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+The ELF, COFF and Wasm Linkers
+==============================
+
+The ELF Linker as a Library
+---------------------------
+
+You can embed LLD to your program by linking against it and calling the linker's
+entry point function lld::elf::link.
+
+The current policy is that it is your reponsibility to give trustworthy object
+files. The function is guaranteed to return as long as you do not pass corrupted
+or malicious object files. A corrupted file could cause a fatal error or SEGV.
+That being said, you don't need to worry too much about it if you create object
+files in the usual way and give them to the linker. It is naturally expected to
+work, or otherwise it's a linker's bug.
+
+Design
+======
+
+We will describe the design of the linkers in the rest of the document.
+
+Key Concepts
+------------
+
+Linkers are fairly large pieces of software.
+There are many design choices you have to make to create a complete linker.
+
+This is a list of design choices we've made for ELF and COFF LLD.
+We believe that these high-level design choices achieved a right balance
+between speed, simplicity and extensibility.
+
+* Implement as native linkers
+
+ We implemented the linkers as native linkers for each file format.
+
+ The linkers share the same design but share very little code.
+ Sharing code makes sense if the benefit is worth its cost.
+ In our case, the object formats are different enough that we thought the layer
+ to abstract the differences wouldn't be worth its complexity and run-time
+ cost. Elimination of the abstract layer has greatly simplified the
+ implementation.
+
+* Speed by design
+
+ One of the most important things in archiving high performance is to
+ do less rather than do it efficiently.
+ Therefore, the high-level design matters more than local optimizations.
+ Since we are trying to create a high-performance linker,
+ it is very important to keep the design as efficient as possible.
+
+ Broadly speaking, we do not do anything until we have to do it.
+ For example, we do not read section contents or relocations
+ until we need them to continue linking.
+ When we need to do some costly operation (such as looking up
+ a hash table for each symbol), we do it only once.
+ We obtain a handle (which is typically just a pointer to actual data)
+ on the first operation and use it throughout the process.
+
+* Efficient archive file handling
+
+ LLD's handling of archive files (the files with ".a" file extension) is
+ different from the traditional Unix linkers and similar to Windows linkers.
+ We'll describe how the traditional Unix linker handles archive files, what the
+ problem is, and how LLD approached the problem.
+
+ The traditional Unix linker maintains a set of undefined symbols during
+ linking. The linker visits each file in the order as they appeared in the
+ command line until the set becomes empty. What the linker would do depends on
+ file type.
+
+ - If the linker visits an object file, the linker links object files to the
+ result, and undefined symbols in the object file are added to the set.
+
+ - If the linker visits an archive file, it checks for the archive file's
+ symbol table and extracts all object files that have definitions for any
+ symbols in the set.
+
+ This algorithm sometimes leads to a counter-intuitive behavior. If you give
+ archive files before object files, nothing will happen because when the linker
+ visits archives, there is no undefined symbols in the set. As a result, no
+ files are extracted from the first archive file, and the link is done at that
+ point because the set is empty after it visits one file.
+
+ You can fix the problem by reordering the files,
+ but that cannot fix the issue of mutually-dependent archive files.
+
+ Linking mutually-dependent archive files is tricky. You may specify the same
+ archive file multiple times to let the linker visit it more than once. Or,
+ you may use the special command line options, `--start-group` and
+ `--end-group`, to let the linker loop over the files between the options until
+ no new symbols are added to the set.
+
+ Visiting the same archive files multiple times makes the linker slower.
+
+ Here is how LLD approaches the problem. Instead of memorizing only undefined
+ symbols, we program LLD so that it memorizes all symbols. When it sees an
+ undefined symbol that can be resolved by extracting an object file from an
+ archive file it previously visited, it immediately extracts the file and links
+ it. It is doable because LLD does not forget symbols it has seen in archive
+ files.
+
+ We believe that LLD's way is efficient and easy to justify.
+
+ The semantics of LLD's archive handling are different from the traditional
+ Unix's. You can observe it if you carefully craft archive files to exploit
+ it. However, in reality, we don't know any program that cannot link with our
+ algorithm so far, so it's not going to cause trouble.
+
+Numbers You Want to Know
+------------------------
+
+To give you intuition about what kinds of data the linker is mainly working on,
+I'll give you the list of objects and their numbers LLD has to read and process
+in order to link a very large executable. In order to link Chrome with debug
+info, which is roughly 2 GB in output size, LLD reads
+
+- 17,000 files,
+- 1,800,000 sections,
+- 6,300,000 symbols, and
+- 13,000,000 relocations.
+
+LLD produces the 2 GB executable in 15 seconds.
+
+These numbers vary depending on your program, but in general,
+you have a lot of relocations and symbols for each file.
+If your program is written in C++, symbol names are likely to be
+pretty long because of name mangling.
+
+It is important to not waste time on relocations and symbols.
+
+In the above case, the total amount of symbol strings is 450 MB,
+and inserting all of them to a hash table takes 1.5 seconds.
+Therefore, if you causally add a hash table lookup for each symbol,
+it would slow down the linker by 10%. So, don't do that.
+
+On the other hand, you don't have to pursue efficiency
+when handling files.
+
+Important Data Structures
+-------------------------
+
+We will describe the key data structures in LLD in this section. The linker can
+be understood as the interactions between them. Once you understand their
+functions, the code of the linker should look obvious to you.
+
+* Symbol
+
+ This class represents a symbol.
+ They are created for symbols in object files or archive files.
+ The linker creates linker-defined symbols as well.
+
+ There are basically three types of Symbols: Defined, Undefined, or Lazy.
+
+ - Defined symbols are for all symbols that are considered as "resolved",
+ including real defined symbols, COMDAT symbols, common symbols,
+ absolute symbols, linker-created symbols, etc.
+ - Undefined symbols represent undefined symbols, which need to be replaced by
+ Defined symbols by the resolver until the link is complete.
+ - Lazy symbols represent symbols we found in archive file headers
+ which can turn into Defined if we read archive members.
+
+ There's only one Symbol instance for each unique symbol name. This uniqueness
+ is guaranteed by the symbol table. As the resolver reads symbols from input
+ files, it replaces an existing Symbol with the "best" Symbol for its symbol
+ name using the placement new.
+
+ The above mechanism allows you to use pointers to Symbols as a very cheap way
+ to access name resolution results. Assume for example that you have a pointer
+ to an undefined symbol before name resolution. If the symbol is resolved to a
+ defined symbol by the resolver, the pointer will "automatically" point to the
+ defined symbol, because the undefined symbol the pointer pointed to will have
+ been replaced by the defined symbol in-place.
+
+* SymbolTable
+
+ SymbolTable is basically a hash table from strings to Symbols
+ with logic to resolve symbol conflicts. It resolves conflicts by symbol type.
+
+ - If we add Defined and Undefined symbols, the symbol table will keep the
+ former.
+ - If we add Defined and Lazy symbols, it will keep the former.
+ - If we add Lazy and Undefined, it will keep the former,
+ but it will also trigger the Lazy symbol to load the archive member
+ to actually resolve the symbol.
+
+* Chunk (COFF specific)
+
+ Chunk represents a chunk of data that will occupy space in an output.
+ Each regular section becomes a chunk.
+ Chunks created for common or BSS symbols are not backed by sections.
+ The linker may create chunks to append additional data to an output as well.
+
+ Chunks know about their size, how to copy their data to mmap'ed outputs,
+ and how to apply relocations to them.
+ Specifically, section-based chunks know how to read relocation tables
+ and how to apply them.
+
+* InputSection (ELF specific)
+
+ Since we have less synthesized data for ELF, we don't abstract slices of
+ input files as Chunks for ELF. Instead, we directly use the input section
+ as an internal data type.
+
+ InputSection knows about their size and how to copy themselves to
+ mmap'ed outputs, just like COFF Chunks.
+
+* OutputSection
+
+ OutputSection is a container of InputSections (ELF) or Chunks (COFF).
+ An InputSection or Chunk belongs to at most one OutputSection.
+
+There are mainly three actors in this linker.
+
+* InputFile
+
+ InputFile is a superclass of file readers.
+ We have a different subclass for each input file type,
+ such as regular object file, archive file, etc.
+ They are responsible for creating and owning Symbols and InputSections/Chunks.
+
+* Writer
+
+ The writer is responsible for writing file headers and InputSections/Chunks to
+ a file. It creates OutputSections, put all InputSections/Chunks into them,
+ assign unique, non-overlapping addresses and file offsets to them, and then
+ write them down to a file.
+
+* Driver
+
+ The linking process is driven by the driver. The driver:
+
+ - processes command line options,
+ - creates a symbol table,
+ - creates an InputFile for each input file and puts all symbols within into
+ the symbol table,
+ - checks if there's no remaining undefined symbols,
+ - creates a writer,
+ - and passes the symbol table to the writer to write the result to a file.
+
+Link-Time Optimization
+----------------------
+
+LTO is implemented by handling LLVM bitcode files as object files.
+The linker resolves symbols in bitcode files normally. If all symbols
+are successfully resolved, it then runs LLVM passes
+with all bitcode files to convert them to one big regular ELF/COFF file.
+Finally, the linker replaces bitcode symbols with ELF/COFF symbols,
+so that they are linked as if they were in the native format from the beginning.
+
+The details are described in this document.
+http://llvm.org/docs/LinkTimeOptimization.html
+
+Glossary
+--------
+
+* RVA (COFF)
+
+ Short for Relative Virtual Address.
+
+ Windows executables or DLLs are not position-independent; they are
+ linked against a fixed address called an image base. RVAs are
+ offsets from an image base.
+
+ Default image bases are 0x140000000 for executables and 0x18000000
+ for DLLs. For example, when we are creating an executable, we assume
+ that the executable will be loaded at address 0x140000000 by the
+ loader, so we apply relocations accordingly. Result texts and data
+ will contain raw absolute addresses.
+
+* VA
+
+ Short for Virtual Address. For COFF, it is equivalent to RVA + image base.
+
+* Base relocations (COFF)
+
+ Relocation information for the loader. If the loader decides to map
+ an executable or a DLL to a different address than their image
+ bases, it fixes up binaries using information contained in the base
+ relocation table. A base relocation table consists of a list of
+ locations containing addresses. The loader adds a difference between
+ RVA and actual load address to all locations listed there.
+
+ Note that this run-time relocation mechanism is much simpler than ELF.
+ There's no PLT or GOT. Images are relocated as a whole just
+ by shifting entire images in memory by some offsets. Although doing
+ this breaks text sharing, I think this mechanism is not actually bad
+ on today's computers.
+
+* ICF
+
+ Short for Identical COMDAT Folding (COFF) or Identical Code Folding (ELF).
+
+ ICF is an optimization to reduce output size by merging read-only sections
+ by not only their names but by their contents. If two read-only sections
+ happen to have the same metadata, actual contents and relocations,
+ they are merged by ICF. It is known as an effective technique,
+ and it usually reduces C++ program's size by a few percent or more.
+
+ Note that this is not an entirely sound optimization. C/C++ require
+ different functions have different addresses. If a program depends on
+ that property, it would fail at runtime.
+
+ On Windows, that's not really an issue because MSVC link.exe enabled
+ the optimization by default. As long as your program works
+ with the linker's default settings, your program should be safe with ICF.
+
+ On Unix, your program is generally not guaranteed to be safe with ICF,
+ although large programs happen to work correctly.
+ LLD works fine with ICF for example.