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315 lines
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ReStructuredText
315 lines
13 KiB
ReStructuredText
The ELF and COFF Linkers
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========================
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The ELF Linker as a Library
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---------------------------
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You can embed LLD to your program by linking against it and calling the linker's
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entry point function lld::elf::link.
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The current policy is that it is your reponsibility to give trustworthy object
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files. The function is guaranteed to return as long as you do not pass corrupted
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or malicious object files. A corrupted file could cause a fatal error or SEGV.
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That being said, you don't need to worry too much about it if you create object
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files in the usual way and give them to the linker. It is naturally expected to
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work, or otherwise it's a linker's bug.
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Design
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======
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We will describe the design of the linkers in the rest of the document.
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Key Concepts
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------------
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Linkers are fairly large pieces of software.
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There are many design choices you have to make to create a complete linker.
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This is a list of design choices we've made for ELF and COFF LLD.
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We believe that these high-level design choices achieved a right balance
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between speed, simplicity and extensibility.
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* Implement as native linkers
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We implemented the linkers as native linkers for each file format.
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The two linkers share the same design but do not share code.
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Sharing code makes sense if the benefit is worth its cost.
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In our case, ELF and COFF are different enough that we thought the layer to
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abstract the differences wouldn't worth its complexity and run-time cost.
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Elimination of the abstract layer has greatly simplified the implementation.
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* Speed by design
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One of the most important things in archiving high performance is to
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do less rather than do it efficiently.
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Therefore, the high-level design matters more than local optimizations.
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Since we are trying to create a high-performance linker,
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it is very important to keep the design as efficient as possible.
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Broadly speaking, we do not do anything until we have to do it.
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For example, we do not read section contents or relocations
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until we need them to continue linking.
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When we need to do some costly operation (such as looking up
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a hash table for each symbol), we do it only once.
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We obtain a handler (which is typically just a pointer to actual data)
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on the first operation and use it throughout the process.
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* Efficient archive file handling
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LLD's handling of archive files (the files with ".a" file extension) is different
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from the traditional Unix linkers and similar to Windows linkers.
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We'll describe how the traditional Unix linker handles archive files,
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what the problem is, and how LLD approached the problem.
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The traditional Unix linker maintains a set of undefined symbols during linking.
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The linker visits each file in the order as they appeared in the command line
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until the set becomes empty. What the linker would do depends on file type.
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- If the linker visits an object file, the linker links object files to the result,
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and undefined symbols in the object file are added to the set.
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- If the linker visits an archive file, it checks for the archive file's symbol table
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and extracts all object files that have definitions for any symbols in the set.
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This algorithm sometimes leads to a counter-intuitive behavior.
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If you give archive files before object files, nothing will happen
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because when the linker visits archives, there is no undefined symbols in the set.
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As a result, no files are extracted from the first archive file,
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and the link is done at that point because the set is empty after it visits one file.
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You can fix the problem by reordering the files,
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but that cannot fix the issue of mutually-dependent archive files.
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Linking mutually-dependent archive files is tricky.
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You may specify the same archive file multiple times to
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let the linker visit it more than once.
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Or, you may use the special command line options, `--start-group` and `--end-group`,
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to let the linker loop over the files between the options until
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no new symbols are added to the set.
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Visiting the same archive files multiple makes the linker slower.
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Here is how LLD approaches the problem. Instead of memorizing only undefined symbols,
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we program LLD so that it memorizes all symbols.
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When it sees an undefined symbol that can be resolved by extracting an object file
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from an archive file it previously visited, it immediately extracts the file and link it.
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It is doable because LLD does not forget symbols it have seen in archive files.
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We believe that the LLD's way is efficient and easy to justify.
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The semantics of LLD's archive handling is different from the traditional Unix's.
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You can observe it if you carefully craft archive files to exploit it.
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However, in reality, we don't know any program that cannot link
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with our algorithm so far, so it's not going to cause trouble.
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Numbers You Want to Know
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------------------------
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To give you intuition about what kinds of data the linker is mainly working on,
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I'll give you the list of objects and their numbers LLD has to read and process
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in order to link a very large executable. In order to link Chrome with debug info,
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which is roughly 2 GB in output size, LLD reads
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- 17,000 files,
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- 1,800,000 sections,
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- 6,300,000 symbols, and
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- 13,000,000 relocations.
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LLD produces the 2 GB executable in 15 seconds.
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These numbers vary depending on your program, but in general,
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you have a lot of relocations and symbols for each file.
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If your program is written in C++, symbol names are likely to be
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pretty long because of name mangling.
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It is important to not waste time on relocations and symbols.
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In the above case, the total amount of symbol strings is 450 MB,
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and inserting all of them to a hash table takes 1.5 seconds.
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Therefore, if you causally add a hash table lookup for each symbol,
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it would slow down the linker by 10%. So, don't do that.
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On the other hand, you don't have to pursue efficiency
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when handling files.
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Important Data Structures
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-------------------------
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We will describe the key data structures in LLD in this section.
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The linker can be understood as the interactions between them.
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Once you understand their functions, the code of the linker should look obvious to you.
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* SymbolBody
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SymbolBody is a class to represent symbols.
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They are created for symbols in object files or archive files.
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The linker creates linker-defined symbols as well.
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There are basically three types of SymbolBodies: Defined, Undefined, or Lazy.
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- Defined symbols are for all symbols that are considered as "resolved",
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including real defined symbols, COMDAT symbols, common symbols,
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absolute symbols, linker-created symbols, etc.
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- Undefined symbols represent undefined symbols, which need to be replaced by
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Defined symbols by the resolver until the link is complete.
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- Lazy symbols represent symbols we found in archive file headers
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which can turn into Defined if we read archieve members.
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* Symbol
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A Symbol is a container for a SymbolBody. There's only one Symbol for each
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unique symbol name (this uniqueness is guaranteed by the symbol table).
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Each global symbol has only one SymbolBody at any one time, which is
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the SymbolBody stored within a memory region of the Symbol large enough
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to store any SymbolBody.
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As the resolver reads symbols from input files, it replaces the Symbol's
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SymbolBody with the "best" SymbolBody for its symbol name by constructing
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the new SymbolBody in place on top of the existing SymbolBody. For example,
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if the resolver is given a defined symbol, and the SymbolBody with its name
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is undefined, it will construct a Defined SymbolBody over the Undefined
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SymbolBody.
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This means that each SymbolBody pointer always points to the best SymbolBody,
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and it is possible to get from a SymbolBody to a Symbol, or vice versa,
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by adding or subtracting a fixed offset. This memory layout helps reduce
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the cache miss rate through high locality and a small number of required
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pointer indirections.
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* SymbolTable
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SymbolTable is basically a hash table from strings to Symbols
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with logic to resolve symbol conflicts. It resolves conflicts by symbol type.
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- If we add Defined and Undefined symbols, the symbol table will keep the former.
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- If we add Defined and Lazy symbols, it will keep the former.
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- If we add Lazy and Undefined, it will keep the former,
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but it will also trigger the Lazy symbol to load the archive member
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to actually resolve the symbol.
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* Chunk (COFF specific)
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Chunk represents a chunk of data that will occupy space in an output.
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Each regular section becomes a chunk.
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Chunks created for common or BSS symbols are not backed by sections.
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The linker may create chunks to append additional data to an output as well.
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Chunks know about their size, how to copy their data to mmap'ed outputs,
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and how to apply relocations to them.
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Specifically, section-based chunks know how to read relocation tables
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and how to apply them.
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* InputSection (ELF specific)
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Since we have less synthesized data for ELF, we don't abstract slices of
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input files as Chunks for ELF. Instead, we directly use the input section
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as an internal data type.
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InputSection knows about their size and how to copy themselves to
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mmap'ed outputs, just like COFF Chunks.
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* OutputSection
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OutputSection is a container of InputSections (ELF) or Chunks (COFF).
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An InputSection or Chunk belongs to at most one OutputSection.
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There are mainly three actors in this linker.
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* InputFile
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InputFile is a superclass of file readers.
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We have a different subclass for each input file type,
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such as regular object file, archive file, etc.
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They are responsible for creating and owning SymbolBodies and
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InputSections/Chunks.
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* Writer
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The writer is responsible for writing file headers and InputSections/Chunks to a file.
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It creates OutputSections, put all InputSections/Chunks into them,
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assign unique, non-overlapping addresses and file offsets to them,
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and then write them down to a file.
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* Driver
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The linking process is driven by the driver. The driver:
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- processes command line options,
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- creates a symbol table,
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- creates an InputFile for each input file and puts all symbols within into the symbol table,
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- checks if there's no remaining undefined symbols,
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- creates a writer,
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- and passes the symbol table to the writer to write the result to a file.
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Link-Time Optimization
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----------------------
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LTO is implemented by handling LLVM bitcode files as object files.
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The linker resolves symbols in bitcode files normally. If all symbols
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are successfully resolved, it then runs LLVM passes
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with all bitcode files to convert them to one big regular ELF/COFF file.
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Finally, the linker replaces bitcode symbols with ELF/COFF symbols,
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so that they are linked as if they were in the native format from the beginning.
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The details are described in this document.
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http://llvm.org/docs/LinkTimeOptimization.html
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Glossary
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--------
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* RVA (COFF)
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Short for Relative Virtual Address.
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Windows executables or DLLs are not position-independent; they are
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linked against a fixed address called an image base. RVAs are
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offsets from an image base.
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Default image bases are 0x140000000 for executables and 0x18000000
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for DLLs. For example, when we are creating an executable, we assume
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that the executable will be loaded at address 0x140000000 by the
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loader, so we apply relocations accordingly. Result texts and data
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will contain raw absolute addresses.
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* VA
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Short for Virtual Address. For COFF, it is equivalent to RVA + image base.
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* Base relocations (COFF)
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Relocation information for the loader. If the loader decides to map
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an executable or a DLL to a different address than their image
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bases, it fixes up binaries using information contained in the base
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relocation table. A base relocation table consists of a list of
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locations containing addresses. The loader adds a difference between
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RVA and actual load address to all locations listed there.
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Note that this run-time relocation mechanism is much simpler than ELF.
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There's no PLT or GOT. Images are relocated as a whole just
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by shifting entire images in memory by some offsets. Although doing
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this breaks text sharing, I think this mechanism is not actually bad
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on today's computers.
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* ICF
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Short for Identical COMDAT Folding (COFF) or Identical Code Folding (ELF).
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ICF is an optimization to reduce output size by merging read-only sections
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by not only their names but by their contents. If two read-only sections
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happen to have the same metadata, actual contents and relocations,
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they are merged by ICF. It is known as an effective technique,
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and it usually reduces C++ program's size by a few percent or more.
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Note that this is not entirely sound optimization. C/C++ require
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different functions have different addresses. If a program depends on
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that property, it would fail at runtime.
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On Windows, that's not really an issue because MSVC link.exe enabled
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the optimization by default. As long as your program works
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with the linker's default settings, your program should be safe with ICF.
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On Unix, your program is generally not guaranteed to be safe with ICF,
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although large programs happen to work correctly.
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LLD works fine with ICF for example.
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