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1 330 jeremybenn
@section mmo backend
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The mmo object format is used exclusively together with Professor
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Donald E.@: Knuth's educational 64-bit processor MMIX.  The simulator
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@command{mmix} which is available at
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@url{http://www-cs-faculty.stanford.edu/~knuth/programs/mmix.tar.gz}
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understands this format.  That package also includes a combined
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assembler and linker called @command{mmixal}.  The mmo format has
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no advantages feature-wise compared to e.g. ELF.  It is a simple
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non-relocatable object format with no support for archives or
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debugging information, except for symbol value information and
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line numbers (which is not yet implemented in BFD).  See
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@url{http://www-cs-faculty.stanford.edu/~knuth/mmix.html} for more
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information about MMIX.  The ELF format is used for intermediate
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object files in the BFD implementation.
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@c We want to xref the symbol table node.  A feature in "chew"
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@c requires that "commands" do not contain spaces in the
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@c arguments.  Hence the hyphen in "Symbol-table".
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@menu
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* File layout::
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* Symbol-table::
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* mmo section mapping::
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@end menu
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@node File layout, Symbol-table, mmo, mmo
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@subsection File layout
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The mmo file contents is not partitioned into named sections as
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with e.g.@: ELF.  Memory areas is formed by specifying the
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location of the data that follows.  Only the memory area
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@samp{0x0000@dots{}00} to @samp{0x01ff@dots{}ff} is executable, so
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it is used for code (and constants) and the area
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@samp{0x2000@dots{}00} to @samp{0x20ff@dots{}ff} is used for
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writable data.  @xref{mmo section mapping}.
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35
There is provision for specifying ``special data'' of 65536
36
different types.  We use type 80 (decimal), arbitrarily chosen the
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same as the ELF @code{e_machine} number for MMIX, filling it with
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section information normally found in ELF objects. @xref{mmo
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section mapping}.
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Contents is entered as 32-bit words, xor:ed over previous
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contents, always zero-initialized.  A word that starts with the
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byte @samp{0x98} forms a command called a @samp{lopcode}, where
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the next byte distinguished between the thirteen lopcodes.  The
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two remaining bytes, called the @samp{Y} and @samp{Z} fields, or
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the @samp{YZ} field (a 16-bit big-endian number), are used for
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various purposes different for each lopcode.  As documented in
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@url{http://www-cs-faculty.stanford.edu/~knuth/mmixal-intro.ps.gz},
49
the lopcodes are:
50
 
51
@table @code
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@item lop_quote
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0x98000001.  The next word is contents, regardless of whether it
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starts with 0x98 or not.
55
 
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@item lop_loc
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0x9801YYZZ, where @samp{Z} is 1 or 2.  This is a location
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directive, setting the location for the next data to the next
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32-bit word (for @math{Z = 1}) or 64-bit word (for @math{Z = 2}),
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plus @math{Y * 2^56}.  Normally @samp{Y} is 0 for the text segment
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and 2 for the data segment.
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@item lop_skip
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0x9802YYZZ.  Increase the current location by @samp{YZ} bytes.
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@item lop_fixo
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0x9803YYZZ, where @samp{Z} is 1 or 2.  Store the current location
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as 64 bits into the location pointed to by the next 32-bit
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(@math{Z = 1}) or 64-bit (@math{Z = 2}) word, plus @math{Y *
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2^56}.
71
 
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@item lop_fixr
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0x9804YYZZ.  @samp{YZ} is stored into the current location plus
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@math{2 - 4 * YZ}.
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@item lop_fixrx
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0x980500ZZ.  @samp{Z} is 16 or 24.  A value @samp{L} derived from
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the following 32-bit word are used in a manner similar to
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@samp{YZ} in lop_fixr: it is xor:ed into the current location
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minus @math{4 * L}.  The first byte of the word is 0 or 1.  If it
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is 1, then @math{L = (@var{lowest 24 bits of word}) - 2^Z}, if 0,
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then @math{L = (@var{lowest 24 bits of word})}.
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@item lop_file
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0x9806YYZZ.  @samp{Y} is the file number, @samp{Z} is count of
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32-bit words.  Set the file number to @samp{Y} and the line
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counter to 0.  The next @math{Z * 4} bytes contain the file name,
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padded with zeros if the count is not a multiple of four.  The
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same @samp{Y} may occur multiple times, but @samp{Z} must be 0 for
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all but the first occurrence.
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@item lop_line
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0x9807YYZZ.  @samp{YZ} is the line number.  Together with
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lop_file, it forms the source location for the next 32-bit word.
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Note that for each non-lopcode 32-bit word, line numbers are
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assumed incremented by one.
97
 
98
@item lop_spec
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0x9808YYZZ.  @samp{YZ} is the type number.  Data until the next
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lopcode other than lop_quote forms special data of type @samp{YZ}.
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@xref{mmo section mapping}.
102
 
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Other types than 80, (or type 80 with a content that does not
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parse) is stored in sections named @code{.MMIX.spec_data.@var{n}}
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where @var{n} is the @samp{YZ}-type.  The flags for such a
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sections say not to allocate or load the data.  The vma is 0.
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Contents of multiple occurrences of special data @var{n} is
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concatenated to the data of the previous lop_spec @var{n}s.  The
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location in data or code at which the lop_spec occurred is lost.
110
 
111
@item lop_pre
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0x980901ZZ.  The first lopcode in a file.  The @samp{Z} field forms the
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length of header information in 32-bit words, where the first word
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tells the time in seconds since @samp{00:00:00 GMT Jan 1 1970}.
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116
@item lop_post
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0x980a00ZZ.  @math{Z > 32}.  This lopcode follows after all
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content-generating lopcodes in a program.  The @samp{Z} field
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denotes the value of @samp{rG} at the beginning of the program.
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The following @math{256 - Z} big-endian 64-bit words are loaded
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into global registers @samp{$G} @dots{} @samp{$255}.
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123
@item lop_stab
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0x980b0000.  The next-to-last lopcode in a program.  Must follow
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immediately after the lop_post lopcode and its data.  After this
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lopcode follows all symbols in a compressed format
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(@pxref{Symbol-table}).
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129
@item lop_end
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0x980cYYZZ.  The last lopcode in a program.  It must follow the
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lop_stab lopcode and its data.  The @samp{YZ} field contains the
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number of 32-bit words of symbol table information after the
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preceding lop_stab lopcode.
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@end table
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136
Note that the lopcode "fixups"; @code{lop_fixr}, @code{lop_fixrx} and
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@code{lop_fixo} are not generated by BFD, but are handled.  They are
138
generated by @code{mmixal}.
139
 
140
This trivial one-label, one-instruction file:
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142
@example
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 :Main TRAP 1,2,3
144
@end example
145
 
146
can be represented this way in mmo:
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148
@example
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 0x98090101 - lop_pre, one 32-bit word with timestamp.
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 <timestamp>
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 0x98010002 - lop_loc, text segment, using a 64-bit address.
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              Note that mmixal does not emit this for the file above.
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 0x00000000 - Address, high 32 bits.
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 0x00000000 - Address, low 32 bits.
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 0x98060002 - lop_file, 2 32-bit words for file-name.
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 0x74657374 - "test"
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 0x2e730000 - ".s\0\0"
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 0x98070001 - lop_line, line 1.
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 0x00010203 - TRAP 1,2,3
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 0x980a00ff - lop_post, setting $255 to 0.
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 0x00000000
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 0x00000000
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 0x980b0000 - lop_stab for ":Main" = 0, serial 1.
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 0x203a4040   @xref{Symbol-table}.
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 0x10404020
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 0x4d206120
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 0x69016e00
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 0x81000000
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 0x980c0005 - lop_end; symbol table contained five 32-bit words.
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@end example
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@node Symbol-table, mmo section mapping, File layout, mmo
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@subsection Symbol table format
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From mmixal.w (or really, the generated mmixal.tex) in
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@url{http://www-cs-faculty.stanford.edu/~knuth/programs/mmix.tar.gz}):
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``Symbols are stored and retrieved by means of a @samp{ternary
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search trie}, following ideas of Bentley and Sedgewick. (See
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ACM--SIAM Symp.@: on Discrete Algorithms @samp{8} (1997), 360--369;
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R.@:Sedgewick, @samp{Algorithms in C} (Reading, Mass.@:
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Addison--Wesley, 1998), @samp{15.4}.)  Each trie node stores a
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character, and there are branches to subtries for the cases where
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a given character is less than, equal to, or greater than the
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character in the trie.  There also is a pointer to a symbol table
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entry if a symbol ends at the current node.''
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185
So it's a tree encoded as a stream of bytes.  The stream of bytes
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acts on a single virtual global symbol, adding and removing
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characters and signalling complete symbol points.  Here, we read
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the stream and create symbols at the completion points.
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190
First, there's a control byte @code{m}.  If any of the listed bits
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in @code{m} is nonzero, we execute what stands at the right, in
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the listed order:
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194
@example
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 (MMO3_LEFT)
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 0x40 - Traverse left trie.
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        (Read a new command byte and recurse.)
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 (MMO3_SYMBITS)
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 0x2f - Read the next byte as a character and store it in the
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        current character position; increment character position.
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        Test the bits of @code{m}:
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        (MMO3_WCHAR)
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        0x80 - The character is 16-bit (so read another byte,
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               merge into current character.
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        (MMO3_TYPEBITS)
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        0xf  - We have a complete symbol; parse the type, value
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               and serial number and do what should be done
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               with a symbol.  The type and length information
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               is in j = (m & 0xf).
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               (MMO3_REGQUAL_BITS)
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               j == 0xf: A register variable.  The following
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                         byte tells which register.
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               j <= 8:   An absolute symbol.  Read j bytes as the
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                         big-endian number the symbol equals.
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                         A j = 2 with two zero bytes denotes an
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                         unknown symbol.
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               j > 8:    As with j <= 8, but add (0x20 << 56)
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                         to the value in the following j - 8
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                         bytes.
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               Then comes the serial number, as a variant of
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               uleb128, but better named ubeb128:
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               Read bytes and shift the previous value left 7
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               (multiply by 128).  Add in the new byte, repeat
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               until a byte has bit 7 set.  The serial number
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               is the computed value minus 128.
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        (MMO3_MIDDLE)
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        0x20 - Traverse middle trie.  (Read a new command byte
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               and recurse.)  Decrement character position.
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 (MMO3_RIGHT)
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 0x10 - Traverse right trie.  (Read a new command byte and
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        recurse.)
239
@end example
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Let's look again at the @code{lop_stab} for the trivial file
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(@pxref{File layout}).
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244
@example
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 0x980b0000 - lop_stab for ":Main" = 0, serial 1.
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 0x203a4040
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 0x10404020
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 0x4d206120
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 0x69016e00
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 0x81000000
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@end example
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This forms the trivial trie (note that the path between ``:'' and
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``M'' is redundant):
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256
@example
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 203a     ":"
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 40       /
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 40      /
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 10      \
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 40      /
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 40     /
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 204d  "M"
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 2061  "a"
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 2069  "i"
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 016e  "n" is the last character in a full symbol, and
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       with a value represented in one byte.
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 00    The value is 0.
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 81    The serial number is 1.
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@end example
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@node mmo section mapping, , Symbol-table, mmo
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@subsection mmo section mapping
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The implementation in BFD uses special data type 80 (decimal) to
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encapsulate and describe named sections, containing e.g.@: debug
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information.  If needed, any datum in the encapsulation will be
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quoted using lop_quote.  First comes a 32-bit word holding the
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number of 32-bit words containing the zero-terminated zero-padded
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segment name.  After the name there's a 32-bit word holding flags
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describing the section type.  Then comes a 64-bit big-endian word
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with the section length (in bytes), then another with the section
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start address.  Depending on the type of section, the contents
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might follow, zero-padded to 32-bit boundary.  For a loadable
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section (such as data or code), the contents might follow at some
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later point, not necessarily immediately, as a lop_loc with the
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same start address as in the section description, followed by the
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contents.  This in effect forms a descriptor that must be emitted
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before the actual contents.  Sections described this way must not
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overlap.
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For areas that don't have such descriptors, synthetic sections are
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formed by BFD.  Consecutive contents in the two memory areas
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@samp{0x0000@dots{}00} to @samp{0x01ff@dots{}ff} and
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@samp{0x2000@dots{}00} to @samp{0x20ff@dots{}ff} are entered in
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sections named @code{.text} and @code{.data} respectively.  If an area
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is not otherwise described, but would together with a neighboring
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lower area be less than @samp{0x40000000} bytes long, it is joined
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with the lower area and the gap is zero-filled.  For other cases,
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a new section is formed, named @code{.MMIX.sec.@var{n}}.  Here,
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@var{n} is a number, a running count through the mmo file,
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starting at 0.
302
 
303
A loadable section specified as:
304
 
305
@example
306
 .section secname,"ax"
307
 TETRA 1,2,3,4,-1,-2009
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 BYTE 80
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@end example
310
 
311
and linked to address @samp{0x4}, is represented by the sequence:
312
 
313
@example
314
 0x98080050 - lop_spec 80
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 0x00000002 - two 32-bit words for the section name
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 0x7365636e - "secn"
317
 0x616d6500 - "ame\0"
318
 0x00000033 - flags CODE, READONLY, LOAD, ALLOC
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 0x00000000 - high 32 bits of section length
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 0x0000001c - section length is 28 bytes; 6 * 4 + 1 + alignment to 32 bits
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 0x00000000 - high 32 bits of section address
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 0x00000004 - section address is 4
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 0x98010002 - 64 bits with address of following data
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 0x00000000 - high 32 bits of address
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 0x00000004 - low 32 bits: data starts at address 4
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 0x00000001 - 1
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 0x00000002 - 2
328
 0x00000003 - 3
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 0x00000004 - 4
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 0xffffffff - -1
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 0xfffff827 - -2009
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 0x50000000 - 80 as a byte, padded with zeros.
333
@end example
334
 
335
Note that the lop_spec wrapping does not include the section
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contents.  Compare this to a non-loaded section specified as:
337
 
338
@example
339
 .section thirdsec
340
 TETRA 200001,100002
341
 BYTE 38,40
342
@end example
343
 
344
This, when linked to address @samp{0x200000000000001c}, is
345
represented by:
346
 
347
@example
348
 0x98080050 - lop_spec 80
349
 0x00000002 - two 32-bit words for the section name
350
 0x7365636e - "thir"
351
 0x616d6500 - "dsec"
352
 0x00000010 - flag READONLY
353
 0x00000000 - high 32 bits of section length
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 0x0000000c - section length is 12 bytes; 2 * 4 + 2 + alignment to 32 bits
355
 0x20000000 - high 32 bits of address
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 0x0000001c - low 32 bits of address 0x200000000000001c
357
 0x00030d41 - 200001
358
 0x000186a2 - 100002
359
 0x26280000 - 38, 40 as bytes, padded with zeros
360
@end example
361
 
362
For the latter example, the section contents must not be
363
loaded in memory, and is therefore specified as part of the
364
special data.  The address is usually unimportant but might
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provide information for e.g.@: the DWARF 2 debugging format.

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