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			181 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
===============================
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MCJIT Design and Implementation
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===============================
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Introduction
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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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Engine Creation
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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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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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.. image:: MCJIT-engine-builder.png
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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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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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.. image:: MCJIT-creation.png
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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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Code Generation
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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 TargetMachine::addPassesToEmitMC before calling PassManager::run
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on the Module with which it was created.
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.. image:: MCJIT-load.png
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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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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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Object Loading
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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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.. image:: MCJIT-dyld-load.png
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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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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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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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.. image:: MCJIT-load-object.png
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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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[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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Address Remapping
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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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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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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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Final Preparations
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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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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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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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.. image:: MCJIT-resolve-relocations.png
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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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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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