocations when loadObject completes. However, this shouldn't be
|
|
|
|
happening. Because the code may have been generated for a remote target,
|
|
|
|
the client should be given a chance to re-map the section addresses before
|
|
|
|
relocations are applied. It is possible to apply relocations multiple
|
|
|
|
times, but in the case where addresses are to be re-mapped, this first
|
|
|
|
application is wasted effort.]
|
|
|
|
|
|
|
|
Address Remapping
|
|
|
|
=================
|
|
|
|
|
|
|
|
At any time after initial code has been generated and before
|
|
|
|
finalizeObject is called, the client can remap the address of sections in
|
|
|
|
the object. Typically this is done because the code was generated for an
|
|
|
|
external process and is being mapped into that process' address space.
|
|
|
|
The client remaps the section address by calling MCJIT::mapSectionAddress.
|
|
|
|
This should happen before the section memory is copied to its new
|
|
|
|
location.
|
|
|
|
|
|
|
|
When MCJIT::mapSectionAddress is called, MCJIT passes the call on to
|
|
|
|
RuntimeDyldImpl (via its Dyld member). RuntimeDyldImpl stores the new
|
|
|
|
address in an internal data structure but does not update the code at this
|
|
|
|
time, since other sections are likely to change.
|
|
|
|
|
|
|
|
When the client is finished remapping section addresses, it will call
|
|
|
|
MCJIT::finalizeObject to complete the remapping process.
|
|
|
|
|
|
|
|
Final Preparations
|
|
|
|
==================
|
|
|
|
|
|
|
|
When MCJIT::finalizeObject is called, MCJIT calls
|
|
|
|
RuntimeDyld::resolveRelocations. This function will attempt to locate any
|
|
|
|
external symbols and then apply all relocations for the object.
|
|
|
|
|
|
|
|
External symbols are resolved by calling the memory manager's
|
|
|
|
getPointerToNamedFunction method. The memory manager will return the
|
|
|
|
address of the requested symbol in the target address space. (Note, this
|
|
|
|
may not be a valid pointer in the host process.) RuntimeDyld will then
|
|
|
|
iterate through the list of relocations it has stored which are associated
|
|
|
|
with this symbol and invoke the resolveRelocation method which, through an
|
|
|
|
format-specific implementation, will apply the relocation to the loaded
|
|
|
|
section memory.
|
|
|
|
|
|
|
|
Next, RuntimeDyld::resolveRelocations iterates through the list of
|
|
|
|
sections and for each section iterates through a list of relocations that
|
|
|
|
have been saved which reference that symbol and call resolveRelocation for
|
|
|
|
each entry in this list. The relocation list here is a list of
|
|
|
|
relocations for which the symbol associated with the relocation is located
|
|
|
|
in the section associated with the list. Each of these locations will
|
|
|
|
have a target location at which the relocation will be applied that is
|
|
|
|
likely located in a different section.
|
|
|
|
|
|
|
|
.. image:: MCJIT-resolve-relocations.png
|
|
|
|
|
|
|
|
Once relocations have been applied as described above, MCJIT calls
|
|
|
|
RuntimeDyld::getEHFrameSection, and if a non-zero result is returned
|
|
|
|
passes the section data to the memory manager's registerEHFrames method.
|
|
|
|
This allows the memory manager to call any desired target-specific
|
|
|
|
functions, such as registering the EH frame information with a debugger.
|
|
|
|
|
|
|
|
Finally, MCJIT calls the memory manager's finalizeMemory method. In this
|
|
|
|
method, the memory manager will invalidate the target code cache, if
|
|
|
|
necessary, and apply final permissions to the memory pages it has
|
|
|
|
allocated for code and data memory.
|
|
|
|
|