1The ELF, COFF and Wasm Linkers
2==============================
3
4The ELF Linker as a Library
5---------------------------
6
7You can embed LLD to your program by linking against it and calling the linker's
8entry point function lld::elf::link.
9
10The current policy is that it is your responsibility to give trustworthy object
11files. The function is guaranteed to return as long as you do not pass corrupted
12or malicious object files. A corrupted file could cause a fatal error or SEGV.
13That being said, you don't need to worry too much about it if you create object
14files in the usual way and give them to the linker. It is naturally expected to
15work, or otherwise it's a linker's bug.
16
17Design
18======
19
20We will describe the design of the linkers in the rest of the document.
21
22Key Concepts
23------------
24
25Linkers are fairly large pieces of software.
26There are many design choices you have to make to create a complete linker.
27
28This is a list of design choices we've made for ELF and COFF LLD.
29We believe that these high-level design choices achieved a right balance
30between speed, simplicity and extensibility.
31
32* Implement as native linkers
33
34  We implemented the linkers as native linkers for each file format.
35
36  The linkers share the same design but share very little code.
37  Sharing code makes sense if the benefit is worth its cost.
38  In our case, the object formats are different enough that we thought the layer
39  to abstract the differences wouldn't be worth its complexity and run-time
40  cost.  Elimination of the abstract layer has greatly simplified the
41  implementation.
42
43* Speed by design
44
45  One of the most important things in archiving high performance is to
46  do less rather than do it efficiently.
47  Therefore, the high-level design matters more than local optimizations.
48  Since we are trying to create a high-performance linker,
49  it is very important to keep the design as efficient as possible.
50
51  Broadly speaking, we do not do anything until we have to do it.
52  For example, we do not read section contents or relocations
53  until we need them to continue linking.
54  When we need to do some costly operation (such as looking up
55  a hash table for each symbol), we do it only once.
56  We obtain a handle (which is typically just a pointer to actual data)
57  on the first operation and use it throughout the process.
58
59* Efficient archive file handling
60
61  LLD's handling of archive files (the files with ".a" file extension) is
62  different from the traditional Unix linkers and similar to Windows linkers.
63  We'll describe how the traditional Unix linker handles archive files, what the
64  problem is, and how LLD approached the problem.
65
66  The traditional Unix linker maintains a set of undefined symbols during
67  linking.  The linker visits each file in the order as they appeared in the
68  command line until the set becomes empty. What the linker would do depends on
69  file type.
70
71  - If the linker visits an object file, the linker links object files to the
72    result, and undefined symbols in the object file are added to the set.
73
74  - If the linker visits an archive file, it checks for the archive file's
75    symbol table and extracts all object files that have definitions for any
76    symbols in the set.
77
78  This algorithm sometimes leads to a counter-intuitive behavior.  If you give
79  archive files before object files, nothing will happen because when the linker
80  visits archives, there is no undefined symbols in the set.  As a result, no
81  files are extracted from the first archive file, and the link is done at that
82  point because the set is empty after it visits one file.
83
84  You can fix the problem by reordering the files,
85  but that cannot fix the issue of mutually-dependent archive files.
86
87  Linking mutually-dependent archive files is tricky.  You may specify the same
88  archive file multiple times to let the linker visit it more than once.  Or,
89  you may use the special command line options, `--start-group` and
90  `--end-group`, to let the linker loop over the files between the options until
91  no new symbols are added to the set.
92
93  Visiting the same archive files multiple times makes the linker slower.
94
95  Here is how LLD approaches the problem. Instead of memorizing only undefined
96  symbols, we program LLD so that it memorizes all symbols.  When it sees an
97  undefined symbol that can be resolved by extracting an object file from an
98  archive file it previously visited, it immediately extracts the file and links
99  it.  It is doable because LLD does not forget symbols it has seen in archive
100  files.
101
102  We believe that LLD's way is efficient and easy to justify.
103
104  The semantics of LLD's archive handling are different from the traditional
105  Unix's.  You can observe it if you carefully craft archive files to exploit
106  it.  However, in reality, we don't know any program that cannot link with our
107  algorithm so far, so it's not going to cause trouble.
108
109Numbers You Want to Know
110------------------------
111
112To give you intuition about what kinds of data the linker is mainly working on,
113I'll give you the list of objects and their numbers LLD has to read and process
114in order to link a very large executable. In order to link Chrome with debug
115info, which is roughly 2 GB in output size, LLD reads
116
117- 17,000 files,
118- 1,800,000 sections,
119- 6,300,000 symbols, and
120- 13,000,000 relocations.
121
122LLD produces the 2 GB executable in 15 seconds.
123
124These numbers vary depending on your program, but in general,
125you have a lot of relocations and symbols for each file.
126If your program is written in C++, symbol names are likely to be
127pretty long because of name mangling.
128
129It is important to not waste time on relocations and symbols.
130
131In the above case, the total amount of symbol strings is 450 MB,
132and inserting all of them to a hash table takes 1.5 seconds.
133Therefore, if you causally add a hash table lookup for each symbol,
134it would slow down the linker by 10%. So, don't do that.
135
136On the other hand, you don't have to pursue efficiency
137when handling files.
138
139Important Data Structures
140-------------------------
141
142We will describe the key data structures in LLD in this section.  The linker can
143be understood as the interactions between them.  Once you understand their
144functions, the code of the linker should look obvious to you.
145
146* Symbol
147
148  This class represents a symbol.
149  They are created for symbols in object files or archive files.
150  The linker creates linker-defined symbols as well.
151
152  There are basically three types of Symbols: Defined, Undefined, or Lazy.
153
154  - Defined symbols are for all symbols that are considered as "resolved",
155    including real defined symbols, COMDAT symbols, common symbols,
156    absolute symbols, linker-created symbols, etc.
157  - Undefined symbols represent undefined symbols, which need to be replaced by
158    Defined symbols by the resolver until the link is complete.
159  - Lazy symbols represent symbols we found in archive file headers
160    which can turn into Defined if we read archive members.
161
162  There's only one Symbol instance for each unique symbol name. This uniqueness
163  is guaranteed by the symbol table. As the resolver reads symbols from input
164  files, it replaces an existing Symbol with the "best" Symbol for its symbol
165  name using the placement new.
166
167  The above mechanism allows you to use pointers to Symbols as a very cheap way
168  to access name resolution results. Assume for example that you have a pointer
169  to an undefined symbol before name resolution. If the symbol is resolved to a
170  defined symbol by the resolver, the pointer will "automatically" point to the
171  defined symbol, because the undefined symbol the pointer pointed to will have
172  been replaced by the defined symbol in-place.
173
174* SymbolTable
175
176  SymbolTable is basically a hash table from strings to Symbols
177  with logic to resolve symbol conflicts. It resolves conflicts by symbol type.
178
179  - If we add Defined and Undefined symbols, the symbol table will keep the
180    former.
181  - If we add Defined and Lazy symbols, it will keep the former.
182  - If we add Lazy and Undefined, it will keep the former,
183    but it will also trigger the Lazy symbol to load the archive member
184    to actually resolve the symbol.
185
186* Chunk (COFF specific)
187
188  Chunk represents a chunk of data that will occupy space in an output.
189  Each regular section becomes a chunk.
190  Chunks created for common or BSS symbols are not backed by sections.
191  The linker may create chunks to append additional data to an output as well.
192
193  Chunks know about their size, how to copy their data to mmap'ed outputs,
194  and how to apply relocations to them.
195  Specifically, section-based chunks know how to read relocation tables
196  and how to apply them.
197
198* InputSection (ELF specific)
199
200  Since we have less synthesized data for ELF, we don't abstract slices of
201  input files as Chunks for ELF. Instead, we directly use the input section
202  as an internal data type.
203
204  InputSection knows about their size and how to copy themselves to
205  mmap'ed outputs, just like COFF Chunks.
206
207* OutputSection
208
209  OutputSection is a container of InputSections (ELF) or Chunks (COFF).
210  An InputSection or Chunk belongs to at most one OutputSection.
211
212There are mainly three actors in this linker.
213
214* InputFile
215
216  InputFile is a superclass of file readers.
217  We have a different subclass for each input file type,
218  such as regular object file, archive file, etc.
219  They are responsible for creating and owning Symbols and InputSections/Chunks.
220
221* Writer
222
223  The writer is responsible for writing file headers and InputSections/Chunks to
224  a file.  It creates OutputSections, put all InputSections/Chunks into them,
225  assign unique, non-overlapping addresses and file offsets to them, and then
226  write them down to a file.
227
228* Driver
229
230  The linking process is driven by the driver. The driver:
231
232  - processes command line options,
233  - creates a symbol table,
234  - creates an InputFile for each input file and puts all symbols within into
235    the symbol table,
236  - checks if there's no remaining undefined symbols,
237  - creates a writer,
238  - and passes the symbol table to the writer to write the result to a file.
239
240Link-Time Optimization
241----------------------
242
243LTO is implemented by handling LLVM bitcode files as object files.
244The linker resolves symbols in bitcode files normally. If all symbols
245are successfully resolved, it then runs LLVM passes
246with all bitcode files to convert them to one big regular ELF/COFF file.
247Finally, the linker replaces bitcode symbols with ELF/COFF symbols,
248so that they are linked as if they were in the native format from the beginning.
249
250The details are described in this document.
251https://llvm.org/docs/LinkTimeOptimization.html
252
253Glossary
254--------
255
256* RVA (COFF)
257
258  Short for Relative Virtual Address.
259
260  Windows executables or DLLs are not position-independent; they are
261  linked against a fixed address called an image base. RVAs are
262  offsets from an image base.
263
264  Default image bases are 0x140000000 for executables and 0x18000000
265  for DLLs. For example, when we are creating an executable, we assume
266  that the executable will be loaded at address 0x140000000 by the
267  loader, so we apply relocations accordingly. Result texts and data
268  will contain raw absolute addresses.
269
270* VA
271
272  Short for Virtual Address. For COFF, it is equivalent to RVA + image base.
273
274* Base relocations (COFF)
275
276  Relocation information for the loader. If the loader decides to map
277  an executable or a DLL to a different address than their image
278  bases, it fixes up binaries using information contained in the base
279  relocation table. A base relocation table consists of a list of
280  locations containing addresses. The loader adds a difference between
281  RVA and actual load address to all locations listed there.
282
283  Note that this run-time relocation mechanism is much simpler than ELF.
284  There's no PLT or GOT. Images are relocated as a whole just
285  by shifting entire images in memory by some offsets. Although doing
286  this breaks text sharing, I think this mechanism is not actually bad
287  on today's computers.
288
289* ICF
290
291  Short for Identical COMDAT Folding (COFF) or Identical Code Folding (ELF).
292
293  ICF is an optimization to reduce output size by merging read-only sections
294  by not only their names but by their contents. If two read-only sections
295  happen to have the same metadata, actual contents and relocations,
296  they are merged by ICF. It is known as an effective technique,
297  and it usually reduces C++ program's size by a few percent or more.
298
299  Note that this is not an entirely sound optimization. C/C++ require
300  different functions have different addresses. If a program depends on
301  that property, it would fail at runtime.
302
303  On Windows, that's not really an issue because MSVC link.exe enabled
304  the optimization by default. As long as your program works
305  with the linker's default settings, your program should be safe with ICF.
306
307  On Unix, your program is generally not guaranteed to be safe with ICF,
308  although large programs happen to work correctly.
309  LLD works fine with ICF for example.
310
311Other Info
312----------
313
314.. toctree::
315   :maxdepth: 1
316
317   missingkeyfunction
318