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7  <b>GXemul documentation:</b></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;  <b>GXemul documentation:</b></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8  <font color="#000000" size="6"><b>Technical details</b>  <font color="#000000" size="6"><b>Technical details</b>
9  </font></td></tr></table></td></tr></table><p>  </font></td></tr></table></td></tr></table><p>
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13  $Id: technical.html,v 1.49 2005/04/16 00:29:45 debug Exp $  $Id: technical.html,v 1.53 2005/06/27 17:31:50 debug Exp $
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15  Copyright (C) 2004-2005  Anders Gavare.  All rights reserved.  Copyright (C) 2004-2005  Anders Gavare.  All rights reserved.
16    
# Line 48  SUCH DAMAGE. Line 45  SUCH DAMAGE.
45  <p><br>  <p><br>
46  <h2>Technical details</h2>  <h2>Technical details</h2>
47    
48  <p>  <p>This page describes some of the internals of GXemul.
 This page describes some of the internals of GXemul.  
49    
50  <p>  <p>
51  <ul>  <ul>
52    <li><a href="#overview">Overview</a>    <li><a href="#speed">Speed and emulation modes</a>
   <li><a href="#speed">Speed</a>  
53    <li><a href="#net">Networking</a>    <li><a href="#net">Networking</a>
54    <li><a href="#devices">Emulation of hardware devices</a>    <li><a href="#devices">Emulation of hardware devices</a>
55    <li><a href="#regtest">Regression tests</a>    <li><a href="#regtest">Regression tests</a>
# Line 63  This page describes some of the internal Line 58  This page describes some of the internal
58    
59    
60    
 <p><br>  
 <a name="overview"></a>  
 <h3>Overview</h3>  
   
 In simple terms, GXemul is just a simple fetch-and-execute  
 loop; an instruction is fetched from memory, and executed.  
   
 <p>  
 In reality, a lot of things need to be handled. Before each instruction is  
 executed, the emulator checks to see if any interrupts are asserted which  
 are not masked away. If so, then an INT exception is generated. Exceptions  
 cause the program counter to be set to a specific value, and some of the  
 system coprocessor's registers to be set to values signifying what kind of  
 exception it was (an interrupt exception in this case).  
   
 <p>  
 Reading instructions from memory is done through a TLB, a translation  
 lookaside buffer. The TLB on MIPS is software controlled, which means that  
 the program running inside the emulator (for example an operating system  
 kernel) has to take care of manually updating the TLB. Some memory  
 addresses are translated into physical addresses directly, some are  
 translated into valid physical addresses via the TLB, and some memory  
 references are not valid. Invalid memory references cause exceptions.  
   
 <p>  
 After an instruction has been read from memory, the emulator checks which  
 opcode it contains and executes the instruction. Executing an instruction  
 usually involves reading some register and writing some register, or perhaps a  
 load from memory (or a store to memory). The program counter is increased  
 for every instruction.  
   
 <p>  
 Some memory references point to physical addresses which are not in the  
 normal RAM address space. They may point to hardware devices. If that is  
 the case, then loads and stores are converted into calls to a device  
 access function. The device access function is then responsible for  
 handling these reads and writes.  For example, a graphical framebuffer  
 device may put a pixel on the screen when a value is written to it, or a  
 serial controller device may output a character to stdout when written to.  
   
   
61    
62    
63  <p><br>  <p><br>
64  <a name="speed"></a>  <a name="speed"></a>
65  <h3>Speed</h3>  <h3>Speed and emulation modes</h3>
   
 There are two modes in which the emulator can run, <b>a</b>) a straight forward  
 loop which fetches one instruction from emulated RAM and executes it  
 (described in the previous section), and <b>b</b>)  
 using dynamic binary translation.  
   
 <p>  
 Mode <b>a</b> is very slow. On a 2.8 GHz Intel Xeon host the resulting  
 emulated machine is rougly equal to a 7 MHz R3000 (or a 3.5 MHz R4000).  
 The actual performance varies a lot, maybe between 5 and 10 million  
 instructions per second, depending on workload.  
66    
67  <p>  So, how fast is GXemul? There is no good answer to this. There is
68  Mode <b>b</b> ("bintrans") is still to be considered experimental, but  especially no answer to the question <b>What is the slowdown factor?</b>,
69  gives higher performance than mode <b>a</b>. It translates MIPS machine  because the host architecture and emulated architecture can usually not be
70  code into machine code that can be executed on the host machine  compared just like that.
71  on-the-fly. The translation itself obviously takes some time, but this is  
72  usually made up for by the fact that the translated code chunks are  <p>Performance depends on several factors, including (but not limited to)  
73  executed multiple times.  host architecture, host clock speed, which compiler and compiler flags
74  To run the emulator with binary translation enabled, just add <b>-b</b>  were used to build the emulator, what the workload is, and so on. For
75  to the command line.  example, if an emulated operating system tries to read a block from disk,
76    from its point of view the read was instantaneous (no waiting). So 1 MIPS
77    in an emulated OS might have taken more than one million instructions on a
78    real machine.
79    
80    <p>Also, if the emulator says it has executed 1 million instructions, and
81    the CPU family in question was capable of scalar execution (i.e. one cycle
82    per instruction), it might still have taken more than 1 million cycles on
83    a real machine because of cache misses and similar micro-architectural
84    penalties that are not simulated by GXemul.
85    
86    <p>Because of these issues, it is in my opinion best to measure
87    performance as the actual (real-world) time it takes to perform a task
88    with the emulator. Typical examples would be "How long does it take to
89    install NetBSD?", or "How long does it take to compile XYZ inside NetBSD
90    in the emulator?".
91    
92    <p>The emulation technique used varies depending on which processor type
93    is being emulated. (One of my main goals with GXemul is to experiment with
94    different kinds of emulation, so these might change in the future.)
95    
96  <p>  <ul>
97  Only small pieces of MIPS machine code are translated, usually the size of    <li><b>MIPS</b><br>
98  a function, or less. There is no "intermediate representation" code, so          There are two emulation modes. The most important one is an
99  all translations are done directly from MIPS to host machine code.          implementation of a <i>dynamic binary translator</i>.
100            (Compared to real binary translators, though, GXemul's bintrans
101  <p>          subsystem is very simple and does not perform very well.)
102  The default bintrans cache size is 16 MB, but you can change this by adding          This mode can be used on Alpha and i386 host. The other emulation
103  -DDEFAULT_BINTRANS_SIZE_IN_MB=<i>xx</i> to your CFLAGS environment variable          mode is simple interpretation, where an instruction is read from
104  before running the configure script, or by using the bintrans_size()          emulated memory, and interpreted one-at-a-time. (Slow, but it
105  configuration file option when running the emulator.          works. It can be forcefully used by using the <tt>-B</tt> command
106            line option.)
107      <p>
108      <li><b>ARM</b><br>
109            This mode does not really work yet, but will use
110            dynamic translation, but not binary translation. Stay tuned. :-)
111      <p>
112      <li><b>URISC</b><br>
113            Simple interpretation, one instruction at a time. There is probably
114            no other way to emulate URISC, because it relies too heavily
115            on self-modifying code.
116      <p>
117      <li><b>POWER/PowerPC</b><br>
118            This emulation mode is very much unfinished, but still enabled by
119            default. So far it uses plain interpretation, where an instruction
120            is read from emulated memory, and interpreted one at a time.
121            Slow. Not very interesting.
122      <p>
123      <li><b>x86</b><br>
124            Although too unstable and non-working to be enabled by default,
125            there is some code for emulating x86 machines. It simply reads
126            one instruction at a time from emulated memory, and executes it.
127            This is as slow as it gets. Not very interesting.
128    </ul>
129    
 <p>  
 By default, an emulated OS running under DECstation emulation which listens to  
 interrupts from the mc146818 clock will get interrupts that are close to the  
 host's clock. That is, if the emulated OS says it wants 100 interrupts per  
 second, it will get approximately 100 interrupts per real second.  
130    
 <p>  
 There is however a -I option, which sets the number of emulated cycles per  
 seconds to a fixed value. Let's say you wish to make the emulated OS think it  
 is running on a 40 MHz DECstation, and not a 7 MHz one, then you can add  
 -I 40000000 to the command line. This will not make the emulation faster, of  
 course. It might even make it seem slower; for example, if NetBSD/pmax waits  
 2 seconds for SCSI devices to settle during bootup, those 2 seconds will take  
 2*40000000 cycles (which will take more time than 2*7000000).  
131    
 <p>  
 The -I option is also necessary if you want to run deterministic experiments,  
 if a mc146818 device is present.  
   
 <p>  
 Some emulators make claims such as "x times slowdown," but in the case of  
 GXemul, the host is often not a MIPS-based machine, and hence comparing  
 one MIPS instruction to a host instruction doesn't work. Performance depends on  
 a lot of factors, including (but not limited to) host architecture, host speed,  
 which compiler and compiler flags were used to build GXemul, what the  
 workload is, and so on. For example, if an emulated operating system tries  
 to read a block from disk, from its point of view the read was instantaneous  
 (no waiting). So 1 MIPS in an emulated OS might have taken more than one  
 million instructions on a real machine.  Because of this, imho it is best  
 to measure performance as the actual (real-world) time it takes to perform  
 a task with the emulator.  
132    
133    
134    
# Line 181  a task with the emulator. Line 137  a task with the emulator.
137  <a name="net"></a>  <a name="net"></a>
138  <h3>Networking</h3>  <h3>Networking</h3>
139    
140  Running an entire operating system under emulation is very interesting in  <font color="#ff0000">NOTE/TODO: This section is very old and a bit
141  itself, but for several reasons, running a modern OS without access to  out of date.</font>
142  TCP/IP networking is a bit akward. Hence, I feel the need to implement TCP/IP  
143  (networking) support in the emulator.  <p>Running an entire operating system under emulation is very interesting
144    in itself, but for several reasons, running a modern OS without access to
145    TCP/IP networking is a bit akward. Hence, I feel the need to implement
146    TCP/IP (networking) support in the emulator.
147    
148  <p>  <p>
149  As far as I have understood it, there seems to be two different ways to go:  As far as I have understood it, there seems to be two different ways to go:
# Line 205  As far as I have understood it, there se Line 164  As far as I have understood it, there se
164                  connect from the emulated OS to the OS running on the                  connect from the emulated OS to the OS running on the
165                  host, as packets sent out on the host's NIC are not                  host, as packets sent out on the host's NIC are not
166                  received by itself. (?)                  received by itself. (?)
167              <li>All specific networking protocols will be handled by the
168                    physical network.
169          </ul>          </ul>
170    <p>    <p>
171    or    or
# Line 233  As far as I have understood it, there se Line 194  As far as I have understood it, there se
194          </ul>          </ul>
195  </ol>  </ol>
196    
197  Other emulators that I have heard of seem to use the first one, if they  <p>
198  support networking.  Some emulators/simulators use the first approach, while others use the
199    second. I think that SIMH and QEMU are examples of emulators using the
200    first and second approach, respectively.
201    
202  <p>  <p>
203  Since I have choosen the second kind of implementation, I have to write  Since I have choosen the second kind of implementation, I have to write
# Line 249  emulation (-E dec -e 3max): Line 212  emulation (-E dec -e 3max):
212          and converted to ARP responses. (This is used by the emulated OS          and converted to ARP responses. (This is used by the emulated OS
213          to find out the MAC address of the gateway.)          to find out the MAC address of the gateway.)
214    <li>ICMP echo requests (that is the kind of packet produced by the    <li>ICMP echo requests (that is the kind of packet produced by the
215          <b>ping</b> program) are interpreted and converted to ICMP echo          <b><tt>ping</tt></b> program) are interpreted and converted to ICMP echo
216          replies, <i>regardless of the IP address</i>. This means that          replies, <i>regardless of the IP address</i>. This means that
217          running ping from within the emulated OS will <i>always</i>          running ping from within the emulated OS will <i>always</i>
218          receive a response. The ping packets never leave the emulated          receive a response. The ping packets never leave the emulated
# Line 263  emulation (-E dec -e 3max): Line 226  emulation (-E dec -e 3max):
226          packets are handled (but more state is kept for each connection).          packets are handled (but more state is kept for each connection).
227          <font color="#ff0000">NOTE: Much of the TCP handling code is very          <font color="#ff0000">NOTE: Much of the TCP handling code is very
228          ugly and hardcoded.</font>          ugly and hardcoded.</font>
229    <!--
230    <li>RARP is not implemented yet. (I haven't needed it so far.)    <li>RARP is not implemented yet. (I haven't needed it so far.)
231    -->
232  </ul>  </ul>
233    
234    <p>
235  The gateway machine, which is the only "other" machine that the emulated  The gateway machine, which is the only "other" machine that the emulated
236  OS sees on its emulated network, works as a NAT-style firewall/gateway. It  OS sees on its emulated network, works as a NAT-style firewall/gateway. It
237  has a fixed IPv4 address of 10.0.0.254. An OS running in the emulator  usually has a fixed IPv4 address of <tt>10.0.0.254</tt>. An OS running in
238  can thus have any 10.x.x.x address; a typical choice would be 10.0.0.1.  the emulator would usually have an address of the form <tt>10.x.x.x</tt>;
239    a typical choice would be <tt>10.0.0.1</tt>.
240    
241  <p>  <p>
242  Inside emulated NetBSD or OpenBSD, running the following commands should  Inside emulated NetBSD/pmax or OpenBSD/pmax, running the following
243  configure the emulated NIC:  commands should configure the emulated NIC:
244  <pre>  <pre>
245          # <b>ifconfig le0 10.0.0.1</b>          # <b>ifconfig le0 10.0.0.1</b>
246          # <b>route add default 10.0.0.254</b>          # <b>route add default 10.0.0.254</b>
247          add net default: gateway 10.0.0.254          add net default: gateway 10.0.0.254
248  </pre>  </pre>
249    
250    <p>
251  If you want nameserver lookups to work, you need a valid /etc/resolv.conf  If you want nameserver lookups to work, you need a valid /etc/resolv.conf
252  as well:  as well:
253  <pre>  <pre>
254          # <b>echo nameserver 129.16.1.3 > /etc/resolv.conf</b>          # <b>echo nameserver 129.16.1.3 > /etc/resolv.conf</b>
255  </pre>  </pre>
256  (But replace 129.16.1.3 with the actual real-world IP address of your  (But replace <tt>129.16.1.3</tt> with the actual real-world IP address of
257  nearest nameserver.)  your nearest nameserver.)
258    
259  <p>  <p>
260  Now, host lookups should work:  Now, host lookups should work:
261  <pre>  <pre>
# Line 309  Now, host lookups should work: Line 278  Now, host lookups should work:
278          uucp-gw-2.pa.dec.com    172799 IN       A       204.123.2.19          uucp-gw-2.pa.dec.com    172799 IN       A       204.123.2.19
279  </pre>  </pre>
280    
281  To transfer files via UDP, you can use the tftp program.  <p>
282    At this point, UDP and TCP should (mostly) work.
 <pre>  
         # <b>tftp 12.34.56.78</b>  
         tftp> <b>get filename</b>  
         Received XXXXXX bytes in X.X seconds  
         tftp> <b>quit</b>  
         #  
 </pre>  
   
 or, to do it non-interactively (with ugly output):  
   
 <pre>  
         # <b>echo get filename | tftp 12.34.56.78</b>  
         tftp> Received XXXXXX bytes in X.X seconds  
         tftp> #  
 </pre>  
283    
284  This, of course, requires that you have put the file <i>filename</i> in  <p>
285  the root directory of the tftp server (12.34.56.78).  Here is an example of how to configure a server machine and an emulated
286    client machine for sharing files via NFS:
287    
288  <p>  <p>
289  It is also possible to run NFS via UDP. This is very useful if you want to  (This is very useful if you want to share entire directory trees
290  share entire directory trees between the emulated environment and another  between the emulated environment and another machine. These instruction
291  machine. These instruction will work for FreeBSD, if you are running  will work for FreeBSD, if you are running something else, use your
292  something else, use your imagination to modify them:  imagination to modify them.)
293    
294    <p>
295  <ul>  <ul>
296    <li>On the server, add a line to your /etc/exports file, exporting    <li>On the server, add a line to your /etc/exports file, exporting
297          the files you wish to use in the emulator:<pre>          the files you wish to use in the emulator:<pre>
# Line 374  a CDROM ISO image. You can use a read-wr Line 330  a CDROM ISO image. You can use a read-wr
330  files in both directions, but then you should be aware of the  files in both directions, but then you should be aware of the
331  fragmentation issue mentioned above.  fragmentation issue mentioned above.
332    
333  <p>  <p>TODO: Write a section on how to connect multiple emulator instances.
334  TCP is implemented to some extent, but should not be considered to be  (Using the <tt>local_port</tt> and <tt>add_remote</tt> configuration file
335  stable yet. It is enough to let NetBSD/pmax and OpenBSD/pmax install via  commands.)
336  ftp, though.  
337    
338    
339    
340    
# Line 386  ftp, though. Line 343  ftp, though.
343  <a name="devices"></a>  <a name="devices"></a>
344  <h3>Emulation of hardware devices</h3>  <h3>Emulation of hardware devices</h3>
345    
346  Each file in the device/ directory is responsible for one hardware device.  Each file in the <tt>device/</tt> directory is responsible for one
347  These are used from src/machine.c, when initializing which hardware a  hardware device. These are used from <tt>src/machine.c</tt>, when
348  particular machine model will be using, or when adding devices to a  initializing which hardware a particular machine model will be using, or
349  machine using the <b>device()</b> command in configuration files.  when adding devices to a machine using the <tt>device()</tt> command in
350    configuration files.
351    
352  <p>  <p><font color="#ff0000">NOTE: The device registry subsystem is currently
353  <font color="#ff0000">NOTE: 2005-02-26: I'm currently rewriting the  in a state of flux, as it is being redesigned.</font>
 device registry subsystem.</font>  
354    
355  <p>  <p>(I'll be using the name "<tt>foo</tt>" as the name of the device in all
356  (I'll be using the name 'foo' as the name of the device in all these  these examples.  This is pseudo code, it might need some modification to
 examples.  This is pseudo code, it might need some modification to  
357  actually compile and run.)  actually compile and run.)
358    
359  <p>  <p>Each device should have the following:
 Each device should have the following:  
360    
361  <p>  <p>
362  <ul>  <ul>
363    <li>A devinit function in dev_foo.c. It would typically look    <li>A <tt>devinit</tt> function in <tt>src/devices/dev_foo.c</tt>. It
364          something like this:          would typically look something like this:
365  <pre>  <pre>
366          /*          /*
367           *  devinit_foo():           *  devinit_foo():
# Line 443  Each device should have the following: Line 398  Each device should have the following:
398          }                }      
399  </pre><br>  </pre><br>
400    
401    <li>At the top of dev_foo.c, the foo_data struct should be defined.    <li>At the top of <tt>dev_foo.c</tt>, the <tt>foo_data</tt> struct
402            should be defined.
403  <pre>  <pre>
404          struct foo_data {          struct foo_data {
405                  int     irq_nr;                  int     irq_nr;
# Line 451  Each device should have the following: Line 407  Each device should have the following:
407          }          }
408  </pre><br>  </pre><br>
409    
410    <li>If foo has a tick function (that is, something that needs to be    <li>If <tt>foo</tt> has a tick function (that is, something that needs to be
411          run at regular intervals) then FOO_TICKSHIFT and a tick function          run at regular intervals) then <tt>FOO_TICKSHIFT</tt> and a tick
412          need to be defined as well:          function need to be defined as well:
413  <pre>  <pre>
414          #define FOO_TICKSHIFT           10          #define FOO_TICKSHIFT           10
415    
# Line 498  Each device should have the following: Line 454  Each device should have the following:
454  </ul>  </ul>
455    
456  <p>  <p>
457  The return value of the access function has until 20040702 been a  The return value of the access function has until 2004-07-02 been a
458  true/false value; 1 for success, or 0 for device access failure. A device  true/false value; 1 for success, or 0 for device access failure. A device
459  access failure (on MIPS) will result in a DBE exception.  access failure (on MIPS) will result in a DBE exception.
460    
# Line 512  means that the access failed, and took 5 Line 468  means that the access failed, and took 5
468    
469  <p>  <p>
470  To be compatible with pre-20040702 devices, a return value of 0 is treated  To be compatible with pre-20040702 devices, a return value of 0 is treated
471  by the caller (in src/memory.c) as a value of -1.  by the caller (in <tt>src/memory_rw.c</tt>) as a value of -1.
472    
473    
474    
# Line 524  by the caller (in src/memory.c) as a val Line 480  by the caller (in src/memory.c) as a val
480    
481  In order to make sure that the emulator actually works like it is supposed  In order to make sure that the emulator actually works like it is supposed
482  to, it must be tested. For this purpose, there is a simple regression  to, it must be tested. For this purpose, there is a simple regression
483  testing framework in the <b>tests/</b> directory.  testing framework in the <tt>tests/</tt> directory.
484    
485  <p>  <p>
486  <i>NOTE:  The regression testing framework is basically just a skeleton so far.  <i>NOTE:  The regression testing framework is basically just a skeleton so far.
# Line 534  probably not too incorrect. This makes i Line 490  probably not too incorrect. This makes i
490  regression tests.</i>  regression tests.</i>
491    
492  <p>  <p>
493  To run all the regression tests, type <b>make regtest</b>. Each assembly  To run all the regression tests, type <tt>make regtest</tt>. Each assembly
494  language file matching the pattern <b>test_*.S</b> will be compiled and  language file matching the pattern <tt>test_*.S</tt> will be compiled and
495  linked into a 64-bit MIPS ELF (using a gcc cross compiler), and run in the  linked into a 64-bit MIPS ELF (using a gcc cross compiler), and run in the
496  emulator. If everything goes well, you should see something like this:  emulator. If everything goes well, you should see something like this:
497    
# Line 578  emulator. If everything goes well, you s Line 534  emulator. If everything goes well, you s
534  </pre>  </pre>
535    
536  <p>  <p>
537  Each test writes output to stdout, and there is a <b>test_*.good</b> for  Each test writes output to stdout, and there is a <tt>test_*.good</tt> for
538  each <b>.S</b> file which contains the wanted output. If the actual output  each <tt>.S</tt> file which contains the wanted output. If the actual
539  matches the <b>.good</b> file, then the test passes, otherwise it fails.  output matches the <tt>.good</tt> file, then the test passes, otherwise it
540    fails.
541    
542  <p>  <p>
543  Read <b>tests/README</b> for more information.  Read <tt>tests/README</tt> for more information.
544    
545    
546    

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