If your program is too large to fit completely in your target system's memory, you can sometimes use overlays to work around this problem. GDB provides some support for debugging programs that use overlays.
Suppose you have a computer whose instruction address space is only 64 kilobytes long, but which has much more memory which can be accessed by other means: special instructions, segment registers, or memory management hardware, for example. Suppose further that you want to adapt a program which is larger than 64 kilobytes to run on this system.
One solution is to identify modules of your program which are relatively independent, and need not call each other directly; call these modules overlays. Separate the overlays from the main program, and place their machine code in the larger memory. Place your main program in instruction memory, but leave at least enough space there to hold the largest overlay as well.
Now, to call a function located in an overlay, you must first copy that overlay's machine code from the large memory into the space set aside for it in the instruction memory, and then jump to its entry point there.
Data Instruction Larger Address Space Address Space Address Space +-----------+ +-----------+ +-----------+ | | | | | | +-----------+ +-----------+ +-----------+<-- overlay 1 | program | | main | .----| overlay 1 | load address | variables | | program | | +-----------+ | and heap | | | | | | +-----------+ | | | +-----------+<-- overlay 2 | | +-----------+ | | | load address +-----------+ | | | .-| overlay 2 | | | | | | | mapped --->+-----------+ | | +-----------+ address | | | | | | | overlay | <-' | | | | area | <---' +-----------+<-- overlay 3 | | <---. | | load address +-----------+ `--| overlay 3 | | | | | +-----------+ | | +-----------+ | | +-----------+ @anchor{A code overlay}A code overlay
The diagram (@xref{A code overlay}) shows a system with separate data and instruction address spaces. To map an overlay, the program copies its code from the larger address space to the instruction address space. Since the overlays shown here all use the same mapped address, only one may be mapped at a time. For a system with a single address space for data and instructions, the diagram would be similar, except that the program variables and heap would share an address space with the main program and the overlay area.
An overlay loaded into instruction memory and ready for use is called a mapped overlay; its mapped address is its address in the instruction memory. An overlay not present (or only partially present) in instruction memory is called unmapped; its load address is its address in the larger memory. The mapped address is also called the virtual memory address, or VMA; the load address is also called the load memory address, or LMA.
Unfortunately, overlays are not a completely transparent way to adapt a program to limited instruction memory. They introduce a new set of global constraints you must keep in mind as you design your program:
The overlay system described above is rather simple, and could be improved in many ways:
To use GDB's overlay support, each overlay in your program must correspond to a separate section of the executable file. The section's virtual memory address and load memory address must be the overlay's mapped and load addresses. Identifying overlays with sections allows GDB to determine the appropriate address of a function or variable, depending on whether the overlay is mapped or not.
GDB's overlay commands all start with the word overlay
;
you can abbreviate this as ov
or ovly
. The commands are:
overlay off
overlay manual
overlay map-overlay
and overlay unmap-overlay
commands described below.
overlay map-overlay overlay
overlay map overlay
overlay unmap-overlay overlay
overlay unmap overlay
overlay auto
overlay load-target
overlay load
overlay list-overlays
overlay list
Normally, when GDB prints a code address, it includes the name of the function the address falls in:
(gdb) print main $3 = {int ()} 0x11a0 <main>
When overlay debugging is enabled, GDB recognizes code in
unmapped overlays, and prints the names of unmapped functions with
asterisks around them. For example, if foo
is a function in an
unmapped overlay, GDB prints it this way:
(gdb) overlay list No sections are mapped. (gdb) print foo $5 = {int (int)} 0x100000 <*foo*>
When foo
's overlay is mapped, GDB prints the function's
name normally:
(gdb) overlay list Section .ov.foo.text, loaded at 0x100000 - 0x100034, mapped at 0x1016 - 0x104a (gdb) print foo $6 = {int (int)} 0x1016 <foo>
When overlay debugging is enabled, GDB can find the correct
address for functions and variables in an overlay, whether or not the
overlay is mapped. This allows most GDB commands, like
break
and disassemble
, to work normally, even on unmapped
code. However, GDB's breakpoint support has some limitations:
GDB can automatically track which overlays are mapped and which
are not, given some simple co-operation from the overlay manager in the
inferior. If you enable automatic overlay debugging with the
overlay auto
command (see section Overlay Commands), GDB
looks in the inferior's memory for certain variables describing the
current state of the overlays.
Here are the variables your overlay manager must define to support GDB's automatic overlay debugging:
_ovly_table
:
struct { /* The overlay's mapped address. */ unsigned long vma; /* The size of the overlay, in bytes. */ unsigned long size; /* The overlay's load address. */ unsigned long lma; /* Non-zero if the overlay is currently mapped; zero otherwise. */ unsigned long mapped; }
_novlys
:
_ovly_table
.
To decide whether a particular overlay is mapped or not, GDB
looks for an entry in _ovly_table
whose vma
and
lma
members equal the VMA and LMA of the overlay's section in the
executable file. When GDB finds a matching entry, it consults
the entry's mapped
member to determine whether the overlay is
currently mapped.
In addition, your overlay manager may define a function called
_ovly_debug_event
. If this function is defined, GDB
will silently set a breakpoint there. If the overlay manager then
calls this function whenever it has changed the overlay table, this
will enable GDB to accurately keep track of which overlays
are in program memory, and update any breakpoints that may be set
in overlays. This will allow breakpoints to work even if the
overlays are kept in ROM or other non-writable memory while they
are not being executed.
When linking a program which uses overlays, you must place the overlays at their load addresses, while relocating them to run at their mapped addresses. To do this, you must write a linker script (see section `Overlay Description' in Using ld: the GNU linker). Unfortunately, since linker scripts are specific to a particular host system, target architecture, and target memory layout, this manual cannot provide portable sample code demonstrating GDB's overlay support.
However, the GDB source distribution does contain an overlaid program, with linker scripts for a few systems, as part of its test suite. The program consists of the following files from `gdb/testsuite/gdb.base':
d10v-elf
and m32r-elf
targets.
You can build the test program using the d10v-elf
GCC
cross-compiler like this:
$ d10v-elf-gcc -g -c overlays.c $ d10v-elf-gcc -g -c ovlymgr.c $ d10v-elf-gcc -g -c foo.c $ d10v-elf-gcc -g -c bar.c $ d10v-elf-gcc -g -c baz.c $ d10v-elf-gcc -g -c grbx.c $ d10v-elf-gcc -g overlays.o ovlymgr.o foo.o bar.o \ baz.o grbx.o -Wl,-Td10v.ld -o overlays
The build process is identical for any other architecture, except that
you must substitute the appropriate compiler and linker script for the
target system for d10v-elf-gcc
and d10v.ld
.
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