// Copyright 2017 The Go Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package ssa import ( "cmd/internal/dwarf" "cmd/internal/obj" "encoding/hex" "fmt" "sort" "strings" ) type SlotID int32 type VarID int32 // A FuncDebug contains all the debug information for the variables in a // function. Variables are identified by their LocalSlot, which may be the // result of decomposing a larger variable. type FuncDebug struct { // Slots is all the slots used in the debug info, indexed by their SlotID. Slots []*LocalSlot // The user variables, indexed by VarID. Vars []GCNode // The slots that make up each variable, indexed by VarID. VarSlots [][]SlotID // The location list data, indexed by VarID. Must be processed by PutLocationList. LocationLists [][]byte // Filled in by the user. Translates Block and Value ID to PC. GetPC func(ID, ID) int64 } type BlockDebug struct { // State at the end of the block if it's fully processed. Immutable once initialized. endState []liveSlot } // A liveSlot is a slot that's live in loc at entry/exit of a block. type liveSlot struct { // An inlined VarLoc, so it packs into 16 bytes instead of 20. Registers RegisterSet StackOffset slot SlotID } func (loc liveSlot) absent() bool { return loc.Registers == 0 && !loc.onStack() } // StackOffset encodes whether a value is on the stack and if so, where. It is // a 31-bit integer followed by a presence flag at the low-order bit. type StackOffset int32 func (s StackOffset) onStack() bool { return s != 0 } func (s StackOffset) stackOffsetValue() int32 { return int32(s) >> 1 } // stateAtPC is the current state of all variables at some point. type stateAtPC struct { // The location of each known slot, indexed by SlotID. slots []VarLoc // The slots present in each register, indexed by register number. registers [][]SlotID } // reset fills state with the live variables from live. func (state *stateAtPC) reset(live []liveSlot) { slots, registers := state.slots, state.registers for i := range slots { slots[i] = VarLoc{} } for i := range registers { registers[i] = registers[i][:0] } for _, live := range live { slots[live.slot] = VarLoc{live.Registers, live.StackOffset} if live.Registers == 0 { continue } mask := uint64(live.Registers) for { if mask == 0 { break } reg := uint8(TrailingZeros64(mask)) mask &^= 1 << reg registers[reg] = append(registers[reg], SlotID(live.slot)) } } state.slots, state.registers = slots, registers } func (s *debugState) LocString(loc VarLoc) string { if loc.absent() { return "" } var storage []string if loc.onStack() { storage = append(storage, "stack") } mask := uint64(loc.Registers) for { if mask == 0 { break } reg := uint8(TrailingZeros64(mask)) mask &^= 1 << reg storage = append(storage, s.registers[reg].String()) } return strings.Join(storage, ",") } // A VarLoc describes the storage for part of a user variable. type VarLoc struct { // The registers this variable is available in. There can be more than // one in various situations, e.g. it's being moved between registers. Registers RegisterSet StackOffset } func (loc VarLoc) absent() bool { return loc.Registers == 0 && !loc.onStack() } var BlockStart = &Value{ ID: -10000, Op: OpInvalid, Aux: "BlockStart", } var BlockEnd = &Value{ ID: -20000, Op: OpInvalid, Aux: "BlockEnd", } // RegisterSet is a bitmap of registers, indexed by Register.num. type RegisterSet uint64 // unexpected is used to indicate an inconsistency or bug in the debug info // generation process. These are not fixable by users. At time of writing, // changing this to a Fprintf(os.Stderr) and running make.bash generates // thousands of warnings. func (s *debugState) unexpected(v *Value, msg string, args ...interface{}) { s.f.Logf("unexpected at "+fmt.Sprint(v.ID)+":"+msg, args...) } func (s *debugState) logf(msg string, args ...interface{}) { s.f.Logf(msg, args...) } type debugState struct { // See FuncDebug. slots []*LocalSlot vars []GCNode varSlots [][]SlotID // The user variable that each slot rolls up to, indexed by SlotID. slotVars []VarID f *Func loggingEnabled bool cache *Cache registers []Register stackOffset func(LocalSlot) int32 // The names (slots) associated with each value, indexed by Value ID. valueNames [][]SlotID // The current state of whatever analysis is running. currentState stateAtPC liveCount []int changedVars []bool } func (state *debugState) initializeCache() { numBlocks := state.f.NumBlocks() // One blockDebug per block. Initialized in allocBlock. if cap(state.cache.blockDebug) < numBlocks { state.cache.blockDebug = make([]BlockDebug, numBlocks) } // This local variable, and the ones like it below, enable compiler // optimizations. Don't inline them. b := state.cache.blockDebug[:numBlocks] for i := range b { b[i] = BlockDebug{} } // A list of slots per Value. Reuse the previous child slices. if cap(state.cache.valueNames) < state.f.NumValues() { old := state.cache.valueNames state.cache.valueNames = make([][]SlotID, state.f.NumValues()) copy(state.cache.valueNames, old) } state.valueNames = state.cache.valueNames vn := state.valueNames[:state.f.NumValues()] for i := range vn { vn[i] = vn[i][:0] } // Slot and register contents for currentState. Cleared by reset(). if cap(state.cache.slotLocs) < len(state.slots) { state.cache.slotLocs = make([]VarLoc, len(state.slots)) } state.currentState.slots = state.cache.slotLocs[:len(state.slots)] if cap(state.cache.regContents) < len(state.registers) { state.cache.regContents = make([][]SlotID, len(state.registers)) } state.currentState.registers = state.cache.regContents[:len(state.registers)] // Used many times by mergePredecessors. state.liveCount = make([]int, len(state.slots)) // A relatively small slice, but used many times as the return from processValue. state.changedVars = make([]bool, len(state.vars)) // A pending entry per user variable, with space to track each of its pieces. nPieces := 0 for i := range state.varSlots { nPieces += len(state.varSlots[i]) } if cap(state.cache.pendingSlotLocs) < nPieces { state.cache.pendingSlotLocs = make([]VarLoc, nPieces) } psl := state.cache.pendingSlotLocs[:nPieces] for i := range psl { psl[i] = VarLoc{} } if cap(state.cache.pendingEntries) < len(state.vars) { state.cache.pendingEntries = make([]pendingEntry, len(state.vars)) } pe := state.cache.pendingEntries[:len(state.vars)] freePieceIdx := 0 for varID, slots := range state.varSlots { pe[varID] = pendingEntry{ pieces: state.cache.pendingSlotLocs[freePieceIdx : freePieceIdx+len(slots)], } freePieceIdx += len(slots) } } func (state *debugState) allocBlock(b *Block) *BlockDebug { return &state.cache.blockDebug[b.ID] } func (s *debugState) blockEndStateString(b *BlockDebug) string { endState := stateAtPC{slots: make([]VarLoc, len(s.slots)), registers: make([][]SlotID, len(s.registers))} endState.reset(b.endState) return s.stateString(endState) } func (s *debugState) stateString(state stateAtPC) string { var strs []string for slotID, loc := range state.slots { if !loc.absent() { strs = append(strs, fmt.Sprintf("\t%v = %v\n", s.slots[slotID], s.LocString(loc))) } } strs = append(strs, "\n") for reg, slots := range state.registers { if len(slots) != 0 { var slotStrs []string for _, slot := range slots { slotStrs = append(slotStrs, s.slots[slot].String()) } strs = append(strs, fmt.Sprintf("\t%v = %v\n", &s.registers[reg], slotStrs)) } } if len(strs) == 1 { return "(no vars)\n" } return strings.Join(strs, "") } // BuildFuncDebug returns debug information for f. // f must be fully processed, so that each Value is where it will be when // machine code is emitted. func BuildFuncDebug(ctxt *obj.Link, f *Func, loggingEnabled bool, stackOffset func(LocalSlot) int32) *FuncDebug { if f.RegAlloc == nil { f.Fatalf("BuildFuncDebug on func %v that has not been fully processed", f) } state := &debugState{ loggingEnabled: loggingEnabled, slots: make([]*LocalSlot, len(f.Names)), f: f, cache: f.Cache, registers: f.Config.registers, stackOffset: stackOffset, } // Recompose any decomposed variables, and record the names associated with each value. varParts := map[GCNode][]SlotID{} for i, slot := range f.Names { slot := slot state.slots[i] = &slot if isSynthetic(&slot) { continue } topSlot := &slot for topSlot.SplitOf != nil { topSlot = topSlot.SplitOf } if _, ok := varParts[topSlot.N]; !ok { state.vars = append(state.vars, topSlot.N) } varParts[topSlot.N] = append(varParts[topSlot.N], SlotID(i)) } // Fill in the var<->slot mappings. state.varSlots = make([][]SlotID, len(state.vars)) state.slotVars = make([]VarID, len(state.slots)) for varID, n := range state.vars { parts := varParts[n] state.varSlots[varID] = parts for _, slotID := range parts { state.slotVars[slotID] = VarID(varID) } sort.Sort(partsByVarOffset{parts, state.slots}) } state.initializeCache() for i, slot := range f.Names { if isSynthetic(&slot) { continue } for _, value := range f.NamedValues[slot] { state.valueNames[value.ID] = append(state.valueNames[value.ID], SlotID(i)) } } blockLocs := state.liveness() lists := state.buildLocationLists(ctxt, blockLocs) return &FuncDebug{ Slots: state.slots, VarSlots: state.varSlots, Vars: state.vars, LocationLists: lists, } } // isSynthetic reports whether if slot represents a compiler-inserted variable, // e.g. an autotmp or an anonymous return value that needed a stack slot. func isSynthetic(slot *LocalSlot) bool { c := slot.N.String()[0] return c == '.' || c == '~' } // liveness walks the function in control flow order, calculating the start // and end state of each block. func (state *debugState) liveness() []*BlockDebug { blockLocs := make([]*BlockDebug, state.f.NumBlocks()) // Reverse postorder: visit a block after as many as possible of its // predecessors have been visited. po := state.f.Postorder() for i := len(po) - 1; i >= 0; i-- { b := po[i] // Build the starting state for the block from the final // state of its predecessors. startState, startValid := state.mergePredecessors(b, blockLocs) changed := false if state.loggingEnabled { state.logf("Processing %v, initial state:\n%v", b, state.stateString(state.currentState)) } // Update locs/registers with the effects of each Value. for _, v := range b.Values { slots := state.valueNames[v.ID] // Loads and stores inherit the names of their sources. var source *Value switch v.Op { case OpStoreReg: source = v.Args[0] case OpLoadReg: switch a := v.Args[0]; a.Op { case OpArg: source = a case OpStoreReg: source = a.Args[0] default: state.unexpected(v, "load with unexpected source op %v", a) } } // Update valueNames with the source so that later steps // don't need special handling. if source != nil { slots = append(slots, state.valueNames[source.ID]...) state.valueNames[v.ID] = slots } reg, _ := state.f.getHome(v.ID).(*Register) c := state.processValue(v, slots, reg) changed = changed || c } if state.loggingEnabled { state.f.Logf("Block %v done, locs:\n%v", b, state.stateString(state.currentState)) } locs := state.allocBlock(b) if !changed && startValid { locs.endState = startState } else { for slotID, slotLoc := range state.currentState.slots { if slotLoc.absent() { continue } state.cache.AppendLiveSlot(liveSlot{slot: SlotID(slotID), Registers: slotLoc.Registers, StackOffset: slotLoc.StackOffset}) } locs.endState = state.cache.GetLiveSlotSlice() } blockLocs[b.ID] = locs } return blockLocs } // mergePredecessors takes the end state of each of b's predecessors and // intersects them to form the starting state for b. It returns that state in // the BlockDebug, and fills state.currentState with it. func (state *debugState) mergePredecessors(b *Block, blockLocs []*BlockDebug) ([]liveSlot, bool) { // Filter out back branches. var predsBuf [10]*Block preds := predsBuf[:0] for _, pred := range b.Preds { if blockLocs[pred.b.ID] != nil { preds = append(preds, pred.b) } } if state.loggingEnabled { // The logf below would cause preds to be heap-allocated if // it were passed directly. preds2 := make([]*Block, len(preds)) copy(preds2, preds) state.logf("Merging %v into %v\n", preds2, b) } if len(preds) == 0 { if state.loggingEnabled { } state.currentState.reset(nil) return nil, true } p0 := blockLocs[preds[0].ID].endState if len(preds) == 1 { state.currentState.reset(p0) return p0, true } if state.loggingEnabled { state.logf("Starting %v with state from %v:\n%v", b, preds[0], state.blockEndStateString(blockLocs[preds[0].ID])) } slotLocs := state.currentState.slots for _, predSlot := range p0 { slotLocs[predSlot.slot] = VarLoc{predSlot.Registers, predSlot.StackOffset} state.liveCount[predSlot.slot] = 1 } for i := 1; i < len(preds); i++ { if state.loggingEnabled { state.logf("Merging in state from %v:\n%v", preds[i], state.blockEndStateString(blockLocs[preds[i].ID])) } for _, predSlot := range blockLocs[preds[i].ID].endState { state.liveCount[predSlot.slot]++ liveLoc := slotLocs[predSlot.slot] if !liveLoc.onStack() || !predSlot.onStack() || liveLoc.StackOffset != predSlot.StackOffset { liveLoc.StackOffset = 0 } liveLoc.Registers &= predSlot.Registers slotLocs[predSlot.slot] = liveLoc } } // Check if the final state is the same as the first predecessor's // final state, and reuse it if so. In principle it could match any, // but it's probably not worth checking more than the first. unchanged := true for _, predSlot := range p0 { if state.liveCount[predSlot.slot] != len(preds) || slotLocs[predSlot.slot].Registers != predSlot.Registers || slotLocs[predSlot.slot].StackOffset != predSlot.StackOffset { unchanged = false break } } if unchanged { if state.loggingEnabled { state.logf("After merge, %v matches %v exactly.\n", b, preds[0]) } state.currentState.reset(p0) return p0, true } for reg := range state.currentState.registers { state.currentState.registers[reg] = state.currentState.registers[reg][:0] } // A slot is live if it was seen in all predecessors, and they all had // some storage in common. for slotID, slotLoc := range slotLocs { // Not seen in any predecessor. if slotLoc.absent() { continue } // Seen in only some predecessors. Clear it out. if state.liveCount[slotID] != len(preds) { slotLocs[slotID] = VarLoc{} continue } // Present in all predecessors. mask := uint64(slotLoc.Registers) for { if mask == 0 { break } reg := uint8(TrailingZeros64(mask)) mask &^= 1 << reg state.currentState.registers[reg] = append(state.currentState.registers[reg], SlotID(slotID)) } } return nil, false } // processValue updates locs and state.registerContents to reflect v, a value with // the names in vSlots and homed in vReg. "v" becomes visible after execution of // the instructions evaluating it. It returns which VarIDs were modified by the // Value's execution. func (state *debugState) processValue(v *Value, vSlots []SlotID, vReg *Register) bool { locs := state.currentState changed := false setSlot := func(slot SlotID, loc VarLoc) { changed = true state.changedVars[state.slotVars[slot]] = true state.currentState.slots[slot] = loc } // Handle any register clobbering. Call operations, for example, // clobber all registers even though they don't explicitly write to // them. clobbers := uint64(opcodeTable[v.Op].reg.clobbers) for { if clobbers == 0 { break } reg := uint8(TrailingZeros64(clobbers)) clobbers &^= 1 << reg for _, slot := range locs.registers[reg] { if state.loggingEnabled { state.logf("at %v: %v clobbered out of %v\n", v.ID, state.slots[slot], &state.registers[reg]) } last := locs.slots[slot] if last.absent() { state.f.Fatalf("at %v: slot %v in register %v with no location entry", v, state.slots[slot], &state.registers[reg]) continue } regs := last.Registers &^ (1 << uint8(reg)) setSlot(slot, VarLoc{regs, last.StackOffset}) } locs.registers[reg] = locs.registers[reg][:0] } switch { case v.Op == OpArg: home := state.f.getHome(v.ID).(LocalSlot) stackOffset := state.stackOffset(home)<<1 | 1 for _, slot := range vSlots { if state.loggingEnabled { state.logf("at %v: arg %v now on stack in location %v\n", v.ID, state.slots[slot], home) if last := locs.slots[slot]; !last.absent() { state.unexpected(v, "Arg op on already-live slot %v", state.slots[slot]) } } setSlot(slot, VarLoc{0, StackOffset(stackOffset)}) } case v.Op == OpStoreReg: home := state.f.getHome(v.ID).(LocalSlot) stackOffset := state.stackOffset(home)<<1 | 1 for _, slot := range vSlots { last := locs.slots[slot] if last.absent() { state.unexpected(v, "spill of unnamed register %s\n", vReg) break } setSlot(slot, VarLoc{last.Registers, StackOffset(stackOffset)}) if state.loggingEnabled { state.logf("at %v: %v spilled to stack location %v\n", v.ID, state.slots[slot], home) } } case vReg != nil: if state.loggingEnabled { newSlots := make([]bool, len(state.slots)) for _, slot := range vSlots { newSlots[slot] = true } for _, slot := range locs.registers[vReg.num] { if !newSlots[slot] { state.logf("at %v: overwrote %v in register %v\n", v, state.slots[slot], vReg) } } } for _, slot := range locs.registers[vReg.num] { last := locs.slots[slot] setSlot(slot, VarLoc{last.Registers &^ (1 << uint8(vReg.num)), last.StackOffset}) } locs.registers[vReg.num] = locs.registers[vReg.num][:0] locs.registers[vReg.num] = append(locs.registers[vReg.num], vSlots...) for _, slot := range vSlots { if state.loggingEnabled { state.logf("at %v: %v now in %s\n", v.ID, state.slots[slot], vReg) } var loc VarLoc loc.Registers |= 1 << uint8(vReg.num) if last := locs.slots[slot]; !last.absent() { loc.StackOffset = last.StackOffset loc.Registers |= last.Registers } setSlot(slot, loc) } } return changed } // varOffset returns the offset of slot within the user variable it was // decomposed from. This has nothing to do with its stack offset. func varOffset(slot *LocalSlot) int64 { offset := slot.Off for ; slot.SplitOf != nil; slot = slot.SplitOf { offset += slot.SplitOffset } return offset } type partsByVarOffset struct { slotIDs []SlotID slots []*LocalSlot } func (a partsByVarOffset) Len() int { return len(a.slotIDs) } func (a partsByVarOffset) Less(i, j int) bool { return varOffset(a.slots[a.slotIDs[i]]) < varOffset(a.slots[a.slotIDs[i]]) } func (a partsByVarOffset) Swap(i, j int) { a.slotIDs[i], a.slotIDs[j] = a.slotIDs[j], a.slotIDs[i] } // A pendingEntry represents the beginning of a location list entry, missing // only its end coordinate. type pendingEntry struct { present bool startBlock, startValue ID // The location of each piece of the variable, in the same order as the // SlotIDs in varParts. pieces []VarLoc } func (e *pendingEntry) clear() { e.present = false e.startBlock = 0 e.startValue = 0 for i := range e.pieces { e.pieces[i] = VarLoc{} } } // canMerge returns true if the location description for new is the same as // pending. func canMerge(pending, new VarLoc) bool { if pending.absent() && new.absent() { return true } if pending.absent() || new.absent() { return false } if pending.onStack() { return pending.StackOffset == new.StackOffset } if pending.Registers != 0 && new.Registers != 0 { return firstReg(pending.Registers) == firstReg(new.Registers) } return false } // firstReg returns the first register in set that is present. func firstReg(set RegisterSet) uint8 { if set == 0 { // This is wrong, but there seem to be some situations where we // produce locations with no storage. return 0 } return uint8(TrailingZeros64(uint64(set))) } // buildLocationLists builds location lists for all the user variables in // state.f, using the information about block state in blockLocs. // The returned location lists are not fully complete. They are in terms of // SSA values rather than PCs, and have no base address/end entries. They will // be finished by PutLocationList. func (state *debugState) buildLocationLists(Ctxt *obj.Link, blockLocs []*BlockDebug) [][]byte { lists := make([][]byte, len(state.vars)) pendingEntries := state.cache.pendingEntries // writePendingEntry writes out the pending entry for varID, if any, // terminated at endBlock/Value. writePendingEntry := func(varID VarID, endBlock, endValue ID) { list := lists[varID] pending := pendingEntries[varID] if !pending.present { return } // Pack the start/end coordinates into the start/end addresses // of the entry, for decoding by PutLocationList. start, startOK := encodeValue(Ctxt, pending.startBlock, pending.startValue) end, endOK := encodeValue(Ctxt, endBlock, endValue) if !startOK || !endOK { // If someone writes a function that uses >65K values, // they get incomplete debug info on 32-bit platforms. return } list = appendPtr(Ctxt, list, start) list = appendPtr(Ctxt, list, end) // Where to write the length of the location description once // we know how big it is. sizeIdx := len(list) list = list[:len(list)+2] if state.loggingEnabled { var partStrs []string for i, slot := range state.varSlots[varID] { partStrs = append(partStrs, fmt.Sprintf("%v@%v", state.slots[slot], state.LocString(pending.pieces[i]))) } state.logf("Add entry for %v: \tb%vv%v-b%vv%v = \t%v\n", state.vars[varID], pending.startBlock, pending.startValue, endBlock, endValue, strings.Join(partStrs, " ")) } for i, slotID := range state.varSlots[varID] { loc := pending.pieces[i] slot := state.slots[slotID] if !loc.absent() { if loc.onStack() { if loc.stackOffsetValue() == 0 { list = append(list, dwarf.DW_OP_call_frame_cfa) } else { list = append(list, dwarf.DW_OP_fbreg) list = dwarf.AppendSleb128(list, int64(loc.stackOffsetValue())) } } else { regnum := Ctxt.Arch.DWARFRegisters[state.registers[firstReg(loc.Registers)].ObjNum()] if regnum < 32 { list = append(list, dwarf.DW_OP_reg0+byte(regnum)) } else { list = append(list, dwarf.DW_OP_regx) list = dwarf.AppendUleb128(list, uint64(regnum)) } } } if len(state.varSlots[varID]) > 1 { list = append(list, dwarf.DW_OP_piece) list = dwarf.AppendUleb128(list, uint64(slot.Type.Size())) } } Ctxt.Arch.ByteOrder.PutUint16(list[sizeIdx:], uint16(len(list)-sizeIdx-2)) lists[varID] = list } // updateVar updates the pending location list entry for varID to // reflect the new locations in curLoc, caused by v. updateVar := func(varID VarID, v *Value, curLoc []VarLoc) { // Assemble the location list entry with whatever's live. empty := true for _, slotID := range state.varSlots[varID] { if !curLoc[slotID].absent() { empty = false break } } pending := &pendingEntries[varID] if empty { writePendingEntry(varID, v.Block.ID, v.ID) pending.clear() return } // Extend the previous entry if possible. if pending.present { merge := true for i, slotID := range state.varSlots[varID] { if !canMerge(pending.pieces[i], curLoc[slotID]) { merge = false break } } if merge { return } } writePendingEntry(varID, v.Block.ID, v.ID) pending.present = true pending.startBlock = v.Block.ID pending.startValue = v.ID for i, slot := range state.varSlots[varID] { pending.pieces[i] = curLoc[slot] } return } // Run through the function in program text order, building up location // lists as we go. The heavy lifting has mostly already been done. for _, b := range state.f.Blocks { state.mergePredecessors(b, blockLocs) phisPending := false for _, v := range b.Values { slots := state.valueNames[v.ID] reg, _ := state.f.getHome(v.ID).(*Register) changed := state.processValue(v, slots, reg) if v.Op == OpPhi { if changed { phisPending = true } continue } if !changed && !phisPending { continue } phisPending = false for varID := range state.changedVars { if !state.changedVars[varID] { continue } state.changedVars[varID] = false updateVar(VarID(varID), v, state.currentState.slots) } } } if state.loggingEnabled { state.logf("location lists:\n") } // Flush any leftover entries live at the end of the last block. for varID := range lists { writePendingEntry(VarID(varID), state.f.Blocks[len(state.f.Blocks)-1].ID, BlockEnd.ID) list := lists[varID] if len(list) == 0 { continue } if state.loggingEnabled { state.logf("\t%v : %q\n", state.vars[varID], hex.EncodeToString(lists[varID])) } } return lists } // PutLocationList adds list (a location list in its intermediate representation) to listSym. func (debugInfo *FuncDebug) PutLocationList(list []byte, ctxt *obj.Link, listSym, startPC *obj.LSym) { getPC := debugInfo.GetPC // Re-read list, translating its address from block/value ID to PC. for i := 0; i < len(list); { translate := func() { bv := readPtr(ctxt, list[i:]) pc := getPC(decodeValue(ctxt, bv)) writePtr(ctxt, list[i:], uint64(pc)) i += ctxt.Arch.PtrSize } translate() translate() i += 2 + int(ctxt.Arch.ByteOrder.Uint16(list[i:])) } // Base address entry. listSym.WriteInt(ctxt, listSym.Size, ctxt.Arch.PtrSize, ^0) listSym.WriteAddr(ctxt, listSym.Size, ctxt.Arch.PtrSize, startPC, 0) // Location list contents, now with real PCs. listSym.WriteBytes(ctxt, listSym.Size, list) // End entry. listSym.WriteInt(ctxt, listSym.Size, ctxt.Arch.PtrSize, 0) listSym.WriteInt(ctxt, listSym.Size, ctxt.Arch.PtrSize, 0) } // Pack a value and block ID into an address-sized uint, returning ~0 if they // don't fit. func encodeValue(ctxt *obj.Link, b, v ID) (uint64, bool) { if ctxt.Arch.PtrSize == 8 { result := uint64(b)<<32 | uint64(uint32(v)) //ctxt.Logf("b %#x (%d) v %#x (%d) -> %#x\n", b, b, v, v, result) return result, true } if ctxt.Arch.PtrSize != 4 { panic("unexpected pointer size") } if ID(int16(b)) != b || ID(int16(v)) != v { return 0, false } return uint64(b)<<16 | uint64(uint16(v)), true } // Unpack a value and block ID encoded by encodeValue. func decodeValue(ctxt *obj.Link, word uint64) (ID, ID) { if ctxt.Arch.PtrSize == 8 { b, v := ID(word>>32), ID(word) //ctxt.Logf("%#x -> b %#x (%d) v %#x (%d)\n", word, b, b, v, v) return b, v } if ctxt.Arch.PtrSize != 4 { panic("unexpected pointer size") } return ID(word >> 16), ID(word) } // Append a pointer-sized uint to buf. func appendPtr(ctxt *obj.Link, buf []byte, word uint64) []byte { if cap(buf) < len(buf)+20 { b := make([]byte, len(buf), 20+cap(buf)*2) copy(b, buf) buf = b } writeAt := len(buf) buf = buf[0 : len(buf)+ctxt.Arch.PtrSize] writePtr(ctxt, buf[writeAt:], word) return buf } // Write a pointer-sized uint to the beginning of buf. func writePtr(ctxt *obj.Link, buf []byte, word uint64) { switch ctxt.Arch.PtrSize { case 4: ctxt.Arch.ByteOrder.PutUint32(buf, uint32(word)) case 8: ctxt.Arch.ByteOrder.PutUint64(buf, word) default: panic("unexpected pointer size") } } // Read a pointer-sized uint from the beginning of buf. func readPtr(ctxt *obj.Link, buf []byte) uint64 { switch ctxt.Arch.PtrSize { case 4: return uint64(ctxt.Arch.ByteOrder.Uint32(buf)) case 8: return ctxt.Arch.ByteOrder.Uint64(buf) default: panic("unexpected pointer size") } }