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Computer Organization and Design
Assembly & Compilation
XM GUO
Mar, 2017
Lecture 9
Reading: Ch. 2.12-2.14
Path from Programs to Bits
 Traditional Compilation
High-level, portable
(architecture
independent)
program description
C or C++ program
Compiler
Architecture
dependent mnemonic
program description
with symbolic
memory references
Machine language
with symbolic
memory references
“Library Routines”
Linker
Assembly Code
“Executable”
Assembler
Loader
“Object Code”
“Memory”
A collection of
precompiled object
code modules
Machine language
with all memory
references resolved
Program and data bits
loaded into memory
Compiler
 Input: High-Level Language Code (e.g., foo.c)
 Output: Assembly Language Code
(e.g., foo.s for MIPS)
 Note: Output
may contain pseudo-instructions
 Pseudo-instructions: instructions that assembler
understands but not in machine
For example:
 move $s1,$s2  add $s1,$s2,$zero
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3
Assembler
 Input: Assembly Language Code (MAL)
(e.g., foo.s for MIPS)
 Output: Object Code, information tables (TAL)
(e.g., foo.o for MIPS)
 Reads and Uses Directives
 Replace Pseudo-instructions
 Produce Machine Language
 Creates Object File
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4
Assembler Directives
(See Appendix A-1 to A-4)
 Give directions to assembler, but do not
produce machine instructions
.text: Subsequent items put in user text segment
(machine code)
.data: Subsequent items put in user data segment
(binary rep of data in source file)
.globl sym: declares sym global and can be
referenced from other files
.asciiz str: Store the string str in memory and
null-terminate it
.word w1…wn: Store the n 32-bit quantities in
successive memory words
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5
Pseudo-instruction Replacement
 Assembler treats convenient variations of machine
language instructions as if real instructions
Pseudo:
Real:
subu $sp,$sp,32
sd $a0, 32($sp)
mul $t7,$t6,$t5
addu $t0,$t6,1
ble $t0,100,loop
la $a0, str
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addiu $sp,$sp,-32
sw $a0, 32($sp)
sw $a1, 36($sp)
mult $t6,$t5
mflo $t7
addiu $t0,$t6,1
slti $at,$t0,101
bne $at,$0,loop
lui $at,left(str)
ori $a0,$at,right(str)
6
How an Assembler Works
Three major components of assembly
 Allocating and initializing data storage
 Conversion of mnemonics to binary instructions
 Resolving addresses
.data
array:
total:
.space 40
.word 0
.text
.globl main
main:
la
move
move
beq
loop:
sll
add
sw
add
addi
test:
slti
bne
sw
j
Suppose the starts of
.data and .text are not
specified
$t1,array
$t2,$0
$t3,$0
$0,$0,test
$t0,$t3,2
$t0,$t1,$t0
$t3,($t0)
$t2,$t2,$t3
$t3,$t3,1
$t0,$t3,10
$t0,$0,loop
$t2,total
$ra
lui
ori
$9, arrayhi
$9,$9,arraylo
0x3c09????
0x3529????
Resolving Addresses: 1st Pass
 “Old-style” 2-pass assembler approach
 In first pass, data/instr
Pass 1
Segment
offset
Code
Instruction
0
4
0x3c090000
0x35290000
la $t1,array
8
12
0x00005021
0x00005821
move $t2,$
move $t3,$0
16
0x10000000
beq $0,$0,test
20
0x000b4080
24
28
32
36
0x01284020
0xad0b0000
0x014b5020
0x216b0001
add $t0,$t1,$t0
sw $t0,($t0)
add $t0,$t1,$t0
addi $t3,$t3,1
40
0x2968000a
test:
slti $t0,$t3,10
44
0x15000000
48
52
56
loop:
sll $t0,$t3,2
are encoded and
assigned offsets within
their segment, while
the symbol table is
constructed.
 Unresolved address
references are set to 0
Symbol table after Pass 1
Symbol
Segment
Location
pointer
offset
bne $t0,$0,loop
array
data
0
0x3c010000
0xac2a0000
sw
total
data
40
0x03e00008
j $ra
main
text
0
loop
text
20
test
text
40
$t2,total
Resolving Addresses: 2nd Pass
 “Old-style” 2-pass assembler approach
 In the second pass, the
Pass 2
Segment
offset
Code
Instruction
0
4
0x3c091001
0x35290000
la $t1,array
8
12
0x00005021
0x00005821
move $t2,$
move $t3,$0
16
0x10000005
beq $0,$0,test
20
0x000b4080
24
28
32
36
0x01284020
0xad0b0000
0x014b5020
0x216b0001
add $t0,$t1,$t0
sw $t0,($t0)
add $t0,$t1,$t0
addi $t3,$t3,1
40
0x2968000a
44
loop:
sll $t0,$t3,2
appropriate fields of
those instructions that
reference memory are
filled in with the correct
values if possible.
Symbol table after Pass 1
Symbol
Segment
Location
pointer
offset
test:
slti $t0,$t3,10
array
data
0
0x1500fff9
bne $t0,$0,loop
total
data
40
48
52
0x3c011001
0xac2a0028
sw
main
text
0
loop
text
20
56
0x03e00008
j $ra
test
text
40
$t2,total
Modern Way: Single-Pass Assemblers
 Modern assemblers essentially single-pass
 keep more information in symbol table to resolve addresses
in a single pass
 there is a second step, called “back filling”
 known addresses (back references) are immediately resolved
 unknown addresses (forward references) are “back-filled” once
resolved
– for each symbol, a “reference list” is maintained to keep track of which
instructions need to be back-filled
SYMBOL
SEGMENT
Location
pointer
offset
Resolved
?
Reference
list
array
data
0
y
null
total
data
40
y
null
main
text
0
y
null
loop
text
16
y
null
test
text
?
n
16
Clicker/Peer Instruction
Which of the following is a correct TAL instruction
sequence for la $v0, FOO?*
%hi(label), tells assembler to fill upper 16 bits of label’s addr
%lo(label), tells assembler to fill lower 16 bits of label’s addr
A: ori $v0, %hi(FOO)
D: lui $v0, %hi(FOO)
addiu $v0, %lo(FOO) addiu $v0, %lo(FOO)
B: ori $v0, %lo(FOO)
E: la $v0, FOO is already a
lui $v0, %hi(FOO) TAL instruction
C: lui $v0, %lo(FOO)
*Assume the address of FOO is
ori $v0, %hi(FOO) 0xABCD0124
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Object File Format
 object file header: size and position of the
other pieces of the object file
 text segment: the machine code
 data segment: binary representation of the
static data in the source file
 relocation information: identifies lines of code
that need to be fixed up later
 symbol table: list of this file’s labels and static
data that can be referenced
 debugging information
 A standard format is ELF (except MS)
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The Role of a Linker
 Some aspects of address resolution cannot be
handled by the assembler alone
 References to data or routines in other object modules
 The layout of all segments in memory
 Support for REUSABLE code modules
 Support for RELOCATABLE code modules
 This final step of resolution is the job of a LINKER
Source
file
Assembler
Object
file
Source
file
Assembler
Object
file
Source
file
Assembler
Object
file
Linker
Libraries
Executable
File
Linker (1/3)
 Input: Object code files, information tables
(e.g., foo.o,libc.o for MIPS)
 Output: Executable code (e.g., a.out for
MIPS)
 Combines several object (.o) files into a single
executable (“linking”)
 Enable separate compilation of files
 Changes to one file do not require recompilation of
the whole program
 Windows NT source was > 40 M lines of code!
 Old name “Link Editor” from editing the “links” in
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jump and link instructions
14
Linker (2/3)
.o file 1
text 1
a.out
data 1
Relocated text 1
info 1
Linker
Relocated text 2
.o file 2
Relocated data 1
text 2
Relocated data 2
data 2
info 2
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Linker (3/3)
 Step 1: Take text segment from each .o file and put
them together
 Step 2: Take data segment from each .o file, put
them together, and concatenate this onto end of text
segments
 Step 3: Resolve references
 Go through Relocation Table; handle each entry
 I.e., fill in all absolute addresses
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Static and Dynamic Libraries
 LIBRARIES are commonly used routines stored as a
concatenation of “Object files”
 A global symbol table is maintained for the entire library with
entry points for each routine.
 When routines in LIBRARIES are referenced by assembly
modules, the routine’s entry points are resolved by the
LINKER, and the appropriate code is added to the executable.
This sort of linking is called STATIC linking.
 Many programs use common libraries
 It is wasteful of both memory and disk space to include the
same code in multiple executables
 The modern alternative to STATIC linking is to allow the
LOADER and THE PROGRAM ITSELF to resolve the addresses
of libraries routines. This form of lining is called DYNAMIC
linking (e.x. .dll).
Absolute Addresses in MIPS
 Which instructions need relocation editing?
 J-format: jump, jump and link
j/jal
xxxxx
 Loads and stores to variables in static area, relative to
global pointer
lw/sw
$gp
$x
address
 What about conditional branches?
beq/bne $rs
$rt
address
 PC-relative addressing preserved even if code moves
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Resolving References (1/2)
 Linker assumes first word of first text segment is at
address 0x04000000.
 (More later when we study “virtual memory”)
 Linker knows:
 Length of each text and data segment
 Ordering of text and data segments
 Linker calculates:
 Absolute address of each label to be jumped to (internal or
external) and each piece of data being referenced
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Resolving References (2/2)
 To resolve references:
 Search for reference (data or label) in all “user” symbol tables
 If not found, search library files (e.g., for printf)
 Once absolute address is determined, fill in the machine code
appropriately
 Output of linker: executable file containing text and
data (plus header)
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Modern Languages
 Intermediate “object code language”
High-level, portable
(architecture independent)
program description
Java program
Compiler
PORTABLE mnemonic
program description with
symbolic memory references
An application that
EMULATES a virtual
machine. Can be written
for any Instruction Set
Architecture. In the end,
machine language
instructions must be executed
for each JVM bytecode
JVM bytecode
Interpreter
“Library Routines”
Modern Languages
 Intermediate “object code language”
High-level, portable
(architecture independent)
program description
Java program
Compiler
PORTABLE mnemonic
program description with
symbolic memory references
While interpreting on the
first pass it keeps a copy
of the machine language
instructions used.
Future references access
machine language code,
avoiding further
interpretation
JVM bytecode
JIT Compiler
Memory
“Library Routines”
Loader Basics
 Input: Executable Code (e.g., a.out for MIPS)
 Output: (program is run)
 Executable files are stored on disk
 When one is run, loader’s job is to load it into
memory and start it running
 In reality, loader is the operating system (OS)
 Loading is one of the OS tasks
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Loader … What Does It Do?
 Reads executable file’s header to determine size of text




and data segments
Creates new address space for program large enough
to hold text and data segments, along with a stack
segment
Copies instructions and data from executable file into
the new address space
Copies arguments passed to the program onto the
stack
Initializes machine registers
 Most registers cleared, but stack pointer assigned address of
1st free stack location
 Jumps to start-up routine that copies program’s
arguments from stack to registers & sets the PC
 If main routine returns, start-up routine terminates program
with the exit system call
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Example: C  Asm  Obj  Exe  Run
C Program Source Code: prog.c
#include <stdio.h>
int main (int argc, char *argv[]) {
int i, sum = 0;
for (i = 0; i <= 100; i++)
sum = sum + i * i;
printf ("The sum of sq from 0 .. 100 is
%d\n",
sum);
}
“printf” lives in “libc”
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Compilation: MAL
.text
.align 2
.globl main
main:
subu $sp,$sp,32
sw $ra, 20($sp)
sd $a0, 32($sp)
sw $0, 24($sp)
sw $0, 28($sp)
loop:
lw $t6, 28($sp)
mul $t7, $t6,$t6
lw $t8, 24($sp)
addu $t9,$t8,$t7
sw $t9, 24($sp)
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addu $t0, $t6, 1
sw $t0, 28($sp)
ble $t0,100, loop
la $a0, str
lw $a1, 24($sp)
jal printf
move $v0, $0
lw $ra, 20($sp)
addiu $sp,$sp,32
jr $ra
Where are
.data
.align 0 7 pseudoinstructions?
str:
.asciiz "The sum
of sq from 0 ..
100 is %d\n"
26
Compilation: MAL
.text
.align
2
.globl
main
main:
subu $sp,$sp,32
sw $ra, 20($sp)
sd $a0, 32($sp)
sw $0, 24($sp)
sw $0, 28($sp)
loop:
lw $t6, 28($sp)
mul $t7, $t6,$t6
lw $t8, 24($sp)
addu $t9,$t8,$t7
sw $t9, 24($sp)
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addu $t0, $t6, 1
sw $t0, 28($sp)
ble $t0,100, loop
la $a0, str
lw $a1, 24($sp)
jal printf
move $v0, $0
lw $ra, 20($sp)
addiu $sp,$sp,32
jr $ra
7 pseudo.data
instructions
.align
0 underlined
str:
.asciiz "The sum of sq from
0 .. 100 is %d\n"
27
Assembly Step 1:
Remove pseudoinstructions, assign addresses
00 addiu $29,$29,-32
04 sw $31,20($29)
08 sw $4, 32($29)
0c sw $5, 36($29)
10 sw $0, 24($29)
14 sw $0, 28($29)
18 lw $14, 28($29)
1c multu $14, $14
20 mflo
$15
24 lw $24, 24($29)
28 addu $25,$24,$15
2c sw $25, 24($29)
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30 addiu $8,$14, 1
34 sw $8,28($29)
38 slti $1,$8, 101
3c bne $1,$0, loop
40 lui $4, l.str
44 ori $4,$4,r.str
48 lw $5,24($29)
4c jal printf
50 add $2, $0, $0
54 lw $31,20($29)
58 addiu $29,$29,32
5c jr $31
28
Assembly Step 2
Create relocation table and symbol table
 Symbol Table
Label
main:
loop:
str:
address (in module) type
0x00000000
global text
0x00000018
local text
0x00000000
local data
 Relocation Information
Address
Instr. type
0x00000040
lui
0x00000044
ori
0x0000004c
jal
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Dependency
l.str
r.str
printf
29
Assembly Step 3
Resolve local PC-relative labels
00 addiu $29,$29,-32
04 sw $31,20($29)
08 sw $4, 32($29)
0c sw $5, 36($29)
10 sw $0, 24($29)
14 sw $0, 28($29)
18 lw $14, 28($29)
1c multu $14, $14
20 mflo $15
24 lw $24, 24($29)
28 addu $25,$24,$15
2c sw $25, 24($29)
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30 addiu $8,$14, 1
34 sw $8,28($29)
38 slti $1,$8, 101
3c bne $1,$0, -10
40 lui $4, l.str
44 ori $4,$4,r.str
48 lw $5,24($29)
4c jal printf
50 add $2, $0, $0
54 lw $31,20($29)
58 addiu $29,$29,32
5c jr $31
30
Assembly Step 4
 Generate object (.o) file:
 Output binary representation for
 text segment (instructions)
 data segment (data)
 symbol and relocation tables
 Using dummy “placeholders” for unresolved absolute and
external references
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31
Text segment in object file
0x000000
0x000004
0x000008
0x00000c
0x000010
0x000014
0x000018
0x00001c
0x000020
0x000024
0x000028
0x00002c
0x000030
0x000034
0x000038
0x00003c
0x000040
0x000044
0x000048
0x00004c
0x000050
0x000054
0x000058
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0x00005c
00100111101111011111111111100000
10101111101111110000000000010100
10101111101001000000000000100000
10101111101001010000000000100100
10101111101000000000000000011000
10101111101000000000000000011100
10001111101011100000000000011100
10001111101110000000000000011000
00000001110011100000000000011001
00100101110010000000000000000001
00101001000000010000000001100101
10101111101010000000000000011100
00000000000000000111100000010010
00000011000011111100100000100001
00010100001000001111111111110111
10101111101110010000000000011000
00111100000001000000000000000000
10001111101001010000000000000000
00001100000100000000000011101100
00100100000000000000000000000000
10001111101111110000000000010100
00100111101111010000000000100000
00000011111000000000000000001000
00000000000000000001000000100001
32
Link step 1: combine prog.o, libc.o
 Merge text/data segments
 Create absolute memory addresses
 Modify & merge symbol and relocation tables
 Symbol Table
 Label
Address
main:
0x00000000
loop:
0x00000018
str:
0x10000430
printf: 0x000003b0
…
 Relocation Information
 Address
Instr. Type Dependency
0x00000040
lui
l.str
0x00000044
ori
r.str
0x0000004c
jal
printf
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…
33
Link Step 2:
• Edit Addresses in relocation table
• (shown in TAL for clarity, but done in binary )
00 addiu $29,$29,-32
04 sw $31,20($29)
08 sw $4, 32($29)
0c sw $5, 36($29)
10 sw $0, 24($29)
14 sw $0, 28($29)
18 lw $14, 28($29)
1c multu $14, $14
20 mflo $15
24 lw $24, 24($29)
28 addu $25,$24,$15
2c sw $25, 24($29)
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30 addiu $8,$14, 1
34 sw $8,28($29)
38 slti $1,$8, 101
3c bne $1,$0, -10
40 lui $4, 4096
44 ori $4,$4,1072
48 lw $5,24($29)
4c jal 944
50 add $2, $0, $0
54 lw $31,20($29)
58 addiu $29,$29,32
5c jr $31
34
Link Step 3:
 Output executable of merged modules
 Single text (instruction) segment
 Single data segment
 Header detailing size of each segment
 NOTE:
 Preceeding
example was a much simplified version
of how ELF and other standard formats work,
meant only to demonstrate the basic principles
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35
Static vs. Dynamically Linked Libraries
 What we’ve described is the traditional way:
statically-linked approach
 Library is now part of the executable, so if the library
updates, we don’t get the fix (have to recompile if we have
source)
 Includes the entire library even if not all of it will be used
 Executable is self-contained
 Alternative is dynamically linked libraries (DLL),
common on Windows & UNIX platforms
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36
Dynamically Linked Libraries
 Space/time issues
+ Storing a program requires less disk space
+ Sending a program requires less time
+ Executing two programs requires less memory (if they share
a library)
– At runtime, there’s time overhead to do link
 Upgrades
+ Replacing one file (libXYZ.so) upgrades every program
that uses library “XYZ”
– Having the executable isn’t enough anymore
Overall, dynamic linking adds quite a bit of complexity to the compiler, linker, and
operating system. However, it provides many benefits that often outweigh these
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37
Dynamically Linked Libraries
 Prevailing approach to dynamic linking uses machine
code as the “lowest common denominator”
 Linker does not use information about how the program or
library was compiled (i.e., what compiler or language)
 Can be described as “linking at the machine code level”
 This isn’t the only way to do it ...
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38
Self-Study Example
 A simple C program to:
 Initialize an array with the values 0, 1, 2…
 Add the array elements together
 The following slides show:
 The C code
 A straightforward (non-optimized) compiled assembly version
 Several optimized versions that:
 Use registers wherever possible, instead of memory locations
 Remove unnecessary branch tests
 Remove unnecessary stores
 Unroll the loop (i.e., replicate the loop body so there are fewer
branch instructions overall)
Compiler Optimizations
 Example “C” Code:
 array and total are global variables (in .data)
 i is local (on stack)
int array[10];
int total;
int main( ) {
int i;
total = 0;
for (i = 0; i < 10; i++) {
a[i] = i;
total = total + i;
}
}
Unoptimized Assembly Output
 Compile C  assembly without optimizations
.globl main
.text
main:
addi $sp,$sp,-8
sw $0,total
sw $ra,4($sp)
sw $0,0($sp)
lw $8,0($sp)
j L.3
L.2:
sll $24,$8,2
sw $8,array($24)
lw $24,total
addu $24,$24,$8
sw $24,total
addi $8,$8,1
L.3:
sw $8,0($sp)
slti $1,$8,10
bne $1,$0,L.2
lw $ra,4($sp)
addi $sp,$sp,8
jr $ra
#
#
#
#
#
#
#
#
#
#
#
allocates space for ra and i
total = 0
save a copy of the return address
save i on stack, and initialize 0
copy i into register $t0
jump to test
for(...) {
make i a word offset
array[i] = i
total = total + i
i = i + 1
# update i in memory
# is i < 10?
#} loops while i < 10
# restore the return address
Register Allocation
 Optimization: put variables in registers
 so “i” is not repeatedly read/written from/to memory
.globl main
.text
main:
addi $sp,$sp,-4
sw $ra,0($sp)
sw $0,total
add $8,$0,$0
j L.3
L.2:
sll $24,$8,2
sw $8,array($24)
lw $24,total
addu $24,$24,$8
sw $24,total
addi $8,$8,1
L.3:
slti $1,$8,10
bne $1,$0,L.2
lw $ra,0($sp)
addi $sp,$sp,4
jr $ra
#allocates space
# save a copy of
#total = 0
#i = 0
#goto test
#for(...) {
# make i a word
# array[i] = i
# total = total
#
only for ra
the return address
offset
+ i
i = i + 1
# is i < 10?
#} loops while i < 10
# restore the return address
Loop-Invariant Code Motion
 Assign even globals to registers
.globl main
.text
main:
addu $sp,$sp,-4
sw $ra,0($sp)
sw $0,total
add $9,$0,$0
add $8,$0,$0
j L.3
L.2:
sll $24,$8,2
sw $8,array($24)
addu $9,$9,$8
sw $9,total
addi $8,$8,1
L.3:
slti $1,$8,10
bne $1,$0,L.2
lw $ra,0($sp)
addi $sp,$sp,4
jr $ra
#allocates space for ra
# save a copy of the return address
#total = 0
#temp for total
#i = 0
#goto test
#for(...) {
# make i a word offset
# array[i] = i
#
i = i + 1
# is i < 10?
#} loops while i < 10
# restore the return address
Remove Unnecessary Tests
 Since “i” is initially set to 0, we already know it is
less than 10, so why test it the first time through?
.globl main
.text
main:
addi $sp,$sp,-4
sw $0,total
add $9,$0,$0
add $8,$0,$0
L.2:
sll $24,$8,2
sw $8,array($24)
addu $9,$9,$8
sw $9,total
addi $8,$8,1
slti $24,$8,10
bne $24,$0,L.2
addi $sp,$sp,4
j $ra
#allocates space for ra
#total = 0
#temp for total
#i = 0
#for(...) {
# make i a word offset
# array[i] = i
# i = i + 1
# loads const 10
#} loops while i < 10
Remove Unnecessary Stores
 All we care about is the value of total after the loop,
and simplify loop
.globl main
.text
main:
addi $sp,$sp,-4
sw $0,total
add $9,$0,$0
add $8,$0,$0
L.2:
sll $24,$8,2
sw $8,array($24)
addu $9,$9,$8
addi $8,$8,1
slti $24,$8,10
bne $24,$0,L.2
sw $9,total
addi $sp,$sp,4
j $ra
#allocates space for ra and i
#total = 0
#temp for total
#i = 0
#for(...) {
# array[i] = i
# i = i + 1
# loads const 10
#} loops while i < 10
Unrolling Loop
 Two copies of the inner loop reduce the branching
overhead
.globl main
.text
main:
addi $sp,$sp,-4
sw $0,total
move $9,$0
move $8,$0
L.2:
sll $24,$8,2
sw $8,array($24)
addu $9,$9,$8
addi $8,$8,1
sll $24,$8,2
sw $8,array($24)
addu $9,$9,$8
addi $8,$8,1
slti $24,$8,10
bne $24,$0,L.2
sw $9,total
addi $sp,$sp,4
j $ra
#allocates space for ra and i
#total = 0
#temp for total
#i = 0
#for(...) {
# array[i] = i
#
#
#
i = i + 1
array[i] = i
# i = i + 1
# loads const 10
#} loops while i < 10