42a4f53d2b
This commit applies all changes made after running the gdb/copyright.py script. Note that one file was flagged by the script, due to an invalid copyright header (gdb/unittests/basic_string_view/element_access/char/empty.cc). As the file was copied from GCC's libstdc++-v3 testsuite, this commit leaves this file untouched for the time being; a patch to fix the header was sent to gcc-patches first. gdb/ChangeLog: Update copyright year range in all GDB files.
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769 lines
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@c \input texinfo
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@c %**start of header
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@c @setfilename agentexpr.info
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@c @settitle GDB Agent Expressions
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@c @setchapternewpage off
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@c %**end of header
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@c This file is part of the GDB manual.
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@c
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@c Copyright (C) 2003-2019 Free Software Foundation, Inc.
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@c
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@c See the file gdb.texinfo for copying conditions.
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@node Agent Expressions
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@appendix The GDB Agent Expression Mechanism
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In some applications, it is not feasible for the debugger to interrupt
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the program's execution long enough for the developer to learn anything
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helpful about its behavior. If the program's correctness depends on its
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real-time behavior, delays introduced by a debugger might cause the
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program to fail, even when the code itself is correct. It is useful to
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be able to observe the program's behavior without interrupting it.
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Using GDB's @code{trace} and @code{collect} commands, the user can
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specify locations in the program, and arbitrary expressions to evaluate
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when those locations are reached. Later, using the @code{tfind}
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command, she can examine the values those expressions had when the
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program hit the trace points. The expressions may also denote objects
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in memory --- structures or arrays, for example --- whose values GDB
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should record; while visiting a particular tracepoint, the user may
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inspect those objects as if they were in memory at that moment.
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However, because GDB records these values without interacting with the
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user, it can do so quickly and unobtrusively, hopefully not disturbing
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the program's behavior.
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When GDB is debugging a remote target, the GDB @dfn{agent} code running
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on the target computes the values of the expressions itself. To avoid
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having a full symbolic expression evaluator on the agent, GDB translates
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expressions in the source language into a simpler bytecode language, and
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then sends the bytecode to the agent; the agent then executes the
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bytecode, and records the values for GDB to retrieve later.
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The bytecode language is simple; there are forty-odd opcodes, the bulk
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of which are the usual vocabulary of C operands (addition, subtraction,
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shifts, and so on) and various sizes of literals and memory reference
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operations. The bytecode interpreter operates strictly on machine-level
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values --- various sizes of integers and floating point numbers --- and
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requires no information about types or symbols; thus, the interpreter's
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internal data structures are simple, and each bytecode requires only a
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few native machine instructions to implement it. The interpreter is
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small, and strict limits on the memory and time required to evaluate an
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expression are easy to determine, making it suitable for use by the
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debugging agent in real-time applications.
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@menu
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* General Bytecode Design:: Overview of the interpreter.
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* Bytecode Descriptions:: What each one does.
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* Using Agent Expressions:: How agent expressions fit into the big picture.
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* Varying Target Capabilities:: How to discover what the target can do.
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* Rationale:: Why we did it this way.
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@end menu
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@c @node Rationale
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@c @section Rationale
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@node General Bytecode Design
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@section General Bytecode Design
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The agent represents bytecode expressions as an array of bytes. Each
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instruction is one byte long (thus the term @dfn{bytecode}). Some
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instructions are followed by operand bytes; for example, the @code{goto}
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instruction is followed by a destination for the jump.
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The bytecode interpreter is a stack-based machine; most instructions pop
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their operands off the stack, perform some operation, and push the
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result back on the stack for the next instruction to consume. Each
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element of the stack may contain either a integer or a floating point
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value; these values are as many bits wide as the largest integer that
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can be directly manipulated in the source language. Stack elements
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carry no record of their type; bytecode could push a value as an
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integer, then pop it as a floating point value. However, GDB will not
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generate code which does this. In C, one might define the type of a
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stack element as follows:
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@example
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union agent_val @{
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LONGEST l;
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DOUBLEST d;
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@};
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@end example
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@noindent
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where @code{LONGEST} and @code{DOUBLEST} are @code{typedef} names for
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the largest integer and floating point types on the machine.
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By the time the bytecode interpreter reaches the end of the expression,
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the value of the expression should be the only value left on the stack.
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For tracing applications, @code{trace} bytecodes in the expression will
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have recorded the necessary data, and the value on the stack may be
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discarded. For other applications, like conditional breakpoints, the
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value may be useful.
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Separate from the stack, the interpreter has two registers:
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@table @code
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@item pc
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The address of the next bytecode to execute.
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@item start
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The address of the start of the bytecode expression, necessary for
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interpreting the @code{goto} and @code{if_goto} instructions.
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@end table
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@noindent
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Neither of these registers is directly visible to the bytecode language
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itself, but they are useful for defining the meanings of the bytecode
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operations.
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There are no instructions to perform side effects on the running
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program, or call the program's functions; we assume that these
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expressions are only used for unobtrusive debugging, not for patching
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the running code.
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Most bytecode instructions do not distinguish between the various sizes
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of values, and operate on full-width values; the upper bits of the
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values are simply ignored, since they do not usually make a difference
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to the value computed. The exceptions to this rule are:
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@table @asis
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@item memory reference instructions (@code{ref}@var{n})
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There are distinct instructions to fetch different word sizes from
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memory. Once on the stack, however, the values are treated as full-size
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integers. They may need to be sign-extended; the @code{ext} instruction
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exists for this purpose.
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@item the sign-extension instruction (@code{ext} @var{n})
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These clearly need to know which portion of their operand is to be
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extended to occupy the full length of the word.
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@end table
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If the interpreter is unable to evaluate an expression completely for
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some reason (a memory location is inaccessible, or a divisor is zero,
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for example), we say that interpretation ``terminates with an error''.
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This means that the problem is reported back to the interpreter's caller
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in some helpful way. In general, code using agent expressions should
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assume that they may attempt to divide by zero, fetch arbitrary memory
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locations, and misbehave in other ways.
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Even complicated C expressions compile to a few bytecode instructions;
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for example, the expression @code{x + y * z} would typically produce
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code like the following, assuming that @code{x} and @code{y} live in
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registers, and @code{z} is a global variable holding a 32-bit
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@code{int}:
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@example
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reg 1
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reg 2
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const32 @i{address of z}
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ref32
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ext 32
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mul
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add
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end
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@end example
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In detail, these mean:
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@table @code
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@item reg 1
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Push the value of register 1 (presumably holding @code{x}) onto the
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stack.
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@item reg 2
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Push the value of register 2 (holding @code{y}).
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@item const32 @i{address of z}
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Push the address of @code{z} onto the stack.
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@item ref32
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Fetch a 32-bit word from the address at the top of the stack; replace
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the address on the stack with the value. Thus, we replace the address
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of @code{z} with @code{z}'s value.
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@item ext 32
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Sign-extend the value on the top of the stack from 32 bits to full
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length. This is necessary because @code{z} is a signed integer.
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@item mul
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Pop the top two numbers on the stack, multiply them, and push their
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product. Now the top of the stack contains the value of the expression
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@code{y * z}.
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@item add
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Pop the top two numbers, add them, and push the sum. Now the top of the
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stack contains the value of @code{x + y * z}.
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@item end
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Stop executing; the value left on the stack top is the value to be
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recorded.
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@end table
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@node Bytecode Descriptions
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@section Bytecode Descriptions
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Each bytecode description has the following form:
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@table @asis
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@item @code{add} (0x02): @var{a} @var{b} @result{} @var{a+b}
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Pop the top two stack items, @var{a} and @var{b}, as integers; push
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their sum, as an integer.
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@end table
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In this example, @code{add} is the name of the bytecode, and
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@code{(0x02)} is the one-byte value used to encode the bytecode, in
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hexadecimal. The phrase ``@var{a} @var{b} @result{} @var{a+b}'' shows
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the stack before and after the bytecode executes. Beforehand, the stack
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must contain at least two values, @var{a} and @var{b}; since the top of
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the stack is to the right, @var{b} is on the top of the stack, and
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@var{a} is underneath it. After execution, the bytecode will have
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popped @var{a} and @var{b} from the stack, and replaced them with a
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single value, @var{a+b}. There may be other values on the stack below
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those shown, but the bytecode affects only those shown.
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Here is another example:
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@table @asis
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@item @code{const8} (0x22) @var{n}: @result{} @var{n}
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Push the 8-bit integer constant @var{n} on the stack, without sign
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extension.
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@end table
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In this example, the bytecode @code{const8} takes an operand @var{n}
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directly from the bytecode stream; the operand follows the @code{const8}
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bytecode itself. We write any such operands immediately after the name
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of the bytecode, before the colon, and describe the exact encoding of
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the operand in the bytecode stream in the body of the bytecode
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description.
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For the @code{const8} bytecode, there are no stack items given before
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the @result{}; this simply means that the bytecode consumes no values
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from the stack. If a bytecode consumes no values, or produces no
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values, the list on either side of the @result{} may be empty.
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If a value is written as @var{a}, @var{b}, or @var{n}, then the bytecode
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treats it as an integer. If a value is written is @var{addr}, then the
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bytecode treats it as an address.
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We do not fully describe the floating point operations here; although
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this design can be extended in a clean way to handle floating point
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values, they are not of immediate interest to the customer, so we avoid
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describing them, to save time.
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@table @asis
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@item @code{float} (0x01): @result{}
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Prefix for floating-point bytecodes. Not implemented yet.
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@item @code{add} (0x02): @var{a} @var{b} @result{} @var{a+b}
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Pop two integers from the stack, and push their sum, as an integer.
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@item @code{sub} (0x03): @var{a} @var{b} @result{} @var{a-b}
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Pop two integers from the stack, subtract the top value from the
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next-to-top value, and push the difference.
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@item @code{mul} (0x04): @var{a} @var{b} @result{} @var{a*b}
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Pop two integers from the stack, multiply them, and push the product on
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the stack. Note that, when one multiplies two @var{n}-bit numbers
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yielding another @var{n}-bit number, it is irrelevant whether the
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numbers are signed or not; the results are the same.
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@item @code{div_signed} (0x05): @var{a} @var{b} @result{} @var{a/b}
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Pop two signed integers from the stack; divide the next-to-top value by
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the top value, and push the quotient. If the divisor is zero, terminate
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with an error.
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@item @code{div_unsigned} (0x06): @var{a} @var{b} @result{} @var{a/b}
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Pop two unsigned integers from the stack; divide the next-to-top value
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by the top value, and push the quotient. If the divisor is zero,
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terminate with an error.
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@item @code{rem_signed} (0x07): @var{a} @var{b} @result{} @var{a modulo b}
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Pop two signed integers from the stack; divide the next-to-top value by
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the top value, and push the remainder. If the divisor is zero,
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terminate with an error.
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@item @code{rem_unsigned} (0x08): @var{a} @var{b} @result{} @var{a modulo b}
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Pop two unsigned integers from the stack; divide the next-to-top value
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by the top value, and push the remainder. If the divisor is zero,
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terminate with an error.
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@item @code{lsh} (0x09): @var{a} @var{b} @result{} @var{a<<b}
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Pop two integers from the stack; let @var{a} be the next-to-top value,
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and @var{b} be the top value. Shift @var{a} left by @var{b} bits, and
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push the result.
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@item @code{rsh_signed} (0x0a): @var{a} @var{b} @result{} @code{(signed)}@var{a>>b}
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Pop two integers from the stack; let @var{a} be the next-to-top value,
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and @var{b} be the top value. Shift @var{a} right by @var{b} bits,
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inserting copies of the top bit at the high end, and push the result.
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@item @code{rsh_unsigned} (0x0b): @var{a} @var{b} @result{} @var{a>>b}
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Pop two integers from the stack; let @var{a} be the next-to-top value,
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and @var{b} be the top value. Shift @var{a} right by @var{b} bits,
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inserting zero bits at the high end, and push the result.
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@item @code{log_not} (0x0e): @var{a} @result{} @var{!a}
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Pop an integer from the stack; if it is zero, push the value one;
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otherwise, push the value zero.
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@item @code{bit_and} (0x0f): @var{a} @var{b} @result{} @var{a&b}
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Pop two integers from the stack, and push their bitwise @code{and}.
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@item @code{bit_or} (0x10): @var{a} @var{b} @result{} @var{a|b}
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Pop two integers from the stack, and push their bitwise @code{or}.
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@item @code{bit_xor} (0x11): @var{a} @var{b} @result{} @var{a^b}
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Pop two integers from the stack, and push their bitwise
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exclusive-@code{or}.
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@item @code{bit_not} (0x12): @var{a} @result{} @var{~a}
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Pop an integer from the stack, and push its bitwise complement.
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@item @code{equal} (0x13): @var{a} @var{b} @result{} @var{a=b}
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Pop two integers from the stack; if they are equal, push the value one;
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otherwise, push the value zero.
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@item @code{less_signed} (0x14): @var{a} @var{b} @result{} @var{a<b}
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Pop two signed integers from the stack; if the next-to-top value is less
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than the top value, push the value one; otherwise, push the value zero.
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@item @code{less_unsigned} (0x15): @var{a} @var{b} @result{} @var{a<b}
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Pop two unsigned integers from the stack; if the next-to-top value is less
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than the top value, push the value one; otherwise, push the value zero.
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@item @code{ext} (0x16) @var{n}: @var{a} @result{} @var{a}, sign-extended from @var{n} bits
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Pop an unsigned value from the stack; treating it as an @var{n}-bit
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twos-complement value, extend it to full length. This means that all
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bits to the left of bit @var{n-1} (where the least significant bit is bit
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0) are set to the value of bit @var{n-1}. Note that @var{n} may be
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larger than or equal to the width of the stack elements of the bytecode
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engine; in this case, the bytecode should have no effect.
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The number of source bits to preserve, @var{n}, is encoded as a single
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byte unsigned integer following the @code{ext} bytecode.
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@item @code{zero_ext} (0x2a) @var{n}: @var{a} @result{} @var{a}, zero-extended from @var{n} bits
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Pop an unsigned value from the stack; zero all but the bottom @var{n}
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bits.
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The number of source bits to preserve, @var{n}, is encoded as a single
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byte unsigned integer following the @code{zero_ext} bytecode.
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@item @code{ref8} (0x17): @var{addr} @result{} @var{a}
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@itemx @code{ref16} (0x18): @var{addr} @result{} @var{a}
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@itemx @code{ref32} (0x19): @var{addr} @result{} @var{a}
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@itemx @code{ref64} (0x1a): @var{addr} @result{} @var{a}
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Pop an address @var{addr} from the stack. For bytecode
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@code{ref}@var{n}, fetch an @var{n}-bit value from @var{addr}, using the
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natural target endianness. Push the fetched value as an unsigned
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integer.
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Note that @var{addr} may not be aligned in any particular way; the
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@code{ref@var{n}} bytecodes should operate correctly for any address.
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If attempting to access memory at @var{addr} would cause a processor
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exception of some sort, terminate with an error.
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@item @code{ref_float} (0x1b): @var{addr} @result{} @var{d}
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@itemx @code{ref_double} (0x1c): @var{addr} @result{} @var{d}
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@itemx @code{ref_long_double} (0x1d): @var{addr} @result{} @var{d}
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@itemx @code{l_to_d} (0x1e): @var{a} @result{} @var{d}
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@itemx @code{d_to_l} (0x1f): @var{d} @result{} @var{a}
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Not implemented yet.
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@item @code{dup} (0x28): @var{a} => @var{a} @var{a}
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Push another copy of the stack's top element.
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@item @code{swap} (0x2b): @var{a} @var{b} => @var{b} @var{a}
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Exchange the top two items on the stack.
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@item @code{pop} (0x29): @var{a} =>
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Discard the top value on the stack.
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@item @code{pick} (0x32) @var{n}: @var{a} @dots{} @var{b} => @var{a} @dots{} @var{b} @var{a}
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Duplicate an item from the stack and push it on the top of the stack.
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@var{n}, a single byte, indicates the stack item to copy. If @var{n}
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is zero, this is the same as @code{dup}; if @var{n} is one, it copies
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the item under the top item, etc. If @var{n} exceeds the number of
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items on the stack, terminate with an error.
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@item @code{rot} (0x33): @var{a} @var{b} @var{c} => @var{c} @var{a} @var{b}
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Rotate the top three items on the stack. The top item (c) becomes the third
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item, the next-to-top item (b) becomes the top item and the third item (a) from
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the top becomes the next-to-top item.
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@item @code{if_goto} (0x20) @var{offset}: @var{a} @result{}
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Pop an integer off the stack; if it is non-zero, branch to the given
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offset in the bytecode string. Otherwise, continue to the next
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instruction in the bytecode stream. In other words, if @var{a} is
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non-zero, set the @code{pc} register to @code{start} + @var{offset}.
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Thus, an offset of zero denotes the beginning of the expression.
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The @var{offset} is stored as a sixteen-bit unsigned value, stored
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immediately following the @code{if_goto} bytecode. It is always stored
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most significant byte first, regardless of the target's normal
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endianness. The offset is not guaranteed to fall at any particular
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alignment within the bytecode stream; thus, on machines where fetching a
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16-bit on an unaligned address raises an exception, you should fetch the
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offset one byte at a time.
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@item @code{goto} (0x21) @var{offset}: @result{}
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Branch unconditionally to @var{offset}; in other words, set the
|
|
@code{pc} register to @code{start} + @var{offset}.
|
|
|
|
The offset is stored in the same way as for the @code{if_goto} bytecode.
|
|
|
|
@item @code{const8} (0x22) @var{n}: @result{} @var{n}
|
|
@itemx @code{const16} (0x23) @var{n}: @result{} @var{n}
|
|
@itemx @code{const32} (0x24) @var{n}: @result{} @var{n}
|
|
@itemx @code{const64} (0x25) @var{n}: @result{} @var{n}
|
|
Push the integer constant @var{n} on the stack, without sign extension.
|
|
To produce a small negative value, push a small twos-complement value,
|
|
and then sign-extend it using the @code{ext} bytecode.
|
|
|
|
The constant @var{n} is stored in the appropriate number of bytes
|
|
following the @code{const}@var{b} bytecode. The constant @var{n} is
|
|
always stored most significant byte first, regardless of the target's
|
|
normal endianness. The constant is not guaranteed to fall at any
|
|
particular alignment within the bytecode stream; thus, on machines where
|
|
fetching a 16-bit on an unaligned address raises an exception, you
|
|
should fetch @var{n} one byte at a time.
|
|
|
|
@item @code{reg} (0x26) @var{n}: @result{} @var{a}
|
|
Push the value of register number @var{n}, without sign extension. The
|
|
registers are numbered following GDB's conventions.
|
|
|
|
The register number @var{n} is encoded as a 16-bit unsigned integer
|
|
immediately following the @code{reg} bytecode. It is always stored most
|
|
significant byte first, regardless of the target's normal endianness.
|
|
The register number is not guaranteed to fall at any particular
|
|
alignment within the bytecode stream; thus, on machines where fetching a
|
|
16-bit on an unaligned address raises an exception, you should fetch the
|
|
register number one byte at a time.
|
|
|
|
@item @code{getv} (0x2c) @var{n}: @result{} @var{v}
|
|
Push the value of trace state variable number @var{n}, without sign
|
|
extension.
|
|
|
|
The variable number @var{n} is encoded as a 16-bit unsigned integer
|
|
immediately following the @code{getv} bytecode. It is always stored most
|
|
significant byte first, regardless of the target's normal endianness.
|
|
The variable number is not guaranteed to fall at any particular
|
|
alignment within the bytecode stream; thus, on machines where fetching a
|
|
16-bit on an unaligned address raises an exception, you should fetch the
|
|
register number one byte at a time.
|
|
|
|
@item @code{setv} (0x2d) @var{n}: @var{v} @result{} @var{v}
|
|
Set trace state variable number @var{n} to the value found on the top
|
|
of the stack. The stack is unchanged, so that the value is readily
|
|
available if the assignment is part of a larger expression. The
|
|
handling of @var{n} is as described for @code{getv}.
|
|
|
|
@item @code{trace} (0x0c): @var{addr} @var{size} @result{}
|
|
Record the contents of the @var{size} bytes at @var{addr} in a trace
|
|
buffer, for later retrieval by GDB.
|
|
|
|
@item @code{trace_quick} (0x0d) @var{size}: @var{addr} @result{} @var{addr}
|
|
Record the contents of the @var{size} bytes at @var{addr} in a trace
|
|
buffer, for later retrieval by GDB. @var{size} is a single byte
|
|
unsigned integer following the @code{trace} opcode.
|
|
|
|
This bytecode is equivalent to the sequence @code{dup const8 @var{size}
|
|
trace}, but we provide it anyway to save space in bytecode strings.
|
|
|
|
@item @code{trace16} (0x30) @var{size}: @var{addr} @result{} @var{addr}
|
|
Identical to trace_quick, except that @var{size} is a 16-bit big-endian
|
|
unsigned integer, not a single byte. This should probably have been
|
|
named @code{trace_quick16}, for consistency.
|
|
|
|
@item @code{tracev} (0x2e) @var{n}: @result{} @var{a}
|
|
Record the value of trace state variable number @var{n} in the trace
|
|
buffer. The handling of @var{n} is as described for @code{getv}.
|
|
|
|
@item @code{tracenz} (0x2f) @var{addr} @var{size} @result{}
|
|
Record the bytes at @var{addr} in a trace buffer, for later retrieval
|
|
by GDB. Stop at either the first zero byte, or when @var{size} bytes
|
|
have been recorded, whichever occurs first.
|
|
|
|
@item @code{printf} (0x34) @var{numargs} @var{string} @result{}
|
|
Do a formatted print, in the style of the C function @code{printf}).
|
|
The value of @var{numargs} is the number of arguments to expect on the
|
|
stack, while @var{string} is the format string, prefixed with a
|
|
two-byte length. The last byte of the string must be zero, and is
|
|
included in the length. The format string includes escaped sequences
|
|
just as it appears in C source, so for instance the format string
|
|
@code{"\t%d\n"} is six characters long, and the output will consist of
|
|
a tab character, a decimal number, and a newline. At the top of the
|
|
stack, above the values to be printed, this bytecode will pop a
|
|
``function'' and ``channel''. If the function is nonzero, then the
|
|
target may treat it as a function and call it, passing the channel as
|
|
a first argument, as with the C function @code{fprintf}. If the
|
|
function is zero, then the target may simply call a standard formatted
|
|
print function of its choice. In all, this bytecode pops 2 +
|
|
@var{numargs} stack elements, and pushes nothing.
|
|
|
|
@item @code{end} (0x27): @result{}
|
|
Stop executing bytecode; the result should be the top element of the
|
|
stack. If the purpose of the expression was to compute an lvalue or a
|
|
range of memory, then the next-to-top of the stack is the lvalue's
|
|
address, and the top of the stack is the lvalue's size, in bytes.
|
|
|
|
@end table
|
|
|
|
|
|
@node Using Agent Expressions
|
|
@section Using Agent Expressions
|
|
|
|
Agent expressions can be used in several different ways by @value{GDBN},
|
|
and the debugger can generate different bytecode sequences as appropriate.
|
|
|
|
One possibility is to do expression evaluation on the target rather
|
|
than the host, such as for the conditional of a conditional
|
|
tracepoint. In such a case, @value{GDBN} compiles the source
|
|
expression into a bytecode sequence that simply gets values from
|
|
registers or memory, does arithmetic, and returns a result.
|
|
|
|
Another way to use agent expressions is for tracepoint data
|
|
collection. @value{GDBN} generates a different bytecode sequence for
|
|
collection; in addition to bytecodes that do the calculation,
|
|
@value{GDBN} adds @code{trace} bytecodes to save the pieces of
|
|
memory that were used.
|
|
|
|
@itemize @bullet
|
|
|
|
@item
|
|
The user selects trace points in the program's code at which GDB should
|
|
collect data.
|
|
|
|
@item
|
|
The user specifies expressions to evaluate at each trace point. These
|
|
expressions may denote objects in memory, in which case those objects'
|
|
contents are recorded as the program runs, or computed values, in which
|
|
case the values themselves are recorded.
|
|
|
|
@item
|
|
GDB transmits the tracepoints and their associated expressions to the
|
|
GDB agent, running on the debugging target.
|
|
|
|
@item
|
|
The agent arranges to be notified when a trace point is hit.
|
|
|
|
@item
|
|
When execution on the target reaches a trace point, the agent evaluates
|
|
the expressions associated with that trace point, and records the
|
|
resulting values and memory ranges.
|
|
|
|
@item
|
|
Later, when the user selects a given trace event and inspects the
|
|
objects and expression values recorded, GDB talks to the agent to
|
|
retrieve recorded data as necessary to meet the user's requests. If the
|
|
user asks to see an object whose contents have not been recorded, GDB
|
|
reports an error.
|
|
|
|
@end itemize
|
|
|
|
|
|
@node Varying Target Capabilities
|
|
@section Varying Target Capabilities
|
|
|
|
Some targets don't support floating-point, and some would rather not
|
|
have to deal with @code{long long} operations. Also, different targets
|
|
will have different stack sizes, and different bytecode buffer lengths.
|
|
|
|
Thus, GDB needs a way to ask the target about itself. We haven't worked
|
|
out the details yet, but in general, GDB should be able to send the
|
|
target a packet asking it to describe itself. The reply should be a
|
|
packet whose length is explicit, so we can add new information to the
|
|
packet in future revisions of the agent, without confusing old versions
|
|
of GDB, and it should contain a version number. It should contain at
|
|
least the following information:
|
|
|
|
@itemize @bullet
|
|
|
|
@item
|
|
whether floating point is supported
|
|
|
|
@item
|
|
whether @code{long long} is supported
|
|
|
|
@item
|
|
maximum acceptable size of bytecode stack
|
|
|
|
@item
|
|
maximum acceptable length of bytecode expressions
|
|
|
|
@item
|
|
which registers are actually available for collection
|
|
|
|
@item
|
|
whether the target supports disabled tracepoints
|
|
|
|
@end itemize
|
|
|
|
@node Rationale
|
|
@section Rationale
|
|
|
|
Some of the design decisions apparent above are arguable.
|
|
|
|
@table @b
|
|
|
|
@item What about stack overflow/underflow?
|
|
GDB should be able to query the target to discover its stack size.
|
|
Given that information, GDB can determine at translation time whether a
|
|
given expression will overflow the stack. But this spec isn't about
|
|
what kinds of error-checking GDB ought to do.
|
|
|
|
@item Why are you doing everything in LONGEST?
|
|
|
|
Speed isn't important, but agent code size is; using LONGEST brings in a
|
|
bunch of support code to do things like division, etc. So this is a
|
|
serious concern.
|
|
|
|
First, note that you don't need different bytecodes for different
|
|
operand sizes. You can generate code without @emph{knowing} how big the
|
|
stack elements actually are on the target. If the target only supports
|
|
32-bit ints, and you don't send any 64-bit bytecodes, everything just
|
|
works. The observation here is that the MIPS and the Alpha have only
|
|
fixed-size registers, and you can still get C's semantics even though
|
|
most instructions only operate on full-sized words. You just need to
|
|
make sure everything is properly sign-extended at the right times. So
|
|
there is no need for 32- and 64-bit variants of the bytecodes. Just
|
|
implement everything using the largest size you support.
|
|
|
|
GDB should certainly check to see what sizes the target supports, so the
|
|
user can get an error earlier, rather than later. But this information
|
|
is not necessary for correctness.
|
|
|
|
|
|
@item Why don't you have @code{>} or @code{<=} operators?
|
|
I want to keep the interpreter small, and we don't need them. We can
|
|
combine the @code{less_} opcodes with @code{log_not}, and swap the order
|
|
of the operands, yielding all four asymmetrical comparison operators.
|
|
For example, @code{(x <= y)} is @code{! (x > y)}, which is @code{! (y <
|
|
x)}.
|
|
|
|
@item Why do you have @code{log_not}?
|
|
@itemx Why do you have @code{ext}?
|
|
@itemx Why do you have @code{zero_ext}?
|
|
These are all easily synthesized from other instructions, but I expect
|
|
them to be used frequently, and they're simple, so I include them to
|
|
keep bytecode strings short.
|
|
|
|
@code{log_not} is equivalent to @code{const8 0 equal}; it's used in half
|
|
the relational operators.
|
|
|
|
@code{ext @var{n}} is equivalent to @code{const8 @var{s-n} lsh const8
|
|
@var{s-n} rsh_signed}, where @var{s} is the size of the stack elements;
|
|
it follows @code{ref@var{m}} and @var{reg} bytecodes when the value
|
|
should be signed. See the next bulleted item.
|
|
|
|
@code{zero_ext @var{n}} is equivalent to @code{const@var{m} @var{mask}
|
|
log_and}; it's used whenever we push the value of a register, because we
|
|
can't assume the upper bits of the register aren't garbage.
|
|
|
|
@item Why not have sign-extending variants of the @code{ref} operators?
|
|
Because that would double the number of @code{ref} operators, and we
|
|
need the @code{ext} bytecode anyway for accessing bitfields.
|
|
|
|
@item Why not have constant-address variants of the @code{ref} operators?
|
|
Because that would double the number of @code{ref} operators again, and
|
|
@code{const32 @var{address} ref32} is only one byte longer.
|
|
|
|
@item Why do the @code{ref@var{n}} operators have to support unaligned fetches?
|
|
GDB will generate bytecode that fetches multi-byte values at unaligned
|
|
addresses whenever the executable's debugging information tells it to.
|
|
Furthermore, GDB does not know the value the pointer will have when GDB
|
|
generates the bytecode, so it cannot determine whether a particular
|
|
fetch will be aligned or not.
|
|
|
|
In particular, structure bitfields may be several bytes long, but follow
|
|
no alignment rules; members of packed structures are not necessarily
|
|
aligned either.
|
|
|
|
In general, there are many cases where unaligned references occur in
|
|
correct C code, either at the programmer's explicit request, or at the
|
|
compiler's discretion. Thus, it is simpler to make the GDB agent
|
|
bytecodes work correctly in all circumstances than to make GDB guess in
|
|
each case whether the compiler did the usual thing.
|
|
|
|
@item Why are there no side-effecting operators?
|
|
Because our current client doesn't want them? That's a cheap answer. I
|
|
think the real answer is that I'm afraid of implementing function
|
|
calls. We should re-visit this issue after the present contract is
|
|
delivered.
|
|
|
|
@item Why aren't the @code{goto} ops PC-relative?
|
|
The interpreter has the base address around anyway for PC bounds
|
|
checking, and it seemed simpler.
|
|
|
|
@item Why is there only one offset size for the @code{goto} ops?
|
|
Offsets are currently sixteen bits. I'm not happy with this situation
|
|
either:
|
|
|
|
Suppose we have multiple branch ops with different offset sizes. As I
|
|
generate code left-to-right, all my jumps are forward jumps (there are
|
|
no loops in expressions), so I never know the target when I emit the
|
|
jump opcode. Thus, I have to either always assume the largest offset
|
|
size, or do jump relaxation on the code after I generate it, which seems
|
|
like a big waste of time.
|
|
|
|
I can imagine a reasonable expression being longer than 256 bytes. I
|
|
can't imagine one being longer than 64k. Thus, we need 16-bit offsets.
|
|
This kind of reasoning is so bogus, but relaxation is pathetic.
|
|
|
|
The other approach would be to generate code right-to-left. Then I'd
|
|
always know my offset size. That might be fun.
|
|
|
|
@item Where is the function call bytecode?
|
|
|
|
When we add side-effects, we should add this.
|
|
|
|
@item Why does the @code{reg} bytecode take a 16-bit register number?
|
|
|
|
Intel's IA-64 architecture has 128 general-purpose registers,
|
|
and 128 floating-point registers, and I'm sure it has some random
|
|
control registers.
|
|
|
|
@item Why do we need @code{trace} and @code{trace_quick}?
|
|
Because GDB needs to record all the memory contents and registers an
|
|
expression touches. If the user wants to evaluate an expression
|
|
@code{x->y->z}, the agent must record the values of @code{x} and
|
|
@code{x->y} as well as the value of @code{x->y->z}.
|
|
|
|
@item Don't the @code{trace} bytecodes make the interpreter less general?
|
|
They do mean that the interpreter contains special-purpose code, but
|
|
that doesn't mean the interpreter can only be used for that purpose. If
|
|
an expression doesn't use the @code{trace} bytecodes, they don't get in
|
|
its way.
|
|
|
|
@item Why doesn't @code{trace_quick} consume its arguments the way everything else does?
|
|
In general, you do want your operators to consume their arguments; it's
|
|
consistent, and generally reduces the amount of stack rearrangement
|
|
necessary. However, @code{trace_quick} is a kludge to save space; it
|
|
only exists so we needn't write @code{dup const8 @var{SIZE} trace}
|
|
before every memory reference. Therefore, it's okay for it not to
|
|
consume its arguments; it's meant for a specific context in which we
|
|
know exactly what it should do with the stack. If we're going to have a
|
|
kludge, it should be an effective kludge.
|
|
|
|
@item Why does @code{trace16} exist?
|
|
That opcode was added by the customer that contracted Cygnus for the
|
|
data tracing work. I personally think it is unnecessary; objects that
|
|
large will be quite rare, so it is okay to use @code{dup const16
|
|
@var{size} trace} in those cases.
|
|
|
|
Whatever we decide to do with @code{trace16}, we should at least leave
|
|
opcode 0x30 reserved, to remain compatible with the customer who added
|
|
it.
|
|
|
|
@end table
|