335 lines
14 KiB
HTML
335 lines
14 KiB
HTML
<HTML>
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<BODY TEXT="#000000" BGCOLOR="#ececec" LINK="#3333cc" VLINK="#666666">
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<CENTER><H1><I>Welcome to the Bochs x86 PC Emulation Software Home Page!</I></H1></CENTER>
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<HR>
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<HR>
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<H3>Debugger Functions:</H3>
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<P><B>void bx_dbg_exit(int code)</B>
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<P>When there is a situation in the simulator, where you need to terminate
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due to an unrecoverable error (panic), call <I>bx_dbg_exit()</I>. Among
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other things, this function will call the <I>at_exit</I> callback function
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in each simulator, and ultimately call the system exit() function.
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<P><B>Bit8u bx_dbg_IAC(void)</B>
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<P>The simulator's CPU code should call this function when it is acknowledging an
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interrupt from the PIC via the INTR line. The interrupt vector number from the PIC
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is returned.
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<P><B>Bit32u bx_dbg_inp(Bit16u addr, unsigned len)</B>
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<P>To read data from an IO device, the simulator should call this function.
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Pass in the IO address <I>addr</I>, and the size of the IO operation <I>len</I>.
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<P><B>void bx_dbg_outp(Bit16u addr, Bit32u value, unsigned len)</B>
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<P>To write data to an IO device, the simulator should call this function.
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Pass in the IO address <I>addr</I>, and the size of the IO operation <I>len</I>.
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<P><B>Bit8u bx_dbg_ucmem_read(Bit32u addr)</B>
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<BR><B>void bx_dbg_ucmem_write(Bit32u addr, Bit8u value)</B>
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<P>For memory read/write accesses which fall in the range of 0xA0000 to 0xBFFFF,
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the accesses should not be to directed to the simulator's memory, since
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these are UnCacheable MEMory addresses. The VGA adapter maps it's memory to this
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range. Instead, call these functions to perform reads/writes to memory
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accesses in this range. For <I>bx_dbg_ucmem_read()</I>, pass the physical address
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<I>addr</I>, and the value of the read is returned. For <I>bx_dbg_ucmem_write()</I>,
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pass the physical address <I>addr</I> and value <I>value</I> of the write.
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<P><B>void bx_dbg_async_pin_ack(unsigned what, bool val)</B>
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<P>In order for the master and slave simulators to accept changes in pins
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such as the A20 line, at the same point, the debugger provides a mechanism
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for pending the pin change, until it is acknowledged by the master simulator.
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The place where the change is ack'd, is recorded by the debugger. This
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information is used to run the slave simulator, forcing it to accept the
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changes at the same locale as did the master.
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<P>Initially, the IO devices call a function <I>bx_dbg_async_pin_request()</I>,
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not listed here, to record the pin change as pending. The pending status
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is recorded along with the guard information in <I>bx_guard.async_changes_pending.which</I>.
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This field contains a binary OR'd set of pending pin changes. Currently
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only A20 is supported, which is represented by the macro BX_DBG_ASYNC_PENDING_A20.
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<P>At a time prudent to your CPU simulator, check to see if there are
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any pending changes, that the CPU should acknowledge. If so, acknowledge
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them by calling <I>bx_dbg_async_pin_ack()</I>. The pending value of
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the A20 enable is stored in <I>bx_guard.async_changes_pending.a20</I>.
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Here is some sample code which performs this task, that you can insert
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into the appropriate place in your CPU simulator.
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<PRE>
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if (bx_guard.async_changes_pending.which) {
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if (bx_guard.async_changes_pending.which & BX_DBG_ASYNC_PENDING_A20)
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bx_dbg_async_pin_ack(BX_DBG_ASYNC_PENDING_A20,
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bx_guard.async_changes_pending.a20);
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// ...other checks here when they are supported
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}
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</PRE>
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The <I>bx_dbg_async_pin_ack()</I> function will in turn, invoke
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the <I>set_A20()</I> callback function in the master simulator, so you
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don't have to deal with updating local A20 state in your simulator here,
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as long as you handle it in <I>set_A20()</I>. Keep in mind, the slave
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simulator will never see the code inside this sample code if-construct,
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since changes are forced in the slave by the debugger at points where the master
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simulator acknowledged them, not as a direct effect of the IO devices.
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<HR>
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<HR>
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<H3>Guards:</H3>
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Guards are a mechanism by which the debugger requests each simulator
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to stop execution and return control back to the debugger. The debugger
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runs each simulator for a particular number of instructions, or until
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certain events occur. Guards are set by the debugger, and it is up
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to each simulator to examine them upon and during execution of the <I>execute()</I>
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callback, and return control back to the debugger when the guard criteria
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are met.
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<P>Guard information set by the debugger is stored in global structure
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<I>bx_guard</I> of type <I>bx_guard_t</I>. For reference, it's declaration
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is shown here, followed by an explanation of the purpose of each field.
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Information about the guard encountered by the simulator, and which
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caused control to return to the debugger is stored in the global structure
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<I>bx_guard_found[]</I> of type <I>bx_guard_found_t</I>. This is actually
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an array of structures, where <I>bx_guard_found[0]</I> is the first simulator
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with ID 0, and <I>bx_guard_found[1]</I> is the second simulator with
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ID 1. This structure is also declared below, and the text explains
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the information which should be returned in this structure based on
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the guard encountered.
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<PRE>
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typedef struct {
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unsigned long guard_for;
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// instruction address breakpoints
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struct {
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#if BX_DBG_SUPPORT_VIR_BPOINT
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unsigned num_virtual;
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struct {
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Bit32u cs; // only use 16 bits
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Bit32u eip;
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unsigned bpoint_id;
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} vir[BX_DBG_MAX_VIR_BPOINTS];
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#endif
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#if BX_DBG_SUPPORT_LIN_BPOINT
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unsigned num_linear;
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struct {
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Bit32u addr;
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unsigned bpoint_id;
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} lin[BX_DBG_MAX_LIN_BPOINTS];
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#endif
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#if BX_DBG_SUPPORT_PHY_BPOINT
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unsigned num_physical;
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struct {
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Bit32u addr;
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unsigned bpoint_id;
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} phy[BX_DBG_MAX_PHY_BPOINTS];
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#endif
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} iaddr;
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bx_dbg_icount_t icount; // stop after completing this many instructions
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// user typed Ctrl-C, requesting simulator stop at next convient spot
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volatile bool interrupt_requested;
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// booleans to control whether simulator should report events
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// to debug controller
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struct {
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bool irq;
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bool a20;
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bool io;
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bool ucmem;
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bool dma;
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} report;
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struct {
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bool irq; // should process IRQs asynchronously
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bool dma; // should process DMAs asynchronously
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} async;
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#define BX_DBG_ASYNC_PENDING_A20 0x01
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#define BX_DBG_ASYNC_PENDING_RESET 0x02
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#define BX_DBG_ASYNC_PENDING_NMI 0x04
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// Asynchronous changes which are pending. These are Q'd by
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// the debugger, as the master simulator is notified of a pending
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// async change. At the simulator's next point, where it checks for
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// such events, it notifies the debugger with acknowlegement. This
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// field contains a logically or'd list of all events which should
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// be checked, and ack'd.
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struct {
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unsigned which; // logical OR of above constants
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bool a20;
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bool reset;
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bool nmi;
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} async_changes_pending;
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} bx_guard_t;
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typedef struct {
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unsigned long guard_found;
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unsigned iaddr_index;
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bx_dbg_icount_t icount; // number of completed instructions
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Bit32u cs; // cs:eip and linear addr of instruction at guard point
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Bit32u eip;
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Bit32u laddr;
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bool is_32bit_code; // CS seg size at guard point
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bool ctrl_c; // simulator stopped due to Ctrl-C request
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} bx_guard_found_t;
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extern bx_guard_t bx_guard;
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extern bx_guard_found_t bx_guard_found[];
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</PRE>
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<HR>
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<H3>bx_guard_found[]:</H3>
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It is the task of each simulator to update the <I>bx_guard_found</I>
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structure.
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There are some fields which are specific to the type of guard in
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question, and you should update those when a particular guard is
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encountered. Those fields are explained in more detail in the section
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relating to the specific guard. There are some fields which are
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updated for every case, no matter what the guard is. Below is a list
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and explanation of the usage of each field.
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<P><B>unsigned long guard_found;</B> this should be filled in with the
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particular guard encountered, for example if an instruction count
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guard is hit, set this to BX_DBG_GUARD_ICOUNT.
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<P><B>unsigned iaddr_index;</B>
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This field is updated, whenever a virtual/linear/physical instruction
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address guard is hit. It is the array index into the bx_guard.iaddr.vir[],
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bx_guard.iaddr.lin[], or bx_guard.iaddr.phy[] arrays, whichever is appropriate.
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<P><B>bx_dbg_icount_t icount;</B>
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This contains the number of instructions which have been completely
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executed, when the guard was encountered.
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<P><B>Bit32u cs;</B>
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<BR><B>Bit32u eip;</B>
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<BR><B>Bit32u laddr;</B>
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<BR><B>bool is_32bit_code;</B>
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These all relate to the same instruction address. From the debugger's
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point of view, instruction addresses can be only at the beginning of
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the instruction. Once an instruction is completed, use the address
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of the next instruction.
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Set <I>cs</I> and <I>eip</I> to the instruction's address (CS:EIP).
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Set <I>laddr</I> to the instruction's corresponding linear address.
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Set <I>is_32bit_code</I> to the size (0=16bit, 1=32bit) of the code
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segment when the guard is encountered. This is used for disassembly.
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<P><B>bool ctrl_c;</B>
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To allow the user to interrupt a simulator from the debug prompt, the
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debugger traps Ctrl-C interrupts, and sets <I>bx_guard.interrupt_requested</I>.
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Your simulator can optionally look for this, provided that the
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BX_DBG_GUARD_CTRL_C bit is set in <I>bx_guard.guard_for</I> structure.
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If you chose to do so, you may look for this occurrance whenever is
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convenient. Set <I>ctrl_c</I> to 1 to signify this guard has occurred.
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Here' some sample code to demonstrate this:
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<PRE>
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// convenient point to see if user typed Ctrl-C
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if (bx_guard.interrupt_requested && (bx_guard.guard_for & BX_DBG_GUARD_CTRL_C)) {
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bx_guard_found[BX_SIM_ID].guard_found = BX_DBG_GUARD_CTRL_C;
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return; // some mechanism to return control here
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}
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</PRE>
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<HR>
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<H3>bx_guard:</H3>
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<P><B>unsigned long guard_for;</B>
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<P>This is a binary OR'd list of guards the debugger is requesting each
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simulator to stop on. Only if the corresponding bit is set in this field,
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should the simulator examine the rest of the criteria for that guard.
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Currently, each simulator must be capable of recognizing the following
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guards, and returning to the debugger when they occur:
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<UL>
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<LI>BX_DBG_GUARD_ICOUNT: Instruction count.
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<LI>BX_DBG_GUARD_CTRL_C: User requested interrupt via Ctrl-C
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<LI>BX_DBG_GUARD_IADDR_VIR: Stop on this virtual instruction address
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<LI>BX_DBG_GUARD_IADDR_LIN: Stop on this linear instruction address
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<LI>BX_DBG_GUARD_IADDR_PHY: Stop on this physical instruction address
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</UL>
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<P><B>struct { .. } iaddr;</B>
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<P>This structure holds the guard information for instruction address
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guards (breakpoints). Depending upon your selections, after editing
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<I>config.h</I> in the main directory (generated by running ./configure),
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certain types of instruction address guards are supported. Which ones,
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are determined by the BX_DBG_SUPPORT_VIR_BPOINT, BX_DBG_SUPPORT_LIN_BPOINT,
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and BX_DBG_SUPPORT_PHY_BPOINT macros.
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<P>If the <I>guard_for</I> field contains a set bit represented by
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BX_DBG_GUARD_IADDR_VIR, then the <I>iaddr.num_virtual</I> field holds
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the number of virtual instruction address guards to examine and compare
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to the current address. For each, you must examine the CS:EIP values
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stored in <I>iaddr.vir[n]</I>, in the <I>cs</I> and <I>eip</I> subfields.
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If there is a match, record this in the guard found structure, and
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return control to the debugger:
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<PRE>
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bx_guard_found[ID].guard_found = BX_DBG_GUARD_IADDR_VIR;
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bx_guard_found[ID].iaddr_index = n; // array index in bx_guard.iaddr.vir[]
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bx_guard_found[ID].icount = .. // number of completed instructions
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bx_guard_found[ID].cs = .. // CS selector value
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bx_guard_found[ID].eip = .. // EIP value
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bx_guard_found[ID].laddr = .. // linear address of CS:EIP
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bx_guard_found[ID].is_32bit_code = .. // 0=16bit code, 1=32bit code
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// return control here
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</PRE>
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<P>If the <I>guard_for</I> field contains a set bit represented by
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BX_DBG_GUARD_IADDR_LIN, then the <I>iaddr.num_linear</I> field holds
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the number of linear instruction address guards to examine and compare
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to the current address. For each, you must examine the linear address values
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stored in <I>iaddr.lin[n]</I>, in the <I>addr</I> subfield.
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If there is a match, record this in the guard found structure, and
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return control to the debugger:
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<PRE>
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bx_guard_found[ID].guard_found = BX_DBG_GUARD_IADDR_LIN;
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bx_guard_found[ID].iaddr_index = n; // array index in bx_guard.iaddr.lin[]
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bx_guard_found[ID].icount = .. // number of completed instructions
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bx_guard_found[ID].cs = .. // CS selector value
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bx_guard_found[ID].eip = .. // EIP value
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bx_guard_found[ID].laddr = .. // linear address of CS:EIP
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bx_guard_found[ID].is_32bit_code = .. // 0=16bit code, 1=32bit code
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// return control here
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</PRE>
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<P>If the <I>guard_for</I> field contains a set bit represented by
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BX_DBG_GUARD_IADDR_PHY, then the <I>iaddr.num_physical</I> field holds
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the number of physical instruction address guards to examine and compare
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to the current address. For each, you must examine the physical address values
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stored in <I>iaddr.phy[n]</I>, in the <I>addr</I> subfield.
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If there is a match, record this in the guard found structure, and
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return control to the debugger:
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<PRE>
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bx_guard_found[ID].guard_found = BX_DBG_GUARD_IADDR_PHY;
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bx_guard_found[ID].iaddr_index = n; // array index in bx_guard.iaddr.phy[]
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bx_guard_found[ID].icount = .. // number of completed instructions
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bx_guard_found[ID].cs = .. // CS selector value
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bx_guard_found[ID].eip = .. // EIP value
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bx_guard_found[ID].laddr = .. // linear address of CS:EIP
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bx_guard_found[ID].is_32bit_code = .. // 0=16bit code, 1=32bit code
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// return control here
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</PRE>
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<P><B>volatile bool interrupt_requested;</B>
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<P>If the debugger has turned on the guard for a user interrupt, and
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the user has indeed requested one (Ctrl-C), the debugger will set
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this field to 1. The simulator should record this in the guard found
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information, and return control back to the debugger. Look above at the
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explanation for the <I>bx_guard.interrupt_requested</I> field for some sample code
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on how to do this.
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<P><B>struct { .. } async;</B>
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<P><B>struct { .. } async_changes_pending;</B>
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<HR SIZE=5 NOSHADE>
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<P>
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</BODY>
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</HTML>
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