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7 <b>Gavare's eXperimental Emulator:</b></font><br>
8 <font color="#000000" size="6"><b>Technical details</b>
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15 Copyright (C) 2004-2007 Anders Gavare. All rights reserved.
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41
42
43
44 <a href="./">Back to the index</a>
45
46 <p><br>
47 <h2>Technical details</h2>
48
49 <p>This page describes some of the internals of GXemul.
50
51 <p>
52 <ul>
53 <li><a href="#speed">Speed and emulation modes</a>
54 <li><a href="#net">Networking</a>
55 <li><a href="#devices">Emulation of hardware devices</a>
56 </ul>
57
58
59
60
61
62
63 <p><br>
64 <a name="speed"></a>
65 <h3>Speed and emulation modes</h3>
66
67 So, how fast is GXemul? There is no short answer to this. There is
68 especially no answer to the question <b>What is the slowdown factor?</b>,
69 because the host architecture and emulated architecture can usually not be
70 compared just like that.
71
72 <p>Performance depends on several factors, including (but not limited to)
73 host architecture, target architecture, host clock speed, which compiler
74 and compiler flags were used to build the emulator, what the workload is,
75 what additional runtime flags are given to the emulator, and so on.
76
77 <p>Devices are generally not timing-accurate: for example, if an emulated
78 operating system tries to read a block from disk, from its point of view
79 the read was instantaneous (no waiting). So 1 MIPS in an emulated OS might
80 have taken more than one million instructions on a real machine.
81
82 <p>Also, if the emulator says it has executed 1 million instructions, and
83 the CPU family in question was capable of scalar execution (i.e. one cycle
84 per instruction), it might still have taken more than 1 million cycles on
85 a real machine because of cache misses and similar micro-architectural
86 penalties that are not simulated by GXemul.
87
88 <p>Because of these issues, it is in my opinion best to measure
89 performance as the actual (real-world) time it takes to perform a task
90 with the emulator, e.g.:
91
92 <ul>
93 <li>"How long does it take to install NetBSD onto a disk image?"
94 <li>"How long does it take to compile XYZ inside NetBSD
95 in the emulator?".
96 </ul>
97
98 <p>So, how fast is it? :-)&nbsp;&nbsp;&nbsp;Answer: it varies.
99
100
101
102
103
104
105
106 <p><br>
107 <a name="net"></a>
108 <h3>Networking</h3>
109
110 <font color="#ff0000">NOTE/TODO: This section is very old and a bit
111 out of date.</font>
112
113 <p>Running an entire operating system under emulation is very interesting
114 in itself, but for several reasons, running a modern OS without access to
115 TCP/IP networking is a bit akward. Hence, I feel the need to implement
116 TCP/IP (networking) support in the emulator.
117
118 <p>
119 As far as I have understood it, there seems to be two different ways to go:
120
121 <ol>
122 <li>Forward ethernet packets from the emulated ethernet controller to
123 the host machine's ethernet controller, and capture incoming
124 packets on the host's controller, giving them back to the
125 emulated OS. Characteristics are:
126 <ul>
127 <li>Requires <i>direct</i> access to the host's NIC, which
128 means on most platforms that the emulator cannot be
129 run as a normal user!
130 <li>Reduced portability, as not every host operating system
131 uses the same programming interface for dealing with
132 hardware ethernet controllers directly.
133 <li>When run on a switched network, it might be problematic to
134 connect from the emulated OS to the OS running on the
135 host, as packets sent out on the host's NIC are not
136 received by itself. (?)
137 <li>All specific networking protocols will be handled by the
138 physical network.
139 </ul>
140 <p>
141 or
142 <p>
143 <li>Whenever the emulated ethernet controller wishes to send a packet,
144 the emulator looks at the packet and creates a response. Packets
145 that can have an immediate response never go outside the emulator,
146 other packet types have to be converted into suitable other
147 connection types (UDP, TCP, etc). Characteristics:
148 <ul>
149 <li>Each packet type sent out on the emulated NIC must be handled.
150 This means that I have to do a lot of coding.
151 (I like this, because it gives me an opportunity to
152 learn about networking protocols.)
153 <li>By not relying on access to the host's NIC directly,
154 portability is maintained. (It would be sad if the networking
155 portion of a portable emulator isn't as portable as the
156 rest of the emulator.)
157 <li>The emulator can be run as a normal user process, does
158 not require root privilegies.
159 <li>Connecting from the emulated OS to the host's OS should
160 not be problematic.
161 <li>The emulated OS will experience the network just as a single
162 machine behind a NAT gateway/firewall would. The emulated
163 OS is thus automatically protected from the outside world.
164 </ul>
165 </ol>
166
167 <p>
168 Some emulators/simulators use the first approach, while others use the
169 second. I think that SIMH and QEMU are examples of emulators using the
170 first and second approach, respectively.
171
172 <p>
173 Since I have choosen the second kind of implementation, I have to write
174 support explicitly for any kind of network protocol that should be
175 supported. As of 2004-07-09, the following has been implemented and seems
176 to work under at least NetBSD/pmax and OpenBSD/pmax under DECstation 5000/200
177 emulation (-E dec -e 3max):
178
179 <p>
180 <ul>
181 <li>ARP requests sent out from the emulated NIC are interpreted,
182 and converted to ARP responses. (This is used by the emulated OS
183 to find out the MAC address of the gateway.)
184 <li>ICMP echo requests (that is the kind of packet produced by the
185 <b><tt>ping</tt></b> program) are interpreted and converted to ICMP echo
186 replies, <i>regardless of the IP address</i>. This means that
187 running ping from within the emulated OS will <i>always</i>
188 receive a response. The ping packets never leave the emulated
189 environment.
190 <li>UDP packets are interpreted and passed along to the outside world.
191 If the emulator receives an UDP packet from the outside world, it
192 is converted into an UDP packet for the emulated OS. (This is not
193 implemented very well yet, but seems to be enough for nameserver
194 lookups, tftp file transfers, and NFS mounts using UDP.)
195 <li>TCP packets are interpreted one at a time, similar to how UDP
196 packets are handled (but more state is kept for each connection).
197 <font color="#ff0000">NOTE: Much of the TCP handling code is very
198 ugly and hardcoded.</font>
199 <!--
200 <li>RARP is not implemented yet. (I haven't needed it so far.)
201 -->
202 </ul>
203
204 <p>
205 The gateway machine, which is the only "other" machine that the emulated
206 OS sees on its emulated network, works as a NAT-style firewall/gateway. It
207 usually has a fixed IPv4 address of <tt>10.0.0.254</tt>. An OS running in
208 the emulator would usually have an address of the form <tt>10.x.x.x</tt>;
209 a typical choice would be <tt>10.0.0.1</tt>.
210
211 <p>
212 Inside emulated NetBSD/pmax or OpenBSD/pmax, running the following
213 commands should configure the emulated NIC:
214 <pre>
215 # <b>ifconfig le0 10.0.0.1</b>
216 # <b>route add default 10.0.0.254</b>
217 add net default: gateway 10.0.0.254
218 </pre>
219
220 <p>
221 If you want nameserver lookups to work, you need a valid /etc/resolv.conf
222 as well:
223 <pre>
224 # <b>echo nameserver 129.16.1.3 > /etc/resolv.conf</b>
225 </pre>
226 (But replace <tt>129.16.1.3</tt> with the actual real-world IP address of
227 your nearest nameserver.)
228
229 <p>
230 Now, host lookups should work:
231 <pre>
232 # <b>host -a www.netbsd.org</b>
233 Trying null domain
234 rcode = 0 (Success), ancount=2
235 The following answer is not authoritative:
236 The following answer is not verified as authentic by the server:
237 www.netbsd.org 86400 IN AAAA 2001:4f8:4:7:290:27ff:feab:19a7
238 www.netbsd.org 86400 IN A 204.152.184.116
239 For authoritative answers, see:
240 netbsd.org 83627 IN NS uucp-gw-2.pa.dec.com
241 netbsd.org 83627 IN NS ns.netbsd.org
242 netbsd.org 83627 IN NS adns1.berkeley.edu
243 netbsd.org 83627 IN NS adns2.berkeley.edu
244 netbsd.org 83627 IN NS uucp-gw-1.pa.dec.com
245 Additional information:
246 ns.netbsd.org 83627 IN A 204.152.184.164
247 uucp-gw-1.pa.dec.com 172799 IN A 204.123.2.18
248 uucp-gw-2.pa.dec.com 172799 IN A 204.123.2.19
249 </pre>
250
251 <p>
252 At this point, UDP and TCP should (mostly) work.
253
254 <p>
255 Here is an example of how to configure a server machine and an emulated
256 client machine for sharing files via NFS:
257
258 <p>
259 (This is very useful if you want to share entire directory trees
260 between the emulated environment and another machine. These instruction
261 will work for FreeBSD, if you are running something else, use your
262 imagination to modify them.)
263
264 <p>
265 <ul>
266 <li>On the server, add a line to your /etc/exports file, exporting
267 the files you wish to use in the emulator:<pre>
268 <b>/tftpboot -mapall=nobody -ro 123.11.22.33</b>
269 </pre>
270 where 123.11.22.33 is the IP address of the machine running the
271 emulator process, as seen from the outside world.
272 <p>
273 <li>Then start up the programs needed to serve NFS via UDP. Note the
274 -n argument to mountd. This is needed to tell mountd to accept
275 connections from unprivileged ports (because the emulator does
276 not need to run as root).<pre>
277 # <b>portmap</b>
278 # <b>nfsd -u</b> &lt;--- u for UDP
279 # <b>mountd -n</b>
280 </pre>
281 <li>In the guest OS in the emulator, once you have ethernet and IPv4
282 configured so that you can use UDP, mounting the filesystem
283 should now be possible: (this example is for NetBSD/pmax
284 or OpenBSD/pmax)<pre>
285 # <b>mount -o ro,-r=1024,-w=1024,-U,-3 my.server.com:/tftpboot /mnt</b>
286 or
287 # <b>mount my.server.com:/tftpboot /mnt</b>
288 </pre>
289 If you don't supply the read and write sizes, there is a risk
290 that the default values are too large. The emulator currently
291 does not handle fragmentation/defragmentation of <i>outgoing</i>
292 packets, so going above the ethernet frame size (1518) is a very
293 bad idea. Incoming packets (reading from nfs) should work, though,
294 for example during an NFS install.
295 </ul>
296
297 The example above uses read-only mounts. That is enough for things like
298 letting NetBSD/pmax or OpenBSD/pmax install via NFS, without the need for
299 a CDROM ISO image. You can use a read-write mount if you wish to share
300 files in both directions, but then you should be aware of the
301 fragmentation issue mentioned above.
302
303
304
305
306
307
308
309 <p><br>
310 <a name="devices"></a>
311 <h3>Emulation of hardware devices</h3>
312
313 Each file called <tt>dev_*.c</tt> in the <tt>src/device/</tt> directory is
314 responsible for one hardware device. These are used from
315 <tt>src/machines/machine_*.c</tt>, when initializing which hardware a particular
316 machine model will be using, or when adding devices to a machine using the
317 <tt>device()</tt> command in configuration files.
318
319 <p>(I'll be using the name "<tt>foo</tt>" as the name of the device in all
320 these examples. This is pseudo code, it might need some modification to
321 actually compile and run.)
322
323 <p>Each device should have the following:
324
325 <p>
326 <ul>
327 <li>A <tt>devinit</tt> function in <tt>src/devices/dev_foo.c</tt>. It
328 would typically look something like this:
329 <pre>
330 DEVINIT(foo)
331 {
332 struct foo_data *d = malloc(sizeof(struct foo_data));
333
334 if (d == NULL) {
335 fprintf(stderr, "out of memory\n");
336 exit(1);
337 }
338 memset(d, 0, sizeof(struct foo_data));
339
340 /*
341 * Set up stuff here, for example fill d with useful
342 * data. devinit contains settings like address, irq_nr,
343 * and other things.
344 *
345 * ...
346 */
347
348 memory_device_register(devinit->machine->memory, devinit->name,
349 devinit->addr, DEV_FOO_LENGTH,
350 dev_foo_access, (void *)d, DM_DEFAULT, NULL);
351
352 /* This should only be here if the device
353 has a tick function: */
354 machine_add_tickfunction(machine, dev_foo_tick, d,
355 FOO_TICKSHIFT);
356
357 /* Return 1 if the device was successfully added. */
358 return 1;
359 }
360 </pre><br>
361
362 <p><tt>DEVINIT(foo)</tt> is defined as <tt>int devinit_foo(struct devinit *devinit)</tt>,
363 and the <tt>devinit</tt> argument contains everything that the device driver's
364 initialization function needs.
365
366 <p>
367 <li>At the top of <tt>dev_foo.c</tt>, the <tt>foo_data</tt> struct
368 should be defined.
369 <pre>
370 struct foo_data {
371 int irq_nr;
372 /* ... */
373 }
374 </pre><br>
375 (There is an exception to this rule; ugly hacks which allow
376 code in <tt>src/machine.c</tt> to use some structures makes it
377 necessary to place the <tt>struct foo_data</tt> in
378 <tt>src/include/devices.h</tt> instead of in <tt>dev_foo.c</tt>
379 itself. This is useful for example for interrupt controllers.)
380 <p>
381 <li>If <tt>foo</tt> has a tick function (that is, something that needs to be
382 run at regular intervals) then <tt>FOO_TICKSHIFT</tt> and a tick
383 function need to be defined as well:
384 <pre>
385 #define FOO_TICKSHIFT 14
386
387 void dev_foo_tick(struct cpu *cpu, void *extra)
388 {
389 struct foo_data *d = (struct foo_data *) extra;
390
391 if (.....)
392 cpu_interrupt(cpu, d->irq_nr);
393 else
394 cpu_interrupt_ack(cpu, d->irq_nr);
395 }
396 </pre><br>
397
398 <li>Does this device belong to a standard bus?
399 <ul>
400 <li>If this device should be detectable as a PCI device, then
401 glue code should be added to
402 <tt>src/devices/bus_pci.c</tt>.
403 <li>If this is a legacy ISA device which should be usable by
404 any machine which has an ISA bus, then the device should
405 be added to <tt>src/devices/bus_isa.c</tt>.
406 </ul>
407 <p>
408 <li>And last but not least, the device should have an access function.
409 The access function is called whenever there is a load or store
410 to an address which is in the device' memory mapped region. To
411 simplify things a little, a macro <tt>DEVICE_ACCESS(x)</tt>
412 is expanded into<pre>
413 int dev_x_access(struct cpu *cpu, struct memory *mem,
414 uint64_t relative_addr, unsigned char *data, size_t len,
415 int writeflag, void *extra)
416 </pre> The access function can look like this:
417 <pre>
418 DEVICE_ACCESS(foo)
419 {
420 struct foo_data *d = extra;
421 uint64_t idata = 0, odata = 0;
422
423 idata = memory_readmax64(cpu, data, len);
424 switch (relative_addr) {
425 /* .... */
426 }
427
428 if (writeflag == MEM_READ)
429 memory_writemax64(cpu, data, len, odata);
430
431 /* Perhaps interrupts need to be asserted or
432 deasserted: */
433 dev_foo_tick(cpu, extra);
434
435 /* Return successfully. */
436 return 1;
437 }
438 </pre><br>
439 </ul>
440
441 <p>
442 The return value of the access function has until 2004-07-02 been a
443 true/false value; 1 for success, or 0 for device access failure. A device
444 access failure (on MIPS) will result in a DBE exception.
445
446 <p>
447 Some devices are converted to support arbitrary memory latency
448 values. The return value is the number of cycles that the read or
449 write access took. A value of 1 means one cycle, a value of 10 means 10
450 cycles. Negative values are used for device access failures, and the
451 absolute value of the value is then the number of cycles; a value of -5
452 means that the access failed, and took 5 cycles.
453
454 <p>
455 To be compatible with pre-20040702 devices, a return value of 0 is treated
456 by the caller (in <tt>src/memory_rw.c</tt>) as a value of -1.
457
458
459
460
461
462
463 </body>
464 </html>

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