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