1 The ELF, COFF and Wasm Linkers
2 ==============================
4 The ELF Linker as a Library
5 ---------------------------
7 You can embed LLD to your program by linking against it and calling the linker's
8 entry point function ``lld::lldMain``.
10 The current policy is that it is your responsibility to give trustworthy object
11 files. The function is guaranteed to return as long as you do not pass corrupted
12 or malicious object files. A corrupted file could cause a fatal error or SEGV.
13 That being said, you don't need to worry too much about it if you create object
14 files in the usual way and give them to the linker. It is naturally expected to
15 work, or otherwise it's a linker's bug.
20 We will describe the design of the linkers in the rest of the document.
25 Linkers are fairly large pieces of software.
26 There are many design choices you have to make to create a complete linker.
28 This is a list of design choices we've made for ELF and COFF LLD.
29 We believe that these high-level design choices achieved a right balance
30 between speed, simplicity and extensibility.
32 * Implement as native linkers
34 We implemented the linkers as native linkers for each file format.
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
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.
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.
59 * Efficient archive file handling
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.
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
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.
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
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.
84 You can fix the problem by reordering the files,
85 but that cannot fix the issue of mutually-dependent archive files.
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.
93 Visiting the same archive files multiple times makes the linker slower.
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
102 We believe that LLD's way is efficient and easy to justify.
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.
109 Numbers You Want to Know
110 ------------------------
112 To give you intuition about what kinds of data the linker is mainly working on,
113 I'll give you the list of objects and their numbers LLD has to read and process
114 in order to link a very large executable. In order to link Chrome with debug
115 info, which is roughly 2 GB in output size, LLD reads
118 - 1,800,000 sections,
119 - 6,300,000 symbols, and
120 - 13,000,000 relocations.
122 LLD produces the 2 GB executable in 15 seconds.
124 These numbers vary depending on your program, but in general,
125 you have a lot of relocations and symbols for each file.
126 If your program is written in C++, symbol names are likely to be
127 pretty long because of name mangling.
129 It is important to not waste time on relocations and symbols.
131 In the above case, the total amount of symbol strings is 450 MB,
132 and inserting all of them to a hash table takes 1.5 seconds.
133 Therefore, if you causally add a hash table lookup for each symbol,
134 it would slow down the linker by 10%. So, don't do that.
136 On the other hand, you don't have to pursue efficiency
139 Important Data Structures
140 -------------------------
142 We will describe the key data structures in LLD in this section. The linker can
143 be understood as the interactions between them. Once you understand their
144 functions, the code of the linker should look obvious to you.
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.
152 There are basically three types of Symbols: Defined, Undefined, or Lazy.
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.
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.
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.
176 SymbolTable is basically a hash table from strings to Symbols
177 with logic to resolve symbol conflicts. It resolves conflicts by symbol type.
179 - If we add Defined and Undefined symbols, the symbol table will keep the
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.
186 * Chunk (COFF specific)
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.
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.
198 * InputSection (ELF specific)
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.
204 InputSection knows about their size and how to copy themselves to
205 mmap'ed outputs, just like COFF Chunks.
209 OutputSection is a container of InputSections (ELF) or Chunks (COFF).
210 An InputSection or Chunk belongs to at most one OutputSection.
212 There are mainly three actors in this linker.
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.
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.
230 The linking process is driven by the driver. The driver:
232 - processes command line options,
233 - creates a symbol table,
234 - creates an InputFile for each input file and puts all symbols within into
236 - checks if there's no remaining undefined symbols,
238 - and passes the symbol table to the writer to write the result to a file.
240 Link-Time Optimization
241 ----------------------
243 LTO is implemented by handling LLVM bitcode files as object files.
244 The linker resolves symbols in bitcode files normally. If all symbols
245 are successfully resolved, it then runs LLVM passes
246 with all bitcode files to convert them to one big regular ELF/COFF file.
247 Finally, the linker replaces bitcode symbols with ELF/COFF symbols,
248 so that they are linked as if they were in the native format from the beginning.
250 The details are described in this document.
251 https://llvm.org/docs/LinkTimeOptimization.html
258 Short for Relative Virtual Address.
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.
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.
272 Short for Virtual Address. For COFF, it is equivalent to RVA + image base.
274 * Base relocations (COFF)
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.
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.
291 Short for Identical COMDAT Folding (COFF) or Identical Code Folding (ELF).
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.
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.
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.
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.