Cosmos/source2/Compiler/Cosmos.Compiler.DebugStub/DebugStub.cs
kudzu_cp 0dbffec6b5
2012-03-26 03:20:25 +00:00

468 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Cosmos.Assembler;
using Cosmos.Assembler.x86;
using Cosmos.Debug.Consts;
using Cosmos.Assembler.XSharp;
namespace Cosmos.Debug.DebugStub {
public partial class DebugStub : CodeGroup {
// Caller's Registers
static public DataMember32 CallerEBP;
static public DataMember32 CallerEIP;
static public DataMember32 CallerESP;
public class AckCommand : CodeBlock {
public override void Assemble() {
// We acknowledge receipt of the command AND the processing of it.
// -In the past the ACK only acknowledged receipt.
// We have to do this because sometimes callers do more processing.
// We ACK even ones we dont process here, but do not ACK Noop.
// The buffers should be ok because more wont be sent till after our NACK
// is received.
// Right now our max cmd size is 2 (Cmd + Cmd ID) + 5 (Data) = 7.
// UART buffer is 16.
// We may need to revisit this in the future to ack not commands, but data chunks
// and move them to a buffer.
// The buffer problem exists only to inbound data, not outbound data (relative to DebugStub).
AL = DsVsip.CmdCompleted;
Call<WriteALToComPort>();
//
EAX = DebugStub_CommandID.Value;
Call<WriteALToComPort>();
}
}
public class ProcessCommand : CodeBlock {
// Modifies: AL, DX (ReadALFromComPort)
// Returns: AL
public override void Assemble() {
Call<ReadALFromComPort>();
// Some callers expect AL to be returned, so we preserve it
// in case any commands modify AL.
// We push EAX to keep stack aligned.
EAX.Push();
// Noop has no data at all (see notes in client DebugConnector), so skip Command ID
// Noop also does not send ACK.
AL.Compare(VsipDs.Noop);
JumpIf(Flags.Equal, ".End");
// Read Command ID
Call<ReadALFromComPort>();
DebugStub_CommandID.Value = EAX;
// Get AL back so we can compare it, but also put it back for later
EAX = ESP[0];
CheckCmd(VsipDs.TraceOff, typeof(TraceOff));
CheckCmd(VsipDs.TraceOn, typeof(TraceOn));
CheckCmd(VsipDs.Break, typeof(Break));
CheckCmd(VsipDs.BreakOnAddress, typeof(BreakOnAddress));
CheckCmd(VsipDs.SendMethodContext, typeof(SendMethodContext));
CheckCmd(VsipDs.SendMemory, typeof(SendMemory));
CheckCmd(VsipDs.SendRegisters, typeof(SendRegisters));
CheckCmd(VsipDs.SendFrame, typeof(SendFrame));
CheckCmd(VsipDs.SendStack, typeof(SendStack));
CheckCmd(VsipDs.SetAsmBreak, typeof(SetAsmBreak));
CheckCmd(VsipDs.Ping, typeof(Ping));
Label = ".End";
// Restore AL for callers who check the command and do
// further processing, or for commands not handled by this routine.
EAX.Pop();
}
protected void CheckCmd(byte aCmd, Type aFunction) {
AL.Compare(aCmd);
string xAfterLabel = NewLabel();
JumpIf(Flags.NotEqual, xAfterLabel);
Call(aFunction);
Call<AckCommand>();
Jump(".End");
Label = xAfterLabel;
}
}
// Tracing: 0=Off, 1=On
static protected DataMember32 DebugTraceMode;
// enum Status
static protected DataMember32 DebugStatus;
// Nesting control for non steppable routines
static protected DataMember32 DebugSuspendLevel;
// Ptr to the push all data. It points to the "bottom" after a PushAll op.
// Walk up to find the 8 x 32 bit registers.
static protected DataMember32 DebugPushAllPtr;
// State of Interrupts on entry
static protected DataMember32 InterruptsEnabledFlag;
// If set non 0, on next trace a break will occur
static protected DataMember32 DebugBreakOnNextTrace;
// For step out and over this is used to determine where the initial request was made
// EBP is logged when the trace is started and can be used to determine
// what level we are "at" relative to the original step start location.
static protected DataMember32 DebugBreakEBP;
// Command ID of last command received
static protected DataMember32 DebugStub_CommandID;
public class BreakOnAddress : Inlines {
// Sets a breakpoint
// Serial Params:
// 1: x32 - EIP to break on, or 0 to disable breakpoint.
[XSharp(PreserveStack = true)]
public override void Assemble() {
// BP Address
ReadComPortX32toStack(1);
ECX.Pop();
// BP ID Number
// BP ID Number is sent after BP Address, becuase
// reading BP address uses AL (EAX).
EAX = 0;
Call<ReadALFromComPort>();
// Calculate location in table
// Mov [EBX + EAX * 4], ECX would be better, but our asm doesn't handle this yet
EBX = AddressOf("DebugBPs");
EAX = EAX << 2;
EBX.Add(EAX);
EBX[0] = ECX;
}
}
public class ProcessCommandBatch : CodeBlock {
public override void Assemble() {
Call<ProcessCommand>();
// See if batch is complete
AL.Compare(VsipDs.BatchEnd);
JumpIf(Flags.Equal, "DebugStub_ProcessCommandBatch_Exit");
// Loop and wait
Jump("DebugStub_ProcessCommandBatch");
Label = "DebugStub_ProcessCommandBatch_Exit";
Call<AckCommand>();
}
}
// Location where INT3 has been injected
// 0 if no INT3 is active
static public DataMember32 AsmBreakEIP;
// Old byte before INT1 was injected
// Only 1 byte is used
static public DataMember32 AsmOrigByte;
//
public class SetAsmBreak : Inlines {
public override void Assemble() {
ReadComPortX32toStack(1);
EDI.Pop();
// Save the old byte
EAX = EDI[0];
AsmOrigByte.Value = EAX;
// Inject INT3
EDI[0] = 0xCC;
// Save EIP of the break
AsmBreakEIP.Value = EDI;
}
}
public class ClearAsmBreak : Inlines {
public override void Assemble() {
EDI = AsmBreakEIP.Value;
EDI.Compare(0);
// If 0, we don't need to clear an older one.
JumpIf(Flags.Equal, ".Done");
// Clear old break point and set back to original opcode / partial opcode
EAX = AsmOrigByte.Value;
EDI[0] = EAX;
AsmOrigByte.Value = 0;
Label = ".Done";
}
}
public class Ping : Inlines {
public override void Assemble() {
AL = DsVsip.Pong;
Call<WriteALToComPort>();
}
}
public class TraceOff : CodeBlock {
public override void Assemble() {
DebugTraceMode.Value = Tracing.Off;
}
}
public class TraceOn : CodeBlock {
public override void Assemble() {
DebugTraceMode.Value = Tracing.On;
}
}
public class Executing : CodeBlock {
// This is the secondary stub routine. After the primary (main) has decided we should do some debug
// activities, this one is called.
//
// Modifies: EAX, EDI, ECX
public override void Assemble() {
// Look for a possible matching BP
// TODO: This is slow on every Int3...
// -Find a faster way - a list of 256 straight compares and code modifation?
// -Count BPs and modify ECX since we usually dont have 256 of them?
// -Move this scan earlier?
// -If there are 0 BPs, skip scan - easy and should have a good increase
EAX = CallerEIP.Value;
EDI = AddressOf("DebugBPs");
ECX = 256;
new Scas { Prefixes = InstructionPrefixes.RepeatTillEqual, Size = 32 };
JumpIf(Flags.NotEqual, "DebugStub_Executing_AfterBreakOnAddress");
Call<Break>();
Jump("DebugStub_Executing_Normal");
Label = "DebugStub_Executing_AfterBreakOnAddress";
// See if we are stepping
//
// F11
DebugBreakOnNextTrace.Value.Compare(StepTrigger.Into);
//TODO: I think we can use a using statement to create this type of block
// and emit asm
// using (var xBlock = new AsmBlock()) {
// JumpIf(something, xBlock.End/Begin);
// also can do xBlock.Break();
// }
//TODO: If statements can probably be done with anonymous delegates...
JumpIf(Flags.NotEqual, "DebugStub_ExecutingStepIntoAfter");
Call<Break>();
//TODO: Allow creating labels but issuing them later, then we can call them with early binding
//TODO: End - can be exit label for each method, allowing Jump(Begin/End) etc... Also make a label type and allwo Jump overload to the label itself. Or better yet, End.Jump()
Jump("DebugStub_Executing_Normal");
Label = "DebugStub_ExecutingStepIntoAfter";
// F10
DebugBreakOnNextTrace.Value.Compare(StepTrigger.Over);
JumpIf(Flags.NotEqual, "DebugStub_ExecutingStepOverAfter");
Label = "Debug__StepOver__";
EAX = CallerEBP.Value;
EAX.Compare(DebugBreakEBP.Value);
// If EBP and start EBP arent equal, dont break
// Dont use Equal because we aslo need to stop above if the user starts
// the step at the end of a method and next item is after a return
CallIf(Flags.LessThanOrEqualTo, "DebugStub_Break");
Jump("DebugStub_Executing_Normal");
Label = "DebugStub_ExecutingStepOverAfter";
// Shift-F11
DebugBreakOnNextTrace.Value.Compare(StepTrigger.Out);
JumpIf(Flags.NotEqual, "DebugStub_ExecutingStepOutAfter");
EAX = CallerEBP.Value;
EAX.Compare(DebugBreakEBP.Value); // TODO: X# JumpIf(EAX == Memory[...... or better yet if(EAX==Memory..., new Delegate { Jump.... Jump should be handled specially so we dont jump around jumps... TODO: Also allow Compare(EAX, 0), in fact force this new syntax
JumpIf(Flags.Equal, "DebugStub_Executing_Normal");
CallIf(Flags.LessThanOrEqualTo, "DebugStub_Break");
Jump("DebugStub_Executing_Normal");
Label = "DebugStub_ExecutingStepOutAfter";
Label = "DebugStub_Executing_Normal";
// If tracing is on, send a trace message
// Tracing isnt really used any more, was used
// by the old stand alone debugger. Might be upgraded
// and resused in the future.
DebugTraceMode.Value.Compare(Tracing.On);
CallIf(Flags.Equal, "DebugStub_SendTrace");
// Is there a new incoming command? We dont want to wait for one
// if there isn't one already here. This is a passing check.
Label = "DebugStub_CheckForCmd"; //TODO: ".CheckForCmd" and make it local to our class
DX = (ushort)(mComAddr + 5u);
AL = Port[DX];
AL.Test(0x01);
// If no command waiting, break from loop
JumpIf(Flags.Zero, "DebugStub_CheckForCmd_Break");
Call<ProcessCommand>();
// See if there are more commands waiting
Jump("DebugStub_CheckForCmd");
Label = "DebugStub_CheckForCmd_Break";
}
}
public class Break : CodeBlock {
// Should only be called internally by DebugStub. Has a lot of preconditions.
// Externals should use BreakOnNextTrace instead.
public override void Assemble() {
// Reset request in case we are currently responding to one or we hit a fixed breakpoint
// before our request could be serviced (if one existed)
DebugBreakOnNextTrace.Value = StepTrigger.None;
DebugBreakEBP.Value = 0;
// Set break status
DebugStatus.Value = Status.Break;
Call<SendTrace>();
// Wait for a command
Label = "DebugStub_WaitCmd";
// Check for common commands first
Call<ProcessCommand>();
// Now check for commands that are only valid in break state
// or commands that require special handling while in break
// state.
AL.Compare(VsipDs.Continue);
JumpIf(Flags.Equal, "DebugStub_Break_Exit");
AL.Compare(VsipDs.StepInto);
JumpIf(Flags.NotEqual, "DebugStub_Break_StepInto_After");
DebugBreakOnNextTrace.Value = StepTrigger.Into;
Jump("DebugStub_Break_Exit");
Label = "DebugStub_Break_StepInto_After";
AL.Compare(VsipDs.StepOver);
JumpIf(Flags.NotEqual, "DebugStub_Break_StepOver_After");
DebugBreakOnNextTrace.Value = StepTrigger.Over;
EAX = CallerEBP.Value;
DebugBreakEBP.Value = EAX;
Jump("DebugStub_Break_Exit");
Label = "DebugStub_Break_StepOver_After";
AL.Compare(VsipDs.StepOut);
JumpIf(Flags.NotEqual, "DebugStub_Break_StepOut_After");
DebugBreakOnNextTrace.Value = StepTrigger.Out;
EAX = CallerEBP.Value;
DebugBreakEBP.Value = EAX;
Jump("DebugStub_Break_Exit");
Label = "DebugStub_Break_StepOut_After";
// Loop around and wait for another command
Jump("DebugStub_WaitCmd");
Label = "DebugStub_Break_Exit";
Call<AckCommand>();
DebugStatus.Value = Status.Run;
}
}
public class TracerEntry : CodeBlock {
// 0 = Not in, 1 = already running
public DataMember32 IsRunning;
[XSharp(IsInteruptHandler = true)]
// Main entry point for the DebugStub which is executed by INT3.
public override void Assemble() {
// Test only for now
// Wont work... need to use a register
//new MoveToDR6(0);
// EBP is restored by PopAll, but SendFrame uses it. Could
// get it from the PushAll data, but this is easier.
CallerEBP.Value = EBP;
// Could also get ESP from PushAll but this is easier
// Another reason to do it here is that some day we may need to use
// the stack before PushAll.
//
// We cant modify any registers since we havent done PushAll yet
// Maybe we could do a sub(4) on memory direct..
// But for now we remove from ESP which the call to us produces,
// store ESP, then restore ESP so we don't cause stack corruption.
ESP = ESP + 12; // 12 bytes for EFLAGS, CS, EIP
CallerESP.Value = ESP;
ESP = ESP - 12;
// If debug stub is in break, and then an IRQ happens, the IRQ
// can call DebugStub again. This causes two DebugStubs to
// run which causes havoc. So we only allow one to run.
// We arent multi threaded yet, so this works fine.
// IRQ's are disabled between Compare and JumpIf so an IRQ cant
// happen in between them which could also cause double entry.
DisableInterrupts();
DebugSuspendLevel.Value.Compare(0);
JumpIf(Flags.Equal, "DebugStub_Running");
// DebugStub is already running, so exit.
// But we need to see if IRQs are disabled.
// If IRQ disabled, we dont reenable them after our disable
// in this routine.
InterruptsEnabledFlag.Value.Compare(0);
JumpIf(Flags.Equal, "DebugStub_Return");
EnableInterrupts();
Jump("DebugStub_Return");
Label = "DebugStub_Running";
IsRunning.Value.Compare(0);
JumpIf(Flags.Equal, "DebugStub_Start");
// If we made it this far we exit because DebugStub is already running.
// We need to see if IRQs were originally enabled or disabled and
// re-enable them if they were enabled on entry.
Jump("DebugStub_CheckIntAndReturn");
// All clear, mark that we are entering the debug stub
Label = "DebugStub_Start";
IsRunning.Value = 1;
// DS is now marked not to re-enter, so re-enable interrupts if
// they were enabled on entry
InterruptsEnabledFlag.Value.Compare(0);
JumpIf(Flags.Equal, "DebugStub_NoSTI");
EnableInterrupts();
// Call secondary debug stub
Label = "DebugStub_NoSTI";
PushAll();
DebugPushAllPtr.Value = ESP;
// We just pushed all registers to the stack so we can use them
// So we get the stack pointer and add 32. This skips over the
// registers we just pushed.
EBP = ESP;
EBP = EBP + 32; // We dont need to restore this becuase it was pushed as part of PushAll32
// Get actual EIP of caller.
EAX = EBP[0];
// EIP is pointer to op after our call. We subtract 1 for the opcode size of Int3
// Note - when we used call it was 5 (the size of our call + address)
// so we get the EIP as IL2CPU records it. Its also useful for when we will
// be changing ops that call this stub.
EAX--;
// Store it for later use.
CallerEIP.Value = EAX;
// Call secondary stub
Call<Executing>();
// Restore registers
PopAll();
// Setting the DebugRuning flag is atomic, but in the future
// we might have other code as we do in the entry to check.
// So just to be safe, we disable interrupts while we do this.
DisableInterrupts();
// Complete, mark that DebugStub is complete
IsRunning.Value = 0;
Label = "DebugStub_CheckIntAndReturn";
// Re-enable interrupts if needed. This happens on normal exit, or call from above
// when there would have been a re-entry to DS.
InterruptsEnabledFlag.Value.Compare(0);
JumpIf(Flags.Equal, "DebugStub_Return");
EnableInterrupts();
Label = "DebugStub_Return";
}
}
public class DebugSuspend : CodeBlock {
public override void Assemble() {
DebugSuspendLevel.Value++;
}
}
public class DebugResume : CodeBlock {
public override void Assemble() {
DebugSuspendLevel.Value--;
}
}
}
}