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