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<html>
<head>
<title>L2</title>
</head>
<body>
<h1>6.828 Lecture Notes: x86 and PC architecture</h1>
<h2>Outline</h2>
<ul>
<li>PC architecture
<li>x86 instruction set
<li>gcc calling conventions
<li>PC emulation
</ul>
<h2>PC architecture</h2>
<ul>
<li>A full PC has:
<ul>
<li>an x86 CPU with registers, execution unit, and memory management
<li>CPU chip pins include address and data signals
<li>memory
<li>disk
<li>keyboard
<li>display
<li>other resources: BIOS ROM, clock, ...
</ul>
<li>We will start with the original 16-bit 8086 CPU (1978)
<li>CPU runs instructions:
<pre>
for(;;){
run next instruction
}
</pre>
<li>Needs work space: registers
<ul>
<li>four 16-bit data registers: AX, CX, DX, BX
<li>each in two 8-bit halves, e.g. AH and AL
<li>very fast, very few
</ul>
<li>More work space: memory
<ul>
<li>CPU sends out address on address lines (wires, one bit per wire)
<li>Data comes back on data lines
<li><i>or</i> data is written to data lines
</ul>
<li>Add address registers: pointers into memory
<ul>
<li>SP - stack pointer
<li>BP - frame base pointer
<li>SI - source index
<li>DI - destination index
</ul>
<li>Instructions are in memory too!
<ul>
<li>IP - instruction pointer (PC on PDP-11, everything else)
<li>increment after running each instruction
<li>can be modified by CALL, RET, JMP, conditional jumps
</ul>
<li>Want conditional jumps
<ul>
<li>FLAGS - various condition codes
<ul>
<li>whether last arithmetic operation overflowed
<li> ... was positive/negative
<li> ... was [not] zero
<li> ... carry/borrow on add/subtract
<li> ... overflow
<li> ... etc.
<li>whether interrupts are enabled
<li>direction of data copy instructions
</ul>
<li>JP, JN, J[N]Z, J[N]C, J[N]O ...
</ul>
<li>Still not interesting - need I/O to interact with outside world
<ul>
<li>Original PC architecture: use dedicated <i>I/O space</i>
<ul>
<li>Works same as memory accesses but set I/O signal
<li>Only 1024 I/O addresses
<li>Example: write a byte to line printer:
<pre>
#define DATA_PORT 0x378
#define STATUS_PORT 0x379
#define BUSY 0x80
#define CONTROL_PORT 0x37A
#define STROBE 0x01
void
lpt_putc(int c)
{
/* wait for printer to consume previous byte */
while((inb(STATUS_PORT) & BUSY) == 0)
;
/* put the byte on the parallel lines */
outb(DATA_PORT, c);
/* tell the printer to look at the data */
outb(CONTROL_PORT, STROBE);
outb(CONTROL_PORT, 0);
}
<pre>
</ul>
<li>Memory-Mapped I/O
<ul>
<li>Use normal physical memory addresses
<ul>
<li>Gets around limited size of I/O address space
<li>No need for special instructions
<li>System controller routes to appropriate device
</ul>
<li>Works like ``magic'' memory:
<ul>
<li> <i>Addressed</i> and <i>accessed</i> like memory,
but ...
<li> ... does not <i>behave</i> like memory!
<li> Reads and writes can have ``side effects''
<li> Read results can change due to external events
</ul>
</ul>
</ul>
<li>What if we want to use more than 2^16 bytes of memory?
<ul>
<li>8086 has 20-bit physical addresses, can have 1 Meg RAM
<li>each segment is a 2^16 byte window into physical memory
<li>virtual to physical translation: pa = va + seg*16
<li>the segment is usually implicit, from a segment register
<li>CS - code segment (for fetches via IP)
<li>SS - stack segment (for load/store via SP and BP)
<li>DS - data segment (for load/store via other registers)
<li>ES - another data segment (destination for string operations)
<li>tricky: can't use the 16-bit address of a stack variable as a pointer
<li>but a <i>far pointer</i> includes full segment:offset (16 + 16 bits)
</ul>
<li>But 8086's 16-bit addresses and data were still painfully small
<ul>
<li>80386 added support for 32-bit data and addresses (1985)
<li>boots in 16-bit mode, boot.S switches to 32-bit mode
<li>registers are 32 bits wide, called EAX rather than AX
<li>operands and addresses are also 32 bits, e.g. ADD does 32-bit arithmetic
<li>prefix 0x66 gets you 16-bit mode: MOVW is really 0x66 MOVW
<li>the .code32 in boot.S tells assembler to generate 0x66 for e.g. MOVW
<li>80386 also changed segments and added paged memory...
</ul>
</ul>
<h2>x86 Physical Memory Map</h2>
<ul>
<li>The physical address space mostly looks like ordinary RAM
<li>Except some low-memory addresses actually refer to other things
<li>Writes to VGA memory appear on the screen
<li>Reset or power-on jumps to ROM at 0x000ffff0
</ul>
<pre>
+------------------+ <- 0xFFFFFFFF (4GB)
| 32-bit |
| memory mapped |
| devices |
| |
/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\
| |
| Unused |
| |
+------------------+ <- depends on amount of RAM
| |
| |
| Extended Memory |
| |
| |
+------------------+ <- 0x00100000 (1MB)
| BIOS ROM |
+------------------+ <- 0x000F0000 (960KB)
| 16-bit devices, |
| expansion ROMs |
+------------------+ <- 0x000C0000 (768KB)
| VGA Display |
+------------------+ <- 0x000A0000 (640KB)
| |
| Low Memory |
| |
+------------------+ <- 0x00000000
</pre>
<h2>x86 Instruction Set</h2>
<ul>
<li>Two-operand instruction set
<ul>
<li>Intel syntax: <tt>op dst, src</tt>
<li>AT&amp;T (gcc/gas) syntax: <tt>op src, dst</tt>
<ul>
<li>uses b, w, l suffix on instructions to specify size of operands
</ul>
<li>Operands are registers, constant, memory via register, memory via constant
<li> Examples:
<table cellspacing=5>
<tr><td><u>AT&amp;T syntax</u> <td><u>"C"-ish equivalent</u>
<tr><td>movl %eax, %edx <td>edx = eax; <td><i>register mode</i>
<tr><td>movl $0x123, %edx <td>edx = 0x123; <td><i>immediate</i>
<tr><td>movl 0x123, %edx <td>edx = *(int32_t*)0x123; <td><i>direct</i>
<tr><td>movl (%ebx), %edx <td>edx = *(int32_t*)ebx; <td><i>indirect</i>
<tr><td>movl 4(%ebx), %edx <td>edx = *(int32_t*)(ebx+4); <td><i>displaced</i>
</table>
</ul>
<li>Instruction classes
<ul>
<li>data movement: MOV, PUSH, POP, ...
<li>arithmetic: TEST, SHL, ADD, AND, ...
<li>i/o: IN, OUT, ...
<li>control: JMP, JZ, JNZ, CALL, RET
<li>string: REP MOVSB, ...
<li>system: IRET, INT
</ul>
<li>Intel architecture manual Volume 2 is <i>the</i> reference
</ul>
<h2>gcc x86 calling conventions</h2>
<ul>
<li>x86 dictates that stack grows down:
<table cellspacing=5>
<tr><td><u>Example instruction</u> <td><u>What it does</u>
<tr><td>pushl %eax
<td>
subl $4, %esp <br>
movl %eax, (%esp) <br>
<tr><td>popl %eax
<td>
movl (%esp), %eax <br>
addl $4, %esp <br>
<tr><td>call $0x12345
<td>
pushl %eip <sup>(*)</sup> <br>
movl $0x12345, %eip <sup>(*)</sup> <br>
<tr><td>ret
<td>
popl %eip <sup>(*)</sup>
</table>
(*) <i>Not real instructions</i>
<li>GCC dictates how the stack is used.
Contract between caller and callee on x86:
<ul>
<li>after call instruction:
<ul>
<li>%eip points at first instruction of function
<li>%esp+4 points at first argument
<li>%esp points at return address
</ul>
<li>after ret instruction:
<ul>
<li>%eip contains return address
<li>%esp points at arguments pushed by caller
<li>called function may have trashed arguments
<li>%eax contains return value
(or trash if function is <tt>void</tt>)
<li>%ecx, %edx may be trashed
<li>%ebp, %ebx, %esi, %edi must contain contents from time of <tt>call</tt>
</ul>
<li>Terminology:
<ul>
<li>%eax, %ecx, %edx are "caller save" registers
<li>%ebp, %ebx, %esi, %edi are "callee save" registers
</ul>
</ul>
<li>Functions can do anything that doesn't violate contract.
By convention, GCC does more:
<ul>
<li>each function has a stack frame marked by %ebp, %esp
<pre>
+------------+ |
| arg 2 | \
+------------+ &gt;- previous function's stack frame
| arg 1 | /
+------------+ |
| ret %eip | /
+============+
| saved %ebp | \
%ebp-&gt; +------------+ |
| | |
| local | \
| variables, | &gt;- current function's stack frame
| etc. | /
| | |
| | |
%esp-&gt; +------------+ /
</pre>
<li>%esp can move to make stack frame bigger, smaller
<li>%ebp points at saved %ebp from previous function,
chain to walk stack
<li>function prologue:
<pre>
pushl %ebp
movl %esp, %ebp
</pre>
<li>function epilogue:
<pre>
movl %ebp, %esp
popl %ebp
</pre>
or
<pre>
leave
</pre>
</ul>
<li>Big example:
<ul>
<li>C code
<pre>
int main(void) { return f(8)+1; }
int f(int x) { return g(x); }
int g(int x) { return x+3; }
</pre>
<li>assembler
<pre>
_main:
<i>prologue</i>
pushl %ebp
movl %esp, %ebp
<i>body</i>
pushl $8
call _f
addl $1, %eax
<i>epilogue</i>
movl %ebp, %esp
popl %ebp
ret
_f:
<i>prologue</i>
pushl %ebp
movl %esp, %ebp
<i>body</i>
pushl 8(%esp)
call _g
<i>epilogue</i>
movl %ebp, %esp
popl %ebp
ret
_g:
<i>prologue</i>
pushl %ebp
movl %esp, %ebp
<i>save %ebx</i>
pushl %ebx
<i>body</i>
movl 8(%ebp), %ebx
addl $3, %ebx
movl %ebx, %eax
<i>restore %ebx</i>
popl %ebx
<i>epilogue</i>
movl %ebp, %esp
popl %ebp
ret
</pre>
</ul>
<li>Super-small <tt>_g</tt>:
<pre>
_g:
movl 4(%esp), %eax
addl $3, %eax
ret
</pre>
<li>Compiling, linking, loading:
<ul>
<li> <i>Compiler</i> takes C source code (ASCII text),
produces assembly language (also ASCII text)
<li> <i>Assembler</i> takes assembly language (ASCII text),
produces <tt>.o</tt> file (binary, machine-readable!)
<li> <i>Linker</i> takse multiple '<tt>.o</tt>'s,
produces a single <i>program image</i> (binary)
<li> <i>Loader</i> loads the program image into memory
at run-time and starts it executing
</ul>
</ul>
<h2>PC emulation</h2>
<ul>
<li> Emulator like Bochs works by
<ul>
<li> doing exactly what a real PC would do,
<li> only implemented in software rather than hardware!
</ul>
<li> Runs as a normal process in a "host" operating system (e.g., Linux)
<li> Uses normal process storage to hold emulated hardware state:
e.g.,
<ul>
<li> Hold emulated CPU registers in global variables
<pre>
int32_t regs[8];
#define REG_EAX 1;
#define REG_EBX 2;
#define REG_ECX 3;
...
int32_t eip;
int16_t segregs[4];
...
</pre>
<li> <tt>malloc</tt> a big chunk of (virtual) process memory
to hold emulated PC's (physical) memory
</ul>
<li> Execute instructions by simulating them in a loop:
<pre>
for (;;) {
read_instruction();
switch (decode_instruction_opcode()) {
case OPCODE_ADD:
int src = decode_src_reg();
int dst = decode_dst_reg();
regs[dst] = regs[dst] + regs[src];
break;
case OPCODE_SUB:
int src = decode_src_reg();
int dst = decode_dst_reg();
regs[dst] = regs[dst] - regs[src];
break;
...
}
eip += instruction_length;
}
</pre>
<li> Simulate PC's physical memory map
by decoding emulated "physical" addresses just like a PC would:
<pre>
#define KB 1024
#define MB 1024*1024
#define LOW_MEMORY 640*KB
#define EXT_MEMORY 10*MB
uint8_t low_mem[LOW_MEMORY];
uint8_t ext_mem[EXT_MEMORY];
uint8_t bios_rom[64*KB];
uint8_t read_byte(uint32_t phys_addr) {
if (phys_addr < LOW_MEMORY)
return low_mem[phys_addr];
else if (phys_addr >= 960*KB && phys_addr < 1*MB)
return rom_bios[phys_addr - 960*KB];
else if (phys_addr >= 1*MB && phys_addr < 1*MB+EXT_MEMORY) {
return ext_mem[phys_addr-1*MB];
else ...
}
void write_byte(uint32_t phys_addr, uint8_t val) {
if (phys_addr < LOW_MEMORY)
low_mem[phys_addr] = val;
else if (phys_addr >= 960*KB && phys_addr < 1*MB)
; /* ignore attempted write to ROM! */
else if (phys_addr >= 1*MB && phys_addr < 1*MB+EXT_MEMORY) {
ext_mem[phys_addr-1*MB] = val;
else ...
}
</pre>
<li> Simulate I/O devices, etc., by detecting accesses to
"special" memory and I/O space and emulating the correct behavior:
e.g.,
<ul>
<li> Reads/writes to emulated hard disk
transformed into reads/writes of a file on the host system
<li> Writes to emulated VGA display hardware
transformed into drawing into an X window
<li> Reads from emulated PC keyboard
transformed into reads from X input event queue
</ul>
</ul>