| # The ELF, COFF and Wasm Linkers | |
| ## The ELF Linker as a Library | |
| You can embed LLD to your program by linking against it and calling the linker's | |
| entry point function `lld::lldMain`. | |
| The current policy is that it is your responsibility to give trustworthy object | |
| files. The function is guaranteed to return as long as you do not pass corrupted | |
| or malicious object files. A corrupted file could cause a fatal error or SEGV. | |
| That being said, you don't need to worry too much about it if you create object | |
| files in the usual way and give them to the linker. It is naturally expected to | |
| work, or otherwise it's a linker's bug. | |
| # Design | |
| We will describe the design of the linkers in the rest of the document. | |
| ## Key Concepts | |
| Linkers are fairly large pieces of software. | |
| There are many design choices you have to make to create a complete linker. | |
| This is a list of design choices we've made for ELF and COFF LLD. | |
| We believe that these high-level design choices achieved a right balance | |
| between speed, simplicity and extensibility. | |
| - Implement as native linkers | |
| We implemented the linkers as native linkers for each file format. | |
| The linkers share the same design but share very little code. | |
| Sharing code makes sense if the benefit is worth its cost. | |
| In our case, the object formats are different enough that we thought the layer | |
| to abstract the differences wouldn't be worth its complexity and run-time | |
| cost. Elimination of the abstract layer has greatly simplified the | |
| implementation. | |
| - Speed by design | |
| One of the most important things in achieving high performance is to | |
| do less rather than do it efficiently. | |
| Therefore, the high-level design matters more than local optimizations. | |
| Since we are trying to create a high-performance linker, | |
| it is very important to keep the design as efficient as possible. | |
| Broadly speaking, we do not do anything until we have to do it. | |
| For example, we do not read section contents or relocations | |
| until we need them to continue linking. | |
| When we need to do some costly operation (such as looking up | |
| a hash table for each symbol), we do it only once. | |
| We obtain a handle (which is typically just a pointer to actual data) | |
| on the first operation and use it throughout the process. | |
| - Efficient archive file handling | |
| LLD's handling of archive files (the files with ".a" file extension) is | |
| different from the traditional Unix linkers and similar to Windows linkers. | |
| We'll describe how the traditional Unix linker handles archive files, what the | |
| problem is, and how LLD approached the problem. | |
| The traditional Unix linker maintains a set of undefined symbols during | |
| linking. The linker visits each file in the order as they appeared in the | |
| command line until the set becomes empty. What the linker would do depends on | |
| file type. | |
| - If the linker visits an object file, the linker links object files to the | |
| result, and undefined symbols in the object file are added to the set. | |
| - If the linker visits an archive file, it checks for the archive file's | |
| symbol table and extracts all object files that have definitions for any | |
| symbols in the set. | |
| This algorithm sometimes leads to a counter-intuitive behavior. If you give | |
| archive files before object files, nothing will happen because when the linker | |
| visits archives, there are no undefined symbols in the set. As a result, no | |
| files are extracted from the first archive file, and the link is done at that | |
| point because the set is empty after it visits one file. | |
| You can fix the problem by reordering the files, | |
| but that cannot fix the issue of mutually-dependent archive files. | |
| Linking mutually-dependent archive files is tricky. You may specify the same | |
| archive file multiple times to let the linker visit it more than once. Or, | |
| you may use the special command line options, `--start-group` and | |
| `--end-group`, to let the linker loop over the files between the options until | |
| no new symbols are added to the set. | |
| Visiting the same archive files multiple times makes the linker slower. | |
| Here is how LLD approaches the problem. Instead of memorizing only undefined | |
| symbols, we program LLD so that it memorizes all symbols. When it sees an | |
| undefined symbol that can be resolved by extracting an object file from an | |
| archive file it previously visited, it immediately extracts the file and links | |
| it. It is doable because LLD does not forget symbols it has seen in archive | |
| files. | |
| We believe that LLD's way is efficient and easy to justify. | |
| The semantics of LLD's archive handling are different from the traditional | |
| Unix's. You can observe it if you carefully craft archive files to exploit | |
| it. However, in reality, we don't know any program that cannot link with our | |
| algorithm so far, so it's not going to cause trouble. | |
| ## Numbers You Want to Know | |
| To give you intuition about what kinds of data the linker is mainly working on, | |
| I'll give you the list of objects and their numbers LLD has to read and process | |
| in order to link a very large executable. In order to link Chrome with debug | |
| info, which is roughly 2 GB in output size, LLD reads | |
| - 17,000 files, | |
| - 1,800,000 sections, | |
| - 6,300,000 symbols, and | |
| - 13,000,000 relocations. | |
| LLD produces the 2 GB executable in 15 seconds. | |
| These numbers vary depending on your program, but in general, | |
| you have a lot of relocations and symbols for each file. | |
| If your program is written in C++, symbol names are likely to be | |
| pretty long because of name mangling. | |
| It is important to not waste time on relocations and symbols. | |
| In the above case, the total amount of symbol strings is 450 MB, | |
| and inserting all of them to a hash table takes 1.5 seconds. | |
| Therefore, if you causally add a hash table lookup for each symbol, | |
| it would slow down the linker by 10%. So, don't do that. | |
| On the other hand, you don't have to pursue efficiency | |
| when handling files. | |
| ## Important Data Structures | |
| We will describe the key data structures in LLD in this section. The linker can | |
| be understood as the interactions between them. Once you understand their | |
| functions, the code of the linker should look obvious to you. | |
| - Symbol | |
| This class represents a symbol. | |
| They are created for symbols in object files or archive files. | |
| The linker creates linker-defined symbols as well. | |
| There are basically three types of Symbols: Defined, Undefined, or Lazy. | |
| - Defined symbols are for all symbols that are considered as "resolved", | |
| including real defined symbols, COMDAT symbols, common symbols, | |
| absolute symbols, linker-created symbols, etc. | |
| - Undefined symbols represent undefined symbols, which need to be replaced by | |
| Defined symbols by the resolver until the link is complete. | |
| - Lazy symbols represent symbols we found in archive file headers | |
| which can turn into Defined if we read archive members. | |
| There's only one Symbol instance for each unique symbol name. This uniqueness | |
| is guaranteed by the symbol table. As the resolver reads symbols from input | |
| files, it replaces an existing Symbol with the "best" Symbol for its symbol | |
| name using the placement new. | |
| The above mechanism allows you to use pointers to Symbols as a very cheap way | |
| to access name resolution results. Assume for example that you have a pointer | |
| to an undefined symbol before name resolution. If the symbol is resolved to a | |
| defined symbol by the resolver, the pointer will "automatically" point to the | |
| defined symbol, because the undefined symbol the pointer pointed to will have | |
| been replaced by the defined symbol in-place. | |
| - SymbolTable | |
| SymbolTable is basically a hash table from strings to Symbols | |
| with logic to resolve symbol conflicts. It resolves conflicts by symbol type. | |
| - If we add Defined and Undefined symbols, the symbol table will keep the | |
| former. | |
| - If we add Defined and Lazy symbols, it will keep the former. | |
| - If we add Lazy and Undefined, it will keep the former, | |
| but it will also trigger the Lazy symbol to load the archive member | |
| to actually resolve the symbol. | |
| - Chunk (COFF specific) | |
| Chunk represents a chunk of data that will occupy space in an output. | |
| Each regular section becomes a chunk. | |
| Chunks created for common or BSS symbols are not backed by sections. | |
| The linker may create chunks to append additional data to an output as well. | |
| Chunks know about their size, how to copy their data to mmap'ed outputs, | |
| and how to apply relocations to them. | |
| Specifically, section-based chunks know how to read relocation tables | |
| and how to apply them. | |
| - InputSection (ELF specific) | |
| Since we have less synthesized data for ELF, we don't abstract slices of | |
| input files as Chunks for ELF. Instead, we directly use the input section | |
| as an internal data type. | |
| InputSection knows about their size and how to copy themselves to | |
| mmap'ed outputs, just like COFF Chunks. | |
| - OutputSection | |
| OutputSection is a container of InputSections (ELF) or Chunks (COFF). | |
| An InputSection or Chunk belongs to at most one OutputSection. | |
| There are mainly three actors in this linker. | |
| - InputFile | |
| InputFile is a superclass of file readers. | |
| We have a different subclass for each input file type, | |
| such as regular object file, archive file, etc. | |
| They are responsible for creating and owning Symbols and InputSections/Chunks. | |
| - Writer | |
| The writer is responsible for writing file headers and InputSections/Chunks to | |
| a file. It creates OutputSections, puts all InputSections/Chunks into them, | |
| assigns unique, non-overlapping addresses and file offsets to them, and then | |
| writes them down to a file. | |
| - Driver | |
| The linking process is driven by the driver. The driver: | |
| - processes command line options, | |
| - creates a symbol table, | |
| - creates an InputFile for each input file and puts all symbols within into | |
| the symbol table, | |
| - checks if there's no remaining undefined symbols, | |
| - creates a writer, | |
| - and passes the symbol table to the writer to write the result to a file. | |
| ## Link-Time Optimization | |
| LTO is implemented by handling LLVM bitcode files as object files. | |
| The linker resolves symbols in bitcode files normally. If all symbols | |
| are successfully resolved, it then runs LLVM passes | |
| with all bitcode files to convert them to one big regular ELF/COFF file. | |
| Finally, the linker replaces bitcode symbols with ELF/COFF symbols, | |
| so that they are linked as if they were in the native format from the beginning. | |
| The details are described in this document. | |
| <https://llvm.org/docs/LinkTimeOptimization.html> | |
| ## Glossary | |
| - RVA (COFF) | |
| Short for Relative Virtual Address. | |
| Windows executables or DLLs are not position-independent; they are | |
| linked against a fixed address called an image base. RVAs are | |
| offsets from an image base. | |
| Default image bases are 0x140000000 for executables and 0x18000000 | |
| for DLLs. For example, when we are creating an executable, we assume | |
| that the executable will be loaded at address 0x140000000 by the | |
| loader, so we apply relocations accordingly. Result texts and data | |
| will contain raw absolute addresses. | |
| - VA | |
| Short for Virtual Address. For COFF, it is equivalent to RVA + image base. | |
| - Base relocations (COFF) | |
| Relocation information for the loader. If the loader decides to map | |
| an executable or a DLL to a different address than their image | |
| bases, it fixes up binaries using information contained in the base | |
| relocation table. A base relocation table consists of a list of | |
| locations containing addresses. The loader adds a difference between | |
| RVA and actual load address to all locations listed there. | |
| Note that this run-time relocation mechanism is much simpler than ELF. | |
| There's no PLT or GOT. Images are relocated as a whole just | |
| by shifting entire images in memory by some offsets. Although doing | |
| this breaks text sharing, I think this mechanism is not actually bad | |
| on today's computers. | |
| - ICF | |
| Short for Identical COMDAT Folding (COFF) or Identical Code Folding (ELF). | |
| ICF is an optimization to reduce output size by merging read-only sections | |
| by not only their names but by their contents. If two read-only sections | |
| happen to have the same metadata, actual contents and relocations, | |
| they are merged by ICF. It is known as an effective technique, | |
| and it usually reduces C++ program's size by a few percent or more. | |
| Note that this is not an entirely sound optimization. C/C++ require | |
| different functions to have different addresses. If a program depends on | |
| that property, it would fail at runtime. | |
| On Windows, that's not really an issue because MSVC link.exe enabled | |
| the optimization by default. As long as your program works | |
| with the linker's default settings, your program should be safe with ICF. | |
| On Unix, your program is generally not guaranteed to be safe with ICF, | |
| although large programs happen to work correctly. | |
| LLD works fine with ICF for example. | |
| ## Other Info | |
| ```{toctree} | |
| :maxdepth: 1 | |
| missingkeyfunction | |
| ``` | |