Files
llvm/lld/ELF/Thunks.h
Chandler Carruth 2946cd7010 Update the file headers across all of the LLVM projects in the monorepo
to reflect the new license.

We understand that people may be surprised that we're moving the header
entirely to discuss the new license. We checked this carefully with the
Foundation's lawyer and we believe this is the correct approach.

Essentially, all code in the project is now made available by the LLVM
project under our new license, so you will see that the license headers
include that license only. Some of our contributors have contributed
code under our old license, and accordingly, we have retained a copy of
our old license notice in the top-level files in each project and
repository.

llvm-svn: 351636
2019-01-19 08:50:56 +00:00

71 lines
2.4 KiB
C++

//===- Thunks.h --------------------------------------------------------===//
//
// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
// See https://llvm.org/LICENSE.txt for license information.
// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
//
//===----------------------------------------------------------------------===//
#ifndef LLD_ELF_THUNKS_H
#define LLD_ELF_THUNKS_H
#include "Relocations.h"
namespace lld {
namespace elf {
class Defined;
class Symbol;
class ThunkSection;
// Class to describe an instance of a Thunk.
// A Thunk is a code-sequence inserted by the linker in between a caller and
// the callee. The relocation to the callee is redirected to the Thunk, which
// after executing transfers control to the callee. Typical uses of Thunks
// include transferring control from non-pi to pi and changing state on
// targets like ARM.
//
// Thunks can be created for Defined, Shared and Undefined Symbols.
// Thunks are assigned to synthetic ThunkSections
class Thunk {
public:
Thunk(Symbol &Destination);
virtual ~Thunk();
virtual uint32_t size() = 0;
virtual void writeTo(uint8_t *Buf) = 0;
// All Thunks must define at least one symbol, known as the thunk target
// symbol, so that we can redirect relocations to it. The thunk may define
// additional symbols, but these are never targets for relocations.
virtual void addSymbols(ThunkSection &IS) = 0;
void setOffset(uint64_t Offset);
Defined *addSymbol(StringRef Name, uint8_t Type, uint64_t Value,
InputSectionBase &Section);
// Some Thunks must be placed immediately before their Target as they elide
// a branch and fall through to the first Symbol in the Target.
virtual InputSection *getTargetInputSection() const { return nullptr; }
// To reuse a Thunk the caller as identified by the Type must be
// compatible with it.
virtual bool isCompatibleWith(RelType Type) const { return true; }
Defined *getThunkTargetSym() const { return Syms[0]; }
// The alignment requirement for this Thunk, defaults to the size of the
// typical code section alignment.
Symbol &Destination;
llvm::SmallVector<Defined *, 3> Syms;
uint64_t Offset = 0;
uint32_t Alignment = 4;
};
// For a Relocation to symbol S create a Thunk to be added to a synthetic
// ThunkSection. At present there are implementations for ARM and Mips Thunks.
Thunk *addThunk(RelType Type, Symbol &S);
} // namespace elf
} // namespace lld
#endif