565 lines
24 KiB
Plaintext
565 lines
24 KiB
Plaintext
\input texinfo
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@setfilename ldint.info
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@ifinfo
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@format
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START-INFO-DIR-ENTRY
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* Ld-Internals: (ldint). The GNU linker internals.
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END-INFO-DIR-ENTRY
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@end format
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@end ifinfo
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@ifinfo
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This file documents the internals of the GNU linker ld.
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Copyright (C) 1992, 93, 94, 95, 96, 97, 1998 Free Software Foundation, Inc.
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Contributed by Cygnus Support.
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Permission is granted to make and distribute verbatim copies of
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this manual provided the copyright notice and this permission notice
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are preserved on all copies.
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@ignore
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Permission is granted to process this file through Tex and print the
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results, provided the printed document carries copying permission
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notice identical to this one except for the removal of this paragraph
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(this paragraph not being relevant to the printed manual).
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@end ignore
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Permission is granted to copy or distribute modified versions of this
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manual under the terms of the GPL (for which purpose this text may be
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regarded as a program in the language TeX).
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@end ifinfo
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@iftex
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@finalout
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@setchapternewpage off
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@settitle GNU Linker Internals
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@titlepage
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@title{A guide to the internals of the GNU linker}
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@author Per Bothner, Steve Chamberlain, Ian Lance Taylor, DJ Delorie
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@author Cygnus Support
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@page
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@tex
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\def\$#1${{#1}} % Kluge: collect RCS revision info without $...$
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\xdef\manvers{\$Revision: 1.1.1.1 $} % For use in headers, footers too
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{\parskip=0pt
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\hfill Cygnus Support\par
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\hfill \manvers\par
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\hfill \TeX{}info \texinfoversion\par
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}
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@end tex
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@vskip 0pt plus 1filll
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Copyright @copyright{} 1992, 93, 94, 95, 96, 97, 1998
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Free Software Foundation, Inc.
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Permission is granted to make and distribute verbatim copies of
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this manual provided the copyright notice and this permission notice
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are preserved on all copies.
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@end titlepage
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@end iftex
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@node Top
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@top
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This file documents the internals of the GNU linker @code{ld}. It is a
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collection of miscellaneous information with little form at this point.
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Mostly, it is a repository into which you can put information about
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GNU @code{ld} as you discover it (or as you design changes to @code{ld}).
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@menu
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* README:: The README File
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* Emulations:: How linker emulations are generated
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* Emulation Walkthrough:: A Walkthrough of a Typical Emulation
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@end menu
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@node README
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@chapter The @file{README} File
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Check the @file{README} file; it often has useful information that does not
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appear anywhere else in the directory.
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@node Emulations
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@chapter How linker emulations are generated
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Each linker target has an @dfn{emulation}. The emulation includes the
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default linker script, and certain emulations also modify certain types
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of linker behaviour.
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Emulations are created during the build process by the shell script
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@file{genscripts.sh}.
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The @file{genscripts.sh} script starts by reading a file in the
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@file{emulparams} directory. This is a shell script which sets various
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shell variables used by @file{genscripts.sh} and the other shell scripts
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it invokes.
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The @file{genscripts.sh} script will invoke a shell script in the
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@file{scripttempl} directory in order to create default linker scripts
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written in the linker command language. The @file{scripttempl} script
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will be invoked 5 (or, in some cases, 6) times, with different
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assignments to shell variables, to create different default scripts.
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The choice of script is made based on the command line options.
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After creating the scripts, @file{genscripts.sh} will invoke yet another
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shell script, this time in the @file{emultempl} directory. That shell
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script will create the emulation source file, which contains C code.
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This C code permits the linker emulation to override various linker
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behaviours. Most targets use the generic emulation code, which is in
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@file{emultempl/generic.em}.
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To summarize, @file{genscripts.sh} reads three shell scripts: an
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emulation parameters script in the @file{emulparams} directory, a linker
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script generation script in the @file{scripttempl} directory, and an
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emulation source file generation script in the @file{emultempl}
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directory.
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For example, the Sun 4 linker sets up variables in
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@file{emulparams/sun4.sh}, creates linker scripts using
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@file{scripttempl/aout.sc}, and creates the emulation code using
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@file{emultempl/sunos.em}.
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Note that the linker can support several emulations simultaneously,
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depending upon how it is configured. An emulation can be selected with
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the @code{-m} option. The @code{-V} option will list all supported
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emulations.
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@menu
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* emulation parameters:: @file{emulparams} scripts
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* linker scripts:: @file{scripttempl} scripts
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* linker emulations:: @file{emultempl} scripts
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@end menu
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@node emulation parameters
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@section @file{emulparams} scripts
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Each target selects a particular file in the @file{emulparams} directory
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by setting the shell variable @code{targ_emul} in @file{configure.tgt}.
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This shell variable is used by the @file{configure} script to control
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building an emulation source file.
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Certain conventions are enforced. Suppose the @code{targ_emul} variable
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is set to @var{emul} in @file{configure.tgt}. The name of the emulation
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shell script will be @file{emulparams/@var{emul}.sh}. The
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@file{Makefile} must have a target named @file{e@var{emul}.c}; this
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target must depend upon @file{emulparams/@var{emul}.sh}, as well as the
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appropriate scripts in the @file{scripttempl} and @file{emultempl}
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directories. The @file{Makefile} target must invoke @code{GENSCRIPTS}
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with two arguments: @var{emul}, and the value of the make variable
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@code{tdir_@var{emul}}. The value of the latter variable will be set by
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the @file{configure} script, and is used to set the default target
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directory to search.
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By convention, the @file{emulparams/@var{emul}.sh} shell script should
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only set shell variables. It may set shell variables which are to be
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interpreted by the @file{scripttempl} and the @file{emultempl} scripts.
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Certain shell variables are interpreted directly by the
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@file{genscripts.sh} script.
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Here is a list of shell variables interpreted by @file{genscripts.sh},
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as well as some conventional shell variables interpreted by the
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@file{scripttempl} and @file{emultempl} scripts.
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@table @code
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@item SCRIPT_NAME
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This is the name of the @file{scripttempl} script to use. If
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@code{SCRIPT_NAME} is set to @var{script}, @file{genscripts.sh} will use
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the script @file{scriptteml/@var{script}.sc}.
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@item TEMPLATE_NAME
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This is the name of the @file{emultemlp} script to use. If
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@code{TEMPLATE_NAME} is set to @var{template}, @file{genscripts.sh} will
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use the script @file{emultempl/@var{template}.em}. If this variable is
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not set, the default value is @samp{generic}.
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@item GENERATE_SHLIB_SCRIPT
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If this is set to a nonempty string, @file{genscripts.sh} will invoke
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the @file{scripttempl} script an extra time to create a shared library
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script. @ref{linker scripts}.
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@item OUTPUT_FORMAT
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This is normally set to indicate the BFD output format use (e.g.,
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@samp{"a.out-sunos-big"}. The @file{scripttempl} script will normally
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use it in an @code{OUTPUT_FORMAT} expression in the linker script.
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@item ARCH
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This is normally set to indicate the architecture to use (e.g.,
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@samp{sparc}). The @file{scripttempl} script will normally use it in an
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@code{OUTPUT_ARCH} expression in the linker script.
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@item ENTRY
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Some @file{scripttempl} scripts use this to set the entry address, in an
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@code{ENTRY} expression in the linker script.
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@item TEXT_START_ADDR
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Some @file{scripttempl} scripts use this to set the start address of the
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@samp{.text} section.
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@item NONPAGED_TEXT_START_ADDR
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If this is defined, the @file{genscripts.sh} script sets
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@code{TEXT_START_ADDR} to its value before running the
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@file{scripttempl} script for the @code{-n} and @code{-N} options
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(@pxref{linker scripts}).
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@item SEGMENT_SIZE
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The @file{genscripts.sh} script uses this to set the default value of
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@code{DATA_ALIGNMENT} when running the @file{scripttempl} script.
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@item TARGET_PAGE_SIZE
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If @code{SEGMENT_SIZE} is not defined, the @file{genscripts.sh} script
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uses this to define it.
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@item ALIGNMENT
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Some @file{scripttempl} scripts set this to a number to pass to
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@code{ALIGN} to set the required alignment for the @code{end} symbol.
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@end table
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@node linker scripts
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@section @file{scripttempl} scripts
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Each linker target uses a @file{scripttempl} script to generate the
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default linker scripts. The name of the @file{scripttempl} script is
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set by the @code{SCRIPT_NAME} variable in the @file{emulparams} script.
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If @code{SCRIPT_NAME} is set to @var{script}, @code{genscripts.sh} will
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invoke @file{scripttempl/@var{script}.sc}.
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The @file{genscripts.sh} script will invoke the @file{scripttempl}
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script 5 or 6 times. Each time it will set the shell variable
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@code{LD_FLAG} to a different value. When the linker is run, the
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options used will direct it to select a particular script. (Script
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selection is controlled by the @code{get_script} emulation entry point;
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this describes the conventional behaviour).
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The @file{scripttempl} script should just write a linker script, written
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in the linker command language, to standard output. If the emulation
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name--the name of the @file{emulparams} file without the @file{.sc}
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extension--is @var{emul}, then the output will be directed to
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@file{ldscripts/@var{emul}.@var{extension}} in the build directory,
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where @var{extension} changes each time the @file{scripttempl} script is
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invoked.
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Here is the list of values assigned to @code{LD_FLAG}.
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@table @code
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@item (empty)
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The script generated is used by default (when none of the following
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cases apply). The output has an extension of @file{.x}.
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@item n
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The script generated is used when the linker is invoked with the
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@code{-n} option. The output has an extension of @file{.xn}.
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@item N
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The script generated is used when the linker is invoked with the
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@code{-N} option. The output has an extension of @file{.xbn}.
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@item r
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The script generated is used when the linker is invoked with the
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@code{-r} option. The output has an extension of @file{.xr}.
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@item u
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The script generated is used when the linker is invoked with the
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@code{-Ur} option. The output has an extension of @file{.xu}.
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@item shared
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The @file{scripttempl} script is only invoked with @code{LD_FLAG} set to
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this value if @code{GENERATE_SHLIB_SCRIPT} is defined in the
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@file{emulparams} file. The @file{emultempl} script must arrange to use
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this script at the appropriate time, normally when the linker is invoked
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with the @code{-shared} option. The output has an extension of
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@file{.xs}.
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@end table
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Besides the shell variables set by the @file{emulparams} script, and the
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@code{LD_FLAG} variable, the @file{genscripts.sh} script will set
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certain variables for each run of the @file{scripttempl} script.
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@table @code
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@item RELOCATING
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This will be set to a non-empty string when the linker is doing a final
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relocation (e.g., all scripts other than @code{-r} and @code{-Ur}).
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@item CONSTRUCTING
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This will be set to a non-empty string when the linker is building
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global constructor and destructor tables (e.g., all scripts other than
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@code{-r}).
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@item DATA_ALIGNMENT
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This will be set to an @code{ALIGN} expression when the output should be
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page aligned, or to @samp{.} when generating the @code{-N} script.
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@item CREATE_SHLIB
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This will be set to a non-empty string when generating a @code{-shared}
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script.
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@end table
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The conventional way to write a @file{scripttempl} script is to first
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set a few shell variables, and then write out a linker script using
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@code{cat} with a here document. The linker script will use variable
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substitutions, based on the above variables and those set in the
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@file{emulparams} script, to control its behaviour.
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When there are parts of the @file{scripttempl} script which should only
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be run when doing a final relocation, they should be enclosed within a
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variable substitution based on @code{RELOCATING}. For example, on many
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targets special symbols such as @code{_end} should be defined when doing
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a final link. Naturally, those symbols should not be defined when doing
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a relocateable link using @code{-r}. The @file{scripttempl} script
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could use a construct like this to define those symbols:
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@smallexample
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$@{RELOCATING+ _end = .;@}
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@end smallexample
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This will do the symbol assignment only if the @code{RELOCATING}
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variable is defined.
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The basic job of the linker script is to put the sections in the correct
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order, and at the correct memory addresses. For some targets, the
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linker script may have to do some other operations.
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For example, on most MIPS platforms, the linker is responsible for
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defining the special symbol @code{_gp}, used to initialize the
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@code{$gp} register. It must be set to the start of the small data
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section plus @code{0x8000}. Naturally, it should only be defined when
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doing a final relocation. This will typically be done like this:
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@smallexample
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$@{RELOCATING+ _gp = ALIGN(16) + 0x8000;@}
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@end smallexample
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This line would appear just before the sections which compose the small
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data section (@samp{.sdata}, @samp{.sbss}). All those sections would be
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contiguous in memory.
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Many COFF systems build constructor tables in the linker script. The
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compiler will arrange to output the address of each global constructor
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in a @samp{.ctor} section, and the address of each global destructor in
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a @samp{.dtor} section (this is done by defining
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@code{ASM_OUTPUT_CONSTRUCTOR} and @code{ASM_OUTPUT_DESTRUCTOR} in the
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@code{gcc} configuration files). The @code{gcc} runtime support
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routines expect the constructor table to be named @code{__CTOR_LIST__}.
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They expect it to be a list of words, with the first word being the
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count of the number of entries. There should be a trailing zero word.
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(Actually, the count may be -1 if the trailing word is present, and the
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trailing word may be omitted if the count is correct, but, as the
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@code{gcc} behaviour has changed slightly over the years, it is safest
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to provide both). Here is a typical way that might be handled in a
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@file{scripttempl} file.
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@smallexample
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$@{CONSTRUCTING+ __CTOR_LIST__ = .;@}
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$@{CONSTRUCTING+ LONG((__CTOR_END__ - __CTOR_LIST__) / 4 - 2)@}
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$@{CONSTRUCTING+ *(.ctors)@}
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$@{CONSTRUCTING+ LONG(0)@}
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$@{CONSTRUCTING+ __CTOR_END__ = .;@}
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$@{CONSTRUCTING+ __DTOR_LIST__ = .;@}
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$@{CONSTRUCTING+ LONG((__DTOR_END__ - __DTOR_LIST__) / 4 - 2)@}
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$@{CONSTRUCTING+ *(.dtors)@}
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$@{CONSTRUCTING+ LONG(0)@}
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$@{CONSTRUCTING+ __DTOR_END__ = .;@}
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@end smallexample
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The use of @code{CONSTRUCTING} ensures that these linker script commands
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will only appear when the linker is supposed to be building the
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constructor and destructor tables. This example is written for a target
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which uses 4 byte pointers.
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Embedded systems often need to set a stack address. This is normally
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best done by using the @code{PROVIDE} construct with a default stack
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address. This permits the user to easily override the stack address
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using the @code{--defsym} option. Here is an example:
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@smallexample
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$@{RELOCATING+ PROVIDE (__stack = 0x80000000);@}
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@end smallexample
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The value of the symbol @code{__stack} would then be used in the startup
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code to initialize the stack pointer.
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@node linker emulations
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@section @file{emultempl} scripts
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Each linker target uses an @file{emultempl} script to generate the
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emulation code. The name of the @file{emultempl} script is set by the
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@code{TEMPLATE_NAME} variable in the @file{emulparams} script. If the
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@code{TEMPLATE_NAME} variable is not set, the default is
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@samp{generic}. If the value of @code{TEMPLATE_NAME} is @var{template},
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@file{genscripts.sh} will use @file{emultempl/@var{template}.em}.
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Most targets use the generic @file{emultempl} script,
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@file{emultempl/generic.em}. A different @file{emultempl} script is
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only needed if the linker must support unusual actions, such as linking
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against shared libraries.
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The @file{emultempl} script is normally written as a simple invocation
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of @code{cat} with a here document. The document will use a few
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variable substitutions. Typically each function names uses a
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substitution involving @code{EMULATION_NAME}, for ease of debugging when
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the linker supports multiple emulations.
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Every function and variable in the emitted file should be static. The
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only globally visible object must be named
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@code{ld_@var{EMULATION_NAME}_emulation}, where @var{EMULATION_NAME} is
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the name of the emulation set in @file{configure.tgt} (this is also the
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name of the @file{emulparams} file without the @file{.sh} extension).
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The @file{genscripts.sh} script will set the shell variable
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@code{EMULATION_NAME} before invoking the @file{emultempl} script.
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The @code{ld_@var{EMULATION_NAME}_emulation} variable must be a
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@code{struct ld_emulation_xfer_struct}, as defined in @file{ldemul.h}.
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It defines a set of function pointers which are invoked by the linker,
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as well as strings for the emulation name (normally set from the shell
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variable @code{EMULATION_NAME} and the default BFD target name (normally
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set from the shell variable @code{OUTPUT_FORMAT} which is normally set
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by the @file{emulparams} file).
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The @file{genscripts.sh} script will set the shell variable
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@code{COMPILE_IN} when it invokes the @file{emultempl} script for the
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default emulation. In this case, the @file{emultempl} script should
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include the linker scripts directly, and return them from the
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@code{get_scripts} entry point. When the emulation is not the default,
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the @code{get_scripts} entry point should just return a file name. See
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@file{emultempl/generic.em} for an example of how this is done.
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At some point, the linker emulation entry points should be documented.
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@node Emulation Walkthrough
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@chapter A Walkthrough of a Typical Emulation
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This chapter is to help people who are new to the way emulations
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interact with the linker, or who are suddenly thrust into the position
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of having to work with existing emulations. It will discuss the files
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you need to be aware of. It will tell you when the given "hooks" in
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the emulation will be called. It will, hopefully, give you enough
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information about when and how things happen that you'll be able to
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get by. As always, the source is the definitive reference to this.
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The starting point for the linker is in @file{ldmain.c} where
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@code{main} is defined. The bulk of the code that's emulation
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specific will initially be in @code{emultempl/@var{emulation}.em} but
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will end up in @code{e@var{emulation}.c} when the build is done.
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Most of the work to select and interface with emulations is in
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@code{ldemul.h} and @code{ldemul.c}. Specifically, @code{ldemul.h}
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defines the @code{ld_emulation_xfer_struct} structure your emulation
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exports.
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Your emulation file exports a symbol
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@code{ld_@var{EMULATION_NAME}_emulation}. If your emulation is
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selected (it usually is, since usually there's only one),
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@code{ldemul.c} sets the variable @var{ld_emulation} to point to it.
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@code{ldemul.c} also defines a number of API functions that interface
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to your emulation, like @code{ldemul_after_parse} which simply calls
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your @code{ld_@var{EMULATION}_emulation.after_parse} function. For
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the rest of this section, the functions will be mentioned, but you
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should assume the indirect reference to your emulation also.
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|
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We will also skip or gloss over parts of the link process that don't
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relate to emulations, like setting up internationalization.
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|
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After initialization, @code{main} selects an emulation by pre-scanning
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the command line arguments. It calls @code{ldemul_choose_target} to
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choose a target. If you set @code{choose_target} to
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@code{ldemul_default_target}, it picks your @code{target_name} by
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default.
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|
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@code{main} calls @code{ldemul_before_parse}, then @code{parse_args}.
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@code{parse_args} calls @code{ldemul_parse_args} for each arg, which
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must update the @code{getopt} globals if it recognizes the argument.
|
|
If the emulation doesn't recognize it, then parse_args checks to see
|
|
if it recognizes it.
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|
|
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Now that the emulation has had access to all its command-line options,
|
|
@code{main} calls @code{ldemul_set_symbols}. This can be used for any
|
|
initialization that may be affected by options. It is also supposed
|
|
to set up any variables needed by the emulation script.
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|
|
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@code{main} now calls @code{ldemul_get_script} to get the emulation
|
|
script to use (based on arguments, no doubt, @pxref{Emulations}) and
|
|
runs it. While parsing, @code{ldgram.y} may call @code{ldemul_hll} or
|
|
@code{ldemul_syslib} to handle the @code{HLL} or @code{SYSLIB}
|
|
commands. It may call @code{ldemul_unrecognized_file} if you asked
|
|
the linker to link a file it doesn't recognize. It will call
|
|
@code{ldemul_recognized_file} for each file it does recognize, in case
|
|
the emulation wants to handle some files specially. All the while,
|
|
it's loading the files (possibly calling
|
|
@code{ldemul_open_dynamic_archive}) and symbols and stuff. After it's
|
|
done reading the script, @code{main} calls @code{ldemul_after_parse}.
|
|
Use the after-parse hook to set up anything that depends on stuff the
|
|
script might have set up, like the entry point.
|
|
|
|
@code{main} next calls @code{lang_process} in @code{ldlang.c}. This
|
|
appears to be the main core of the linking itself, as far as emulation
|
|
hooks are concerned(*). It first opens the output file's BFD, calling
|
|
@code{ldemul_set_output_arch}, and calls
|
|
@code{ldemul_create_output_section_statements} in case you need to use
|
|
other means to find or create object files (i.e. shared libraries
|
|
found on a path, or fake stub objects). Despite the name, nobody
|
|
creates output sections here.
|
|
|
|
(*) In most cases, the BFD library does the bulk of the actual
|
|
linking, handling symbol tables, symbol resolution, relocations, and
|
|
building the final output file. See the BFD reference for all the
|
|
details. Your emulation is usually concerned more with managing
|
|
things at the file and section level, like "put this here, add this
|
|
section", etc.
|
|
|
|
Next, the objects to be linked are opened and BFDs created for them,
|
|
and @code{ldemul_after_open} is called. At this point, you have all
|
|
the objects and symbols loaded, but none of the data has been placed
|
|
yet.
|
|
|
|
Next comes the Big Linking Thingy (except for the parts BFD does).
|
|
All input sections are mapped to output sections according to the
|
|
script. If a section doesn't get mapped by default,
|
|
@code{ldemul_place_orphan} will get called to figure out where it goes.
|
|
Next it figures out the offsets for each section, calling
|
|
@code{ldemul_before_allocation} before and
|
|
@code{ldemul_after_allocation} after deciding where each input section
|
|
ends up in the output sections.
|
|
|
|
The last part of @code{lang_process} is to figure out all the symbols'
|
|
values. After assigning final values to the symbols,
|
|
@code{ldemul_finish} is called, and after that, any undefined symbols
|
|
are turned into fatal errors.
|
|
|
|
OK, back to @code{main}, which calls @code{ldwrite} in
|
|
@file{ldwrite.c}. @code{ldwrite} calls BFD's final_link, which does
|
|
all the relocation fixups and writes the output bfd to disk, and we're
|
|
done.
|
|
|
|
In summary,
|
|
|
|
@itemize @bullet
|
|
|
|
@item @code{main()} in @file{ldmain.c}
|
|
@item @file{emultempl/@var{EMULATION}.em} has your code
|
|
@item @code{ldemul_choose_target} (defaults to your @code{target_name})
|
|
@item @code{ldemul_before_parse}
|
|
@item Parse argv, calls @code{ldemul_parse_args} for each
|
|
@item @code{ldemul_set_symbols}
|
|
@item @code{ldemul_get_script}
|
|
@item parse script
|
|
|
|
@itemize @bullet
|
|
@item may call @code{ldemul_hll} or @code{ldemul_syslib}
|
|
@item may call @code{ldemul_open_dynamic_archive}
|
|
@end itemize
|
|
|
|
@item @code{ldemul_after_parse}
|
|
@item @code{lang_process()} in @file{ldlang.c}
|
|
|
|
@itemize @bullet
|
|
@item create @code{output_bfd}
|
|
@item @code{ldemul_set_output_arch}
|
|
@item @code{ldemul_create_output_section_statements}
|
|
@item read objects, create input bfds - all symbols exist, but have no values
|
|
@item may call @code{ldemul_unrecognized_file}
|
|
@item will call @code{ldemul_recognized_file}
|
|
@item @code{ldemul_after_open}
|
|
@item map input sections to output sections
|
|
@item may call @code{ldemul_place_orphan} for remaining sections
|
|
@item @code{ldemul_before_allocation}
|
|
@item gives input sections offsets into output sections, places output sections
|
|
@item @code{ldemul_after_allocation} - section addresses valid
|
|
@item assigns values to symbols
|
|
@item @code{ldemul_finish} - symbol values valid
|
|
@end itemize
|
|
|
|
@item output bfd is written to disk
|
|
|
|
@end itemize
|
|
|
|
@contents
|
|
@bye
|