My understanding of the memory structure under C is a program's memory is split with the stack and the heap each growing from either end of the block conceivably allocating all of ram but obviously abstracted to some kind of OS memory fragment manager thing.
Stack designed for handling local variables (automatic storage) and heap for memory allocation (dynamic storage).
(Editor's note: there are C implementations where automatic storage doesn't use a "call stack", but this question assumes a normal modern C implementation on a normal CPU where locals do use the callstack if they can't just live in registers.)
Say I want to implement a stack data structure for some data parsing algorithm. Its lifetime and scope is limited to one function.
I can think of 3 ways to do such a thing, yet none of them seem to me as the cleanest way to go about this given the scenario.
My first though is to construct a stack in the heap, like C++ std::vector:
Some algorithm(Some data)
{
Label *stack = new_stack(stack_size_estimate(data));
Iterator i = some_iterator(data);
while(i)
{
Label label = some_label(some_iterator_at(i));
if (label_type_a(label))
{
push_stack(stack,label);
}
else if(label_type_b(label))
{
some_process(&data,label,pop_stack(stack));
}
i = some_iterator_next(i);
}
some_stack_cleanup(&data,stack);
delete_stack(stack);
return data;
}
This method is alright but it's wasteful in that the stack size is a guess and at any moment push_stack could call some internal malloc or realloc and cause irregular slowdowns. None of which are problems for this algorithm, but this construct seems better suited for applications in which a stack has to be maintained across multiple contexts. That isn't the case here; the stack is private to this function and is deleted before exit, just like automatic storage class.
My next thought is recursion. Because recursion uses the builtin stack this seems closer to what I want.
Some algorithm(Some data)
{
Iterator i = some_iterator(data);
return some_extra(algorithm_helper(extra_from_some(data),&i);
}
Extra algorithm_helper(Extra thing, Iterator* i)
{
if(!*i)
{return thing;}
{
Label label = some_label(some_iterator_at(i));
if (label_type_a(label))
{
*i = some_iterator_next(*i);
return algorithm_helper
( extra_process( algorithm_helper(thing,i), label), i );
}
else if(label_type_b(label))
{
*i = some_iterator_next(*i);
return extra_attach(thing,label);
}
}
}
This method saves me from writing and maintaining a stack. The code, to me, seems harder to follow, not that it matters to me.
My main issue with it is this is using way more space.
With stack frames holding copies of this Extra construct (which basically contains the Some data plus the actual bits wanted to be held in the stack) and unnecessary copies of the exact same iterator pointer in every frame: because it's "safer" then referencing some static global (and I don't know how to not do it this way). This wouldn't be a problem if the compiler did some clever tail recursion like thing but I don't know if I like crossing my fingers and hope my compiler is awesome.
The third way I can think of involves some kind of dynamic array thing that can grow on the stack being the last thing there written using some kind of C thing I don't know about.
Or an extern asm block.
Thinking about this, that's what I'm looking for but I don't see my self writing an asm version unless it's dead simple and I don't see that being easier to write or maintain despite it seeming simpler in my head. And obviously it wouldn't be portable across ISAs.
I don't know if I'm overlooking some feature or if I need to find another language or if I should rethink my life choices. All could be true... I hope it's just the first one.
I'm not opposed to using some library. Is there one, and if so how does it work? I didn't find anything in my searches.
I recently learned about Variable Length Arrays and I don't really understand why they couldn't be leveraged as a way to grow stack reference, but also I can't imagine them working that way.
tl; dr: use std::vector or an equivalent.
(Edited)
Regarding your opening statement: The days of segments are over. These days processes have multiple stacks (one for each thread), but all share one heap.
Regarding option 1: Instead of writing and maintaining a stack, and guessing its size, you should just literally use std::vector, or a C wrapper around it, or a C clone of it - in any case, use the 'vector' data structure.
Vector's algorithm is generally quite efficient. Not perfect, but generally good for many, may real-world use cases.
Regarding option 2: You are right, at least as long as the discussion is confined to C. In C, recursion is both wasteful and non-scalable. In some other languages, notably in functional languages, recursion is the way to express these algorithms, and tail-call optimization is part of the language definition.
Regarding option 3: The closest to that C thing you're looking for is alloca(). It allows you to grow the stack frame, and if the stack doesn't have enough memory, the OS will allocate it. However, it's going to be quite difficult to build a stack object around it, since there's no realloca(), as pointed out by #Peter Cordes.
The Other drawback is that stacks are still limited. On Linux, the stack is typically limited to 8 MB. This is the same scalability limitation as with recursion.
Regarding variable length arrays: VLAs are basically syntactic sugar, a notation convenience. Beyond syntax, they have the exact same capabilities of arrays (actually, even fewer, viz. sizeof() doesn't work), let alone the dynamic power of std::vector.
In practice, if you can't set a hard upper bound on possible size of less than 1kiB or so, you should normally just dynamically allocate. If you can be sure the size is that small, you could consider using alloca as the container for your stack.
(You can't conditionally use a VLA, it has to be in-scope. Although you could have its size be zero by declaring it after an if(), and set a pointer variable to the VLA address, or to malloc. But alloca would be easier.)
In C++ you'd normally std::vector, but it's dumb because it can't / doesn't use realloc (Does std::vector *have* to move objects when growing capacity? Or, can allocators "reallocate"?). So in C++ it's a tradeoff between more efficient growth vs. reinventing the wheel, although it's still amortized O(1) time. You can mitigate most of it with a fairly large reserve() up front, because memory you alloc but never touch usually doesn't cost anything.
In C you have to write your own stack anyway, and realloc is available. (And all C types are trivially copyable, so there's nothing stopping you from using realloc). So when you do need to grow, you can realloc the storage. But if you can't set a reasonable and definitely-large-enough upper bound on function entry and might need to grow, then you should still track capacity vs. in-use size separately, like std::vector. Don't call realloc on every push/pop.
Using the callstack directly as a stack data structure is easy in pure assembly language (for ISAs and ABIs that use a callstack i.e. "normal" CPUs like x86, ARM, MIPS, etc). And yes, in asm worth doing for stack data structures that you know will be very small, and not worth the overhead of malloc / free.
Use asm push or pop instructions (or equivalent sequence for ISAs without a single-instruction push / pop). You can even check the size / see if the stack data structure is empty by comparing against a saved stack-pointer value. (Or just maintain an integer counter along side your push/pops).
A very simple example is the inefficient way some people write int->string functions. For non-power-of-2 bases like 10, you generate digits in least-significant first order by dividing by 10 to remove them one at a time, with digit = remainder. You could just store into a buffer and decrement a pointer, but some people write functions that push in the divide loop and then pop in a second loop to get them in printing order (most-significant first). e.g. Ira's answer on How do I print an integer in Assembly Level Programming without printf from the c library? (My answer on the same question shows the efficient way which is also simpler once you grok it.)
It doesn't particularly matter that the stack grows towards the heap, just that there is some space you can use. And that stack memory is already mapped, and normally hot in cache. This is why we might want to use it.
Stack above heap happens to be true under GNU/Linux for example, which normally puts the main thread's user-space stack near the top of user-space virtual address space. (e.g. 0x7fff...) Normally there's a stack-growth limit that's much smaller than the distance from stack to heap. You want an accidental infinite recursion to fault early, like after consuming 8MiB of stack space, not drive the system to swapping as it uses gigabytes of stack. Depending on the OS, you can increase the stack limit, e.g. ulimit -s. And thread stacks are normally allocated with mmap, the same as other dynamic allocation, so there's no telling where they'll be relative to other dynamic allocation.
AFAIK it's impossible from C, even with inline asm
(Not safely, anyway. An example below shows just how evil you'd have to get to write this in C the way you would in asm. It basically proves that modern C is not a portable assembly language.)
You can't just wrap push and pop in GNU C inline asm statements because there's no way to tell the compiler you're modifying the stack pointer. It might try to reference other local variables relative to the stack pointer after your inline asm statement changed it.
Possibly if you knew you could safely force the compiler to create a frame pointer for that function (which it would use for all local-variable access) you could get away with modifying the stack pointer. But if you want to make function calls, many modern ABIs require the stack pointer to be over-aligned before a call. e.g. x86-64 System V requires 16-byte stack alignment before a call, but push/pop work in units of 8 bytes. OTOH, 32-bit ARM (and some 32-bit x86 calling conventions, e.g. Windows) don't have that feature so any number of 4-byte pushes would leave the stack correctly aligned for a function call.
I wouldn't recommend it, though; if you want that level of optimization (and you know how to optimize asm for the target CPU), it's probably safer to write your whole function in asm.
Variable Length Arrays and I don't really understand why they couldn't be leveraged as a way to grow stack reference
VLAs aren't resizable. After you do int VLA[n]; you're stuck with that size. Nothing you can do in C will guarantee you more memory that's contiguous with that array.
Same problem with alloca(size). It's a special compiler built-in function that (on a "normal" implementation) decrements the stack pointer by size bytes (rounded to a multiple of the stack width) and returns that pointer. In practice you can make multiple alloca calls and they will very likely be contiguous, but there's zero guarantee of that so you can't use it safely without UB. Still, you might get away with this on some implementations, at least for now until future optimizations notice the UB and assume that your code can't be reachable.
(And it could break on some calling conventions like x86-64 System V where VLAs are guaranteed to be 16-byte aligned. An 8-byte alloca there probably rounds up to 16.)
But if you did want to make this work, you'd maybe use long *base_of_stack = alloca(sizeof(long)); (the highest address: stacks grow downward on most but not all ISAs / ABIs - this is another assumption you'd have to make).
Another problem is that there's no way to free alloca memory except by leaving the function scope. So your pop has to increment some top_of_stack C pointer variable, not actually moving the real architectural "stack pointer" register. And push will have to see whether the top_of_stack is above or below the high-water mark which you also maintain separately. If so you alloca some more memory.
At that point you might as well alloca in chunks larger than sizeof(long) so the normal case is that you don't need to alloc more memory, just move the C variable top-of-stack pointer. e.g. chunks of 128 bytes maybe. This also solves the problem of some ABIs keeping the stack pointer over-aligned. And it lets the stack elements be narrower than the push/pop width without wasting space on padding.
It does mean we end up needing more registers to sort of duplicate the architectural stack pointer (except that the SP never increases on pop).
Notice that this is like std::vector's push_back logic, where you have an allocation size and an in-use size. The difference is that std::vector always copies when it wants more space (because implementations fail to even try to realloc) so it has to amortize that by growing exponentially. When we know growth is O(1) by just moving the stack pointer, we can use a fixed increment. Like 128 bytes, or maybe half a page would make more sense. We're not touching memory at the bottom of the allocation immediately; I haven't tried compiling this for a target where stack probes are needed to make sure you don't move RSP by more than 1 page without touching intervening pages. MSVC might insert stack probes for this.
Hacked up alloca stack-on-the-callstack: full of UB and miscompiles in practice with gcc/clang
This mostly exists to show how evil it is, and that C is not a portable assembly language. There are things you can do in asm you can't do in C. (Also including efficiently returning multiple values from a function, in different registers, instead of a stupid struct.)
#include <alloca.h>
#include <stdlib.h>
void some_func(char);
// assumptions:
// stack grows down
// alloca is contiguous
// all the UB manages to work like portable assembly language.
// input assumptions: no mismatched { and }
// made up useless algorithm: if('}') total += distance to matching '{'
size_t brace_distance(const char *data)
{
size_t total_distance = 0;
volatile unsigned hidden_from_optimizer = 1;
void *stack_base = alloca(hidden_from_optimizer); // highest address. top == this means empty
// alloca(1) would probably be optimized to just another local var, not necessarily at the bottom of the stack frame. Like char foo[1]
static const int growth_chunk = 128;
size_t *stack_top = stack_base;
size_t *high_water = alloca(growth_chunk);
for (size_t pos = 0; data[pos] != '\0' ; pos++) {
some_func(data[pos]);
if (data[pos] == '{') {
//push_stack(stack, pos);
stack_top--;
if (stack_top < high_water) // UB: optimized away by clang; never allocs more space
high_water = alloca(growth_chunk);
// assert(high_water < stack_top && "stack growth happened somewhere else");
*stack_top = pos;
}
else if(data[pos] == '}')
{
//total_distance += pop_stack(stack);
size_t popped = *stack_top;
stack_top++;
total_distance += pos - popped;
// assert(stack_top <= stack_base)
}
}
return total_distance;
}
Amazingly, this seems to actually compile to asm that looks correct (on Godbolt), with gcc -O1 for x86-64 (but not at higher optimization levels). clang -O1 and gcc -O3 optimize away the if(top<high_water) alloca(128) pointer compare so this is unusable in practice.
< pointer comparison of pointers derived from different objects is UB, and it seems even casting to uintptr_t doesn't make it safe. Or maybe GCC is just optimizing away the alloca(128) based on the fact that high_water = alloca() is never dereferenced.
https://godbolt.org/z/ZHULrK shows gcc -O3 output where there's no alloca inside the loop. Fun fact: making volatile int growth_chunk to hide the constant value from the optimizer makes it not get optimized away. So I'm not sure it's pointer-compare UB that's causing the issue, it's more like accessing memory below the first alloca instead of dereferencing a pointer derived from the second alloca that gets compilers to optimize it away.
# gcc9.2 -O1 -Wall -Wextra
# note that -O1 doesn't include some loop and peephole optimizations, e.g. no xor-zeroing
# but it's still readable, not like -O1 spilling every var to the stack between statements.
brace_distance:
push rbp
mov rbp, rsp # make a stack frame
push r15
push r14
push r13 # save some call-preserved regs for locals
push r12 # that will survive across the function call
push rbx
sub rsp, 24
mov r12, rdi
mov DWORD PTR [rbp-52], 1
mov eax, DWORD PTR [rbp-52]
mov eax, eax
add rax, 23
shr rax, 4
sal rax, 4 # some insane alloca rounding? Why not AND?
sub rsp, rax # alloca(1) moves the stack pointer, RSP, by whatever it rounded up to
lea r13, [rsp+15]
and r13, -16 # stack_base = 16-byte aligned pointer into that allocation.
sub rsp, 144 # alloca(128) reserves 144 bytes? Ok.
lea r14, [rsp+15]
and r14, -16 # and the actual C allocation rounds to %16
movzx edi, BYTE PTR [rdi] # data[0] check before first iteration
test dil, dil
je .L7 # if (empty string) goto return 0
mov ebx, 0 # pos = 0
mov r15d, 0 # total_distance = 0
jmp .L6
.L10:
lea rax, [r13-8] # tmp_top = top-1
cmp rax, r14
jnb .L4 # if(tmp_top < high_water)
sub rsp, 144
lea r14, [rsp+15]
and r14, -16 # high_water = alloca(128) if body
.L4:
mov QWORD PTR [r13-8], rbx # push(pos) - the actual store
mov r13, rax # top = tmp_top completes the --top
# yes this is clunky, hopefully with more optimization gcc would have just done
# sub r13, 8 and used [r13] instead of this RAX tmp
.L5:
add rbx, 1 # loop condition stuff
movzx edi, BYTE PTR [r12+rbx]
test dil, dil
je .L1
.L6: # top of loop body proper, with 8-bit DIL = the non-zero character
movsx edi, dil # unofficial part of the calling convention: sign-extend narrow args
call some_func # some_func(data[pos]
movzx eax, BYTE PTR [r12+rbx] # load data[pos]
cmp al, 123 # compare against braces
je .L10
cmp al, 125
jne .L5 # goto loop condition check if nothing special
# else: it was a '}'
mov rax, QWORD PTR [r13+0]
add r13, 8 # stack_top++ (8 bytes)
add r15, rbx # total += pos
sub r15, rax # total -= popped value
jmp .L5 # goto loop condition.
.L7:
mov r15d, 0
.L1:
mov rax, r15 # return total_distance
lea rsp, [rbp-40] # restore stack pointer to point at saved regs
pop rbx # standard epilogue
pop r12
pop r13
pop r14
pop r15
pop rbp
ret
This is like you'd do for a dynamically allocated stack data structure except:
it grows downward like the callstack
we get more memory from alloca instead of realloc. (realloc can also be efficient if there's free virtual address space after the allocation). C++ chose not to provide a realloc interface for their allocator, so std::vector always stupidly allocs + copies when more memory is required. (AFAIK no implementations optimize for the case where new hasn't been overridden and use a private realloc).
it's totally unsafe and full of UB, and fails in practice with modern optimizing compilers
the pages will never get returned to the OS: if you use a large amount of stack space, those pages stay dirty indefinitely.
If you can choose a size that's definitely large enough, you could use a VLA of that size.
I'd recommend starting at the top and going downward, to avoid touching memory far below the currently in-use region of the callstack. That way, on an OS that doesn't need "stack probes" to grow the stack by more than 1 page, you might avoid ever touching memory far below the stack pointer. So the small amount of memory you do end up using in practice might all be within an already mapped page of the callstack, and maybe even cache lines that were already hot if some recent deeper function call already used them.
If you do use the heap, you can minimize realloc costs by doing a pretty large allocation. Unless there was a block on the free-list that you could have gotten with a smaller allocation, in general over-allocating have very low cost if you never touch parts you didn't need, especially if you free or shrink it before doing any more allocations.
i.e. don't memset it to anything. If you want zeroed memory, use calloc which may be able to get zeroed pages from the OS for you.
Modern OSes use lazy virtual memory for allocations so the first time you touch a page, it typically has to page-fault and actually get wired into the HW page tables. Also a page of physical memory has to get zeroed to back this virtual page. (Unless the access was a read, then Linux will copy-on-write map the page to a shared physical page of zeros.)
A virtual page you never even touch will just be a larger size in an extent book-keeping data structure in the kernel. (And in the user-space malloc allocator). This doesn't add anything to the cost of allocating it, or to freeing it, or using the earlier pages that you do touch.
Not really a true answer, but a bit too long for a mere comment.
In fact, the image of the stack and the heap and growing each towards the other is over simplistic. It used to be true with the 8086 processor series (at least in some memory models) where the stack and the heap shared one single segment of memory, but even the old Windows 3.1 system came with some API functions allowing to allocate memory outside of the heap (search for GlobalAlloc opposited to LocalAlloc), provided the processor was at least a 80286.
But modern systems all use virtual memory. With virtual memory there is no longer a nice consecutive segment shared by the heap and the stack, and the OS can give memory wherever it want (provided of course it can find free memory somewhere). But the stack has still to be a consecutive segment. Because of that, the size of that segment is determinated at build time and is fixed, while the size of the heap is only constrained by the maximum memory the system can allocate to the process. That is the reason why many recommend to use the stack only for small data structures and always allocate large ones. Furthermore, I know no portable way for a program to know its stacksize, not speaking of its free stacksize.
So IMHO, what is important here is to wonder whether the size of your stack is small enough. If it can exceed a small limit, just go for allocated memory, because it will be both easier and more robust. Because you can (and should) test for allocation errors, but a stack overflow is always fatal.
Finally, my advice is not to try to use the system stack for your own dedicated usage, even if limited to one single function, except if you can cleanly ask for a memory array in the stack and build your own stack management over it. Using assembly language to directly use the underlying stack will add a lot of complexity (not speaking of lost portability) for a hypothetic minimal gain. Just don't. Even if you want to use assembly language instructions for a low level optimization of your stack, my advice is to use a dedicated memory segment and leave the system stack for the compiler.
My experience says that the more complexity you put into your code, the harder it will be to maintain, and the less robust.
So just follow best practices and only use low level optimizations when and where you cannot avoid them.
Related
There are 2 ways of allocating global array in C:
statically
char data[65536];
dynamically
char *data;
…
data = (char*)malloc(65536); /* or whatever size */
The question is, which method has better performance? And by how much?
As understand it, the first method should be faster.
Because with the second method, to access the array you have to dereference element's address each time it is accessed, like this:
read the variable data which contains the pointer to the beginning of the array
calculate the offset to specific element
access the element
With the first method, the compiler hard-codes the address of the data variable into the code, first step is skipped, so we have:
calculate the offset to specific element from fixed address defined at compile time
access the element of the array
Each memory access is equivalent to about 40 CPU clock cycles, so , using dynamic allocation, specially for not frequent reads can have significant performance decrease vs static allocation because the data variable may be purged from the cache by some more frequently accessed variable. On the contrary , the cost of dereferencing statically allocated global variable is 0, because its address is already hard-coded in the code.
Is this correct?
One should always benchmark to be sure. But, ignoring the effects of cache for the moment, the efficiency can depend on how sporadically you access the two. Herein, consider char data_s[65536] and char *data_p = malloc(65536)
If the access is sporadic the static/global will be slightly faster:
// slower because we must fetch data_p and then store
void
datasetp(int idx,char val)
{
data_p[idx] = val;
}
// faster because we can store directly
void
datasets(int idx,char val)
{
data_s[idx] = val;
}
Now, if we consider caching, datasetp and datasets will be about the same [after the first access], because the fetch of data_p will be fulfilled from cache [no guarantee, but likely], so the time difference is much less.
However, when accessing the data in a tight loop, they will be about the same, because the compiler [optimizer] will prefetch data_p at the start of the loop and put it in a register:
void
datasetalls(char val)
{
int idx;
for (idx = 0; idx < 65536; ++idx)
data_s[idx] = val;
}
void
datasetallp(char val)
{
int idx;
for (idx = 0; idx < 65536; ++idx)
data_p[idx] = val;
}
void
datasetallp_optimized(char val)
{
int idx;
register char *reg;
// the optimizer will generate the equivalent code to this
reg = data_p;
for (idx = 0; idx < 65536; ++idx)
reg[idx] = val;
}
If the access is so sporadic that data_p gets evicted from the cache, then, the performance difference doesn't matter so much, because access to [either] array is infrequent. Thus, not a target for code tuning.
If such eviction occurs, the actual data array will, most likely, be evicted as well.
A much larger array might have more of an effect (e.g. if instead of 65536, we had 100000000, then mere traversal will evict data_p and by the time we reached the end of the array, the leftmost entries would already be evicted.
But, in that case, the extra fetch of data_p would be 0.000001% overhead.
So, it helps to either benchmark [or model] the particular use case/access pattern.
UPDATE:
Based on some further experimentation [triggered by a comment by Peter], the datasetallp function does not optimize to the equivalent of datasetallp_optimized for certain conditions, due to strict aliasing considerations.
Because the arrays are char [or unsigned char], the compiler generates a data_p fetch on each loop iteration. Note that if the arrays are not char (e.g. int), the optimization does occur and data_p is fetched only once, because char can alias anything but int is more limited.
If we change char *data_p to char *restrict data_p we get the optimized behavior. Adding restrict tells the compiler that data_p will not alias anything [even itself], so it's safe to optimize the fetch.
Personal note: While I understand this, to me, it seems goofy that without restrict, the compiler must assume that data_p can alias back to itself. Although I'm sure there are other [equally contrived] examples, the only ones I can think of are data_p pointing to itself or that data_p is part of a struct:
// simplest
char *data_p = malloc(65536);
data_p = (void *) &data_p;
// closer to real world
struct mystruct {
...
char *data_p;
...
};
struct mystruct mystruct;
mystruct.data_p = (void *) &mystruct;
These would be cases where the fetch optimization would be wrong. But, IMO, these are distinguishable from the simple case we've been dealing with. At least, the struct version. And, if a programmer should do the first one, IMO, they get what they deserve [and the compiler should allow fetch optimization].
For myself, I always hand code the equivalent of datasetallp_optimized [sans register], so I usually don't see the multifetch "problem" [if you will] too much. I've always believed in "giving the compiler a helpful hint" as to my intent, so I just do this axiomatically. It tells the compiler and another programmer that the intent is "fetch data_p only once".
Also, the multifetch problem does not occur when using data_p for input [because we're not modifying anything, aliasing is not a consideration]:
// does fetch of data_p once at loop start
int
datasumallp(void)
{
int idx;
int sum;
sum = 0;
for (idx = 0; idx < 65536; ++idx)
sum += data_p[idx];
return sum;
}
But, while it can be fairly common, "hardwiring" a primitive array manipulation function with an explicit array [either data_s or data_p] is often less useful than passing the array address as an argument.
Side note: clang would optimize some of the functions using data_s into memset calls, so, during experimentation, I modified the example code slightly to prevent this.
void
dataincallx(array_t *data,int val)
{
int idx;
for (idx = 0; idx < 65536; ++idx)
data[idx] = val + idx;
}
This does not suffer from the multifetch problem. That is, dataincallx(data_s,17) and dataincallx(data_p,37) work about the same [with the initial extra data_p fetch]. This is more likely to be what one might use in general [better code reuse, etc].
So, the distinction between data_s and data_p becomes a bit more of a moot point. Coupled with judicious use of restrict [or using types other than char], the data_p fetch overhead can be minimized to the point where it isn't really that much of a consideration.
It now comes down more to architectural/design choices of choosing a fixed size array or dynamically allocating one. Others have pointed out the tradeoffs.
This is use case dependent.
If we had a limited number of array functions, but a large number of different arrays, passing the array address to the functions is a clear winner.
However, if we had a large number of array manipulation functions and [say] one array (e.g. the [2D] array is a game board or grid), it might be better that each function references the global [either data_s or data_p] directly.
Calculating offsets is not a big performance issue. You have to consider how you will actually use the array in your code. You'll most likely write something like data[i] = x; and then no matter where data is stored, the program has to load a base address and calculate an offset.
The scenario where the compiler can hard code the address in case of the statically allocated array only happens when you write something like data[55] = x; which is probably a far less likely use case.
At any rate we are talking about a few CPU ticks here and there. It's not something you should go chasing by attempting manual optimization.
Each memory access is equivalent to about 40 CPU clock cycles
What!? What CPU is that? Some pre-ancient computer from 1960?
Regarding cache memory, those concerns may be more valid. It is possible that statically allocated memory utilizes data cache better, but that's just speculation and you'd have to have a very specific CPU in mind to have that discussion.
There is however a significant performance difference between static and dynamic allocation, and that is the allocation itself. For each call to malloc there is a call to the OS API, which in turn runs search function going through the heap and looking for for a free segment. The library also needs to keep track of the address to that segment internally, so that when you call free() it knows how much memory to release. Also, the more you call malloc/free, the more segmented the heap will become.
I think that data locality is much more of an issue than computing the base address of the array. (I could imagine cases where accessing the pointer contents is extremely fast because it is in a register while the offset to the stack pointer or text segment is a compile time constant; accessing a register may be faster.)
But the real issue will be data locality, which is often a reason to be careful with dynamic memory in performance critical tight loops. If you have more dynamically allocated data which happens to be close to your array, chances are the memory will remain in the cache. If you have data scattered all over the RAM allocated at different times, you may have many cache misses accessing them. In that case it would be better to allocate them statically (or on the stack) next to each other, if possible.
There is a small effect here. It's unlikely to be significant, but it is real. It will often take one extra instruction to resolve the extra level of indirection for a global pointer-to-a-buffer instead of a global array. For most uses, other considerations will be more important (like reuse of the same scratch space, vs giving each function its own scratch buffer). Also: avoiding compile-time size limits!
This effect is only present when you reference the global directly, rather than passing around the address as a function parameter. Inlining / whole-program link-time optimization may see all the way back to where the global is used as a function arg initially, and be able to take advantage of it throughout more code, though.
Let's compare simple test functions, compiled by clang 3.7 for x86-64 (SystemV ABI, so the first arg is in rdi). Results on other architectures will be essentially the same:
int data_s[65536];
int *data_p;
void store_s(int val) { data_s[val] = val; }
movsxd rax, edi ; sign-extend
mov dword ptr [4*rax + data_s], eax
ret
void store_p(int val) { data_p[val] = val; }
movsxd rax, edi
mov rcx, qword ptr [rip + data_p] ; the extra level of indirection
mov dword ptr [rcx + 4*rax], eax
ret
Ok, so there's overhead of one extra load. (mov r64, [rel data_p]). Depending on what other static/global objects data_p is stored near, it may tend to stay hot in cache even if we're not using it often. If it's in a cache line with no other frequently-accessed data, it's wasting most of that cache line, though.
The overhead is only paid once per function call, though, even if there's a loop. (Unless the array is an array of pointers, since C aliasing rules require the compiler to assume that any pointer might be pointing to data_p, unless it can prove otherwise. This is the main performance danger when using global pointers-to-pointers.)
If you don't use restrict, the compiler still has to assume that the buffers pointed to by int *data_p1 and int *data_p2 could overlap, though, which interferes with autovectorization, loop unrolling, and many other optimizations. Static buffers can't overlap with other static buffers, but restrict is still needed when using a static buffer and a pointer in the same loop.
Anyway, let's have a look at the code for very simple memset-style loops:
void loop_s(int val) { for (int i=0; i<65536; ++i) data_s[i] = val; }
mov rax, -262144 ; loop counter, counting up towards zero
.LBB3_1: # =>This Inner Loop Header: Depth=1
mov dword ptr [rax + data_s+262144], edi
add rax, 4
jne .LBB3_1
ret
Note that clang uses a non-RIP-relative effective address for data_s here, because it can.
void loop_p(int val) { for (int i=0; i<65536; ++i) data_p[i] = val; }
mov rax, qword ptr [rip + data_p]
xor ecx, ecx
.LBB4_1: # =>This Inner Loop Header: Depth=1
mov dword ptr [rax + 4*rcx], edi
add rcx, 1
cmp rcx, 65536
jne .LBB4_1
ret
Note the mov rax, qword [rip + data_p] in loop_p, and the less efficient loop structure because it uses the loop counter as an array index.
gcc 5.3 has much less difference between the two loops: it gets the start address into a register and increments it, with a compare against the end address. So it uses a one-register addressing mode for the store, which may perform better on Intel CPUs. The only difference in loop structure / overhead for gcc is that the static buffer version gets the initial pointer into a register with a mov r32, imm32, rather than a load from memory. (So the address is an immediate constant embedded in the instruction stream.)
In shared-library code, and on OS X, where all executables must be position-independent, gcc's way is the only option. Instead of mov r32, imm32 to get the address into a register, it would use lea r64, [RIP + displacement]. The opportunity to save an instruction by embedding the absolute address into other instructions is gone when you need to offset the address by a variable amount (e.g. array index). If the array index is a compile-time constant, it can be folded into the displacement for a RIP-relative load or store instead of LEA. For a loop over an array, this could only happen with full unrolling, and is thus unlikely.
Still, the extra level of indirection is still there with a pointer to dynamically allocated memory. There's still a chance of a cache or TLB miss when doing a load instead of an LEA.
Note that global data (as opposed to static) has an extra level of indirection through the global offset table, but that's on top of the indirection or lack thereof from dynamic allocation. compiling with gcc 5.3 -fPIC.
int global_data_s[65536];
int access_global_s(int i){return global_data_s[i];}
mov rax, QWORD PTR global_data_s#GOTPCREL[rip] ; load from a RIP-relative address, instead of an LEA
movsx rdi, edi
mov eax, DWORD PTR [rax+rdi*4] ; load, indexing the array
ret
int *global_data_p;
int access_global_p(int i){return global_data_p[i];}
mov rax, QWORD PTR global_data_p#GOTPCREL[rip] ; extra layer of indirection through the GOT
movsx rdi, edi
mov rax, QWORD PTR [rax] ; load the pointer (the usual layer of indirection)
mov eax, DWORD PTR [rax+rdi*4] ; load, indexing the array
ret
If I understand this correctly, the compiler doesn't assume that the symbol definition for global symbols in the current compilation unit are the definitions that will actually be used at link time. So the RIP-relative offset isn't a compile-time constant. Thanks to runtime dynamic linking, it's not a link-time constant either, so an extra level of indirection through the GOT is used. This is unfortunate, and I hope compilers on OS X don't have this much overhead for global variables. With -O0 -fwhole-program on godbolt, I can see that even the globals are accessed with just RIP-relative addressing, not through the GOT, so perhaps that option is even more valuable than usual when making position-independent executables. Hopefully link-time-optimization works too, because that could be used when making shared libraries.
As many other answers have pointed out, there are other important factors, like memory locality, and the overhead of actually doing the allocate/free. These don't matter much for a large buffer (multiple pages) that's allocated once at program startup. See the comments on Peter A. Schneider's answer.
Dynamic allocation can give significant benefits, though, if you end up using the same memory as scratch space for multiple different things, so it stays hot in cache. Giving each function its own static buffer for scratch space is often a bad move if they aren't needed simultaneously: the dirty memory has to get written back to main memory when it's no longer needed, and is part of the program's footprint forever.
A good way to get small scratch buffers without the overhead of malloc (or new) is to create them on the stack (e.g. as local array variables). C99 allows variable-sized local arrays, like foo(int n) { int buf[n]; ...; } Be careful not to overdo it and run out of stack space, but the current stack page is going to be hot in the TLB. The _local functions in my godbolt links allocate a variable-sized array on the stack, which has some overhead for re-aligning the stack to a 16B boundary after adding a variable size. It looks like clang takes care to mask off the sign bit, but gcc's output looks like it will just break in fun and exciting ways if n is negative. (In godbolt, use the "binary" button to get disassembler output, instead of the compiler's asm output, because the disassembly uses hex for immediate constants. e.g. clang's movabs rcx, 34359738352 is 0x7fffffff0). Even though it takes a few instructions, it's much cheaper than malloc. A medium to large allocation with malloc, like 64kiB, will typically make an mmap system call. But this is the cost of allocation, not the cost of accessing once allocated.
Having the buffer on the stack means the stack pointer itself is the base address for indexing into it. This means it doesn't take an extra register to hold that pointer, and it doesn't have to be loaded from anywhere.
If any elements are statically initialized to non-zero in a static (or global), the entire array or struct will be sitting there in the executable, which is a big waste of space if most entries should be zero at program startup. (Or if the data can be computed on the fly quickly.)
On some systems, having a gigantic array zero-initialized static array doesn't cost you anything as long as you never even read the parts you don't need. Lazy mapping of memory means the OS maps all the pages of your giant array to the same page of zeroed memory, and does copy-on-write. Taking advantage of this would be an ugly performance hack to be used only if you were sure you really wanted it, and were sure your code would never run on a system where your char data[1<<30] would actually use that much memory right away.
Each memory access is equivalent to about 40 CPU clock cycles.
This is nonsense. The latency can be anywhere from 3 or 4 cycles (L1 cache hit) to multiple hundreds of cycles (main memory), or even a page fault requiring a disk access. Other than a page fault, much of this latency can overlap with other work, so the impact on throughput can be much lower. A load from a constant address can start as soon as the instruction issues into the out-of-order core, since it's the start of a new dependency chain. The size of the out-of-order window is limited (an Intel Skylake core has a Re-Order Buffer of 224 uops, and can have 72 loads in flight at once). A full cache miss (or worse, a TLB miss followed by a cache miss) often does stall out-of-order execution. See http://agner.org/optimize/, and other links in the x86 wiki. Also see this blog post about the impact of ROB size on how many cache misses can be in flight at once.
Out-of-order cores for other architectures (like ARM and PPC) are similar, but in-order cores suffer more from cache misses because they can't do anything else while waiting. (Big x86 cores like Intel and AMD's mainstream microarchitectures (not the low-power Silvermont or Jaguar microarchitectures) have more out-of-order execution resources than other designs, though. AFAIK, most ARM cores have significantly smaller buffers for starting independent loads early and/or hiding cache-miss latency.)
I would say you really should profile it. Theoretically you are right but there are some basic things you have to remember.
Language C is a high-level language like many there exist today and you tell the machine what to do. Getting closer to machine code would be considering ASM or similar. If you build code, through compiling and linking or whatever, the compiler will try the best to correctly run what you demand and optimize it (unless you don't want that). Remember, there also exist concepts like Just-In-Time compilation (JIT).
So I consider it hard to answer your question. For one thing you can be sure. A static array will most likely be faster especially with the size of 65536 because there are more chances of optimization for the compiler. This might depend on what size you defined. For GCC 65536 bytes seems to be common for stacks and caches, not sure. Some compilers might even tell you the array is too big, because they try to keep it in other memory hierarchies like caches which also are faster than Random Access Memory.
Last but not least remember that modern operating systems also have their memory management using virtual memory.
Static memory can be stored in data segments and will most likely be loaded when the program is executed, but remember this is also time you have to consider. Allocate the memory by the OS when the program is started or do it at runtime? It really depends on your application.
So I think you really should benchmark your results and see by how much faster it is. But as tendency I would say your static array will compile a code that is going to run faster.
I am mixing C and assembly and I am sending this to assembly:
extern int Fill(int** arr, int n);
How can I dynamically allocate array in size n, (which should be later in the **arr) and fill the array with number 1. (Model small, .386)
In case failure of allocating it return 0. otherwise it just allocate it and stick it to [bp+4] and fill it with number 1.
You don't mention what OS or what compiler you're using.
For 386, small and flat models should be the same. If it's an option, you may want to use .model small,c or .model flat,c so that you don't have to prefix names with _, depending on compiler and assembler.
Assuming standard calling convention with frame pointers (ebp gets pushed onto stack):
mov eax,12[ebp] ;n
push eax
call malloc ;or maybe _malloc
add esp,4
If using fastcall, then the first two parameters are in registers. Which registers depends on OS / compiler.
If you get stuck, write the code in C or C++, then have the compiler output assembly code so you see the names and how functions are called.
"malloc a stack array"? stack allocation is the opposite kind of allocation from malloc. It's fast, but freed when your function returns.
If you need to allocate memory that will be returned to the caller, you need to use malloc (i.e. make a function call to the malloc library function).
Or if the code you're passing this pointer to is not going to free(3) it, you could use mmap(MAP_ANONYMOUS) directly.
Fill it using rep stosd to store 32bit (dword) integers. (Or, if you care about performance for old CPUs with slow rep stosd (AMD pre-Bulldozer), use SSE vector stores.) See the x86 wiki for lots of useful links.
Linux x86_64.
gcc 5.x
I was studying the output of two codes, with -fomit-frame-pointer and without (gcc at "-O3" enables that option by default).
pushq %rbp
movq %rsp, %rbp
...
popq %rbp
My question is :
If I globally disable that option, even for, at the extreme, compiling an operating system, is there a catch ?
I know that interrupts use that information, so is that option good only for user space ?
The compilers always generate self consistent code, so disabling the frame pointer is fine as long as you don't use external/hand crafted code that makes some assumption about it (e.g. by relying on the value of rbp for example).
The interrupts don't use the frame pointer information, they may use the current stack pointer for saving a minimal context but this is dependent on the type of interrupt and OS (an hardware interrupt uses a Ring 0 stack probably).
You can look at Intel manuals for more information on this.
About the usefulness of the frame pointer:
Years ago, after compiling a couple of simple routines and looking at the generated 64 bit assembly code I had your same question.
If you don't mind reading a whole lot of notes I have written for myself back then, here they are.
Note: Asking about the usefulness of something is a little bit relative. Writing assembly code for the current main 64 bit ABIs I found my self using the stack frame less and less. However this is just my coding style and opinion.
I like using the frame pointer, writing the prologue and epilogue of a function, but I like direct uncomfortable answers too, so here's how I see it:
Yes, the frame pointer is almost useless in x86_64.
Beware it is not completely useless, especially for humans, but a compiler doesn't need it anymore.
To better understand why we have a frame pointer in the first place it is better to recall some history.
Back in the real mode (16 bit) days
When Intel CPUs supported only "16 bit mode" there were some limitation on how to access the stack, particularly this instruction was (and still is) illegal
mov ax, WORD [sp+10h]
because sp cannot be used as a base register. Only a few designated registers could be used for such purpose, for example bx or the more famous bp.
Nowadays it's not a detail everybody put their eyes on but bp has the advantage over other base register that by default it implicitly implicates the use of ss as a segment/selector register, just like implicit usages of sp (by push, pop, etc), and like esp does on later 32-bit processors.
Even if your program was scattered all across memory with each segment register pointing to a different area, bp and sp acted the same, after all that was the intent of the designers.
So a stack frame was usually necessary and consequently a frame pointer.
bp effectively partitioned the stack in four parts: the arguments area, the return address, the old bp (just a WORD) and the local variables area. Each area being identified by the offset used to access it: positive for the arguments and return address, zero for the old bp, negative for the local variables.
Extended effective addresses
As the Intel CPUs were evolving, the more extensive 32-bit addressing modes were added.
Specifically the possibility to use any 32-bit general-purpose register as a base register, this includes the use of esp.
Being instructions like this
mov eax, DWORD [esp+10h]
now valid, the use of the stack frame and the frame pointer seems doomed to an end.
Likely this was not the case, at least in the beginnings.
It is true that now it is possible to use entirely esp but the separation of the stack in the mentioned four areas is still useful, especially for humans.
Without the frame pointer a push or a pop would change an argument or local variable offset relative to esp, giving form to code that look non intuitive at first sight. Consider how to implement the following C routine with cdecl calling convention:
void my_routine(int a, int b)
{
return my_add(a, b);
}
without and with a framestack
my_routine:
push DWORD [esp+08h]
push DWORD [esp+08h]
call my_add
ret
my_routine:
push ebp
mov ebp, esp
push DWORD [ebp+0Ch]
push DWORD [ebp+08h]
call my_add
pop ebp
ret
At first sight it seems that the first version pushes the same value twice. It actually pushes the two separate arguments however, as the first push lowers esp so the same effective address calculation points the second push to a different argument.
If you add local variables (especially lots of them) then the situation quickly becomes hard to read: Does mov eax, [esp+0CAh] refer to a local variable or to an argument? With a stack frame we have fixed offsets for the arguments and local variables.
Even the compilers at first still preferred the fixed offsets given by the use of the frame base pointer. I see this behavior changing first with gcc.
In a debug build the stack frame effectively adds clarity to the code and makes it easy for the (proficient) programmer to follow what is going on and, as pointed out in the comment, lets them recover the stack frame more easily.
The modern compilers however are good at math and can easily keep count of the stack pointer movements and generate the appropriate offsets from esp, omitting the stack frame for faster execution.
When a CISC requires data alignment
Until the introduction of SSE instructions the Intel processors never asked much from the programmers compared to their RISC brothers.
In particular they never asked for data alignment, we could access 32 bit data on an address not a multiple of 4 with no major complaint (depending on the DRAM data width, this may result on increased latency).
SSE used 16 bytes operands that needed to be accessed on 16 byte boundary, as the SIMD paradigm becomes implemented efficiently in the hardware and becomes more popular the alignment on 16 byte boundary becomes important.
The main 64 bit ABIs now require it, the stack must be aligned on paragraphs (ie, 16 bytes).
Now, we are usually called such that after the prologue the stack is aligned, but suppose we are not blessed with that guarantee, we would need to do one of this
push rbp push rbp
mov rbp, rsp mov rbp, rsp
and spl, 0f0h sub rsp, xxx
sub rsp, 10h*k and spl, 0f0h
One way or another the stack is aligned after these prologues, however we can no longer use a negative offset from rbp to access local vars that need alignment, because the frame pointer itself is not aligned.
We need to use rsp, we could arrange a prologue that has rbp pointing at the top of an aligned area of local vars but then the arguments would be at unknown offsets.
We can arrange a complex stack frame (maybe with more than one pointer) but the key of the old fashioned frame base pointer was its simplicity.
So we can use the frame pointer to access the arguments on the stack and the stack pointer for the local variables, fair enough.
Alas the role of stack for arguments passing has been reduced and for a small number of arguments (currently four) it is not even used and in the future it will probably be used even less.
So we don't use the frame pointer for local variables (mostly), nor for the arguments (mostly), for what do we use it?
It saves a copy of the original rsp, so to restore the stack pointer at function exit, a mov is enough. If the stack is aligned with an and, which is not invertible, an original copy is necessary.
Actually some ABIs guarantee that after the standard prologue the stack is aligned thereby allowing us to use the frame pointer as usual.
Some variables don't need alignment and can be accessed with an unaligned frame pointer, this is usually true for hand crafted code.
Some functions require more than four parameters.
Summary
The frame pointer is a vestigial paradigm from 16 bit programs that has proven itself still useful on 32 bit machines because of its simplicity and clarity when accessing local variables and arguments.
On 64 bit machines however the strict requirements vanish most of the simplicity and clarity, the frame pointer remains used in debug mode however.
On the fact that the frame pointer can be used to make fun things: it is true I guess, I've never seen such code but I can image how it would work.
I, however, focused on the housekeeping role of the frame pointer as this is the way I always have seen it.
All the crazy things can be done with any pointer set to the same value of the frame pointer, I give the latter a more "special" role.
VS2013 for example sometimes uses rdi as a "frame pointer", but I don't consider it a real frame pointer if it doesn't use rbp/ebp/bp.
To me the use of rdi means a Frame Pointer Omission optimization :)
Question:
Is accessing the stack the same speed as accessing memory?
For example, I could choose to do some work within the stack, or I could do work directly with a labelled location in memory.
So, specifically: is push ax the same speed as mov [bx], ax? Likewise is pop ax the same speed as mov ax, [bx]? (assume bx holds a location in near memory.)
Motivation for Question:
It is common in C to discourage trivial functions that take parameters.
I've always thought that is because not only must the parameters get pushed onto the stack and then popped off the stack once the function returns, but also because the function call itself must preserve the CPU's context, which means more stack usage.
But assuming one knows the answer to the headlined question, it should be possible to quantify the overhead that the function uses to set itself up (push / pop / preserve context, etc.) in terms of an equivalent number of direct memory accesses. Hence the headlined question.
(Edit: Clarification: near used above is as opposed to far in the segmented memory model of 16-bit x86 architecture.)
Nowadays your C compiler can outsmart you. It may inline simple functions and if it does that, there will be no function call or return and, perhaps, there will be no additional stack manipulations related to passing and accessing formal function parameters (or an equivalent operation when the function is inlined but the available registers are exhausted) if everything can be done in registers or, better yet, if the result is a constant value and the compiler can see that and take advantage of it.
Function calls themselves can be relatively cheap (but not necessarily zero-cost) on modern CPUs, if they're repeated and if there's a separate instruction cache and various predicting mechanisms, helping with efficient code execution.
Other than that, I'd expect the performance implications of the choice "local var vs global var" to depend on the memory usage patterns. If there's a memory cache in the CPU, the stack is likely to be in that cache, unless you allocate and deallocate large arrays or structures on it or have deep function calls or deep recursion, causing cache misses. If the global variable of interest is accessed often or if its neighbors are accessed often, I'd expect that variable to be in the cache most of the time as well. Again, if you're accessing large spans of memory that can't fit into the cache, you'll have cache misses and possibly reduced performance (possibly because there may or may not be a better, cache-friendly way of doing what you want to do).
If the hardware is pretty dumb (no or small caches, no prediction, no instruction reordering, no speculative execution, nothing), clearly you want to reduce the memory pressure and the number of function calls because each and everyone will count.
Yet another factor is instruction length and decoding. Instructions to access an on-stack location (relative to the stack pointer) can be shorter than instructions to access an arbitrary memory location at a given address. Shorter instructions may be decoded and executed faster.
I'd say there's no definitive answer for all cases because performance depends on:
your hardware
your compiler
your program and its memory accessing patterns
For the clock-cycle-curious...
For those who would like to see specific clock cycles, instruction / latency tables for a variety of modern x86 and x86-64 CPUs are available here (thanks to hirschhornsalz for pointing these out).
You then get, on a Pentium 4 chip:
push ax and mov [bx], ax (red boxed) are virtually identical in their efficiency with identical latencies and throughputs.
pop ax and mov ax, [bx] (blue boxed) are similarly efficient, with identical throughputs despite mov ax, [bx] having twice the latency of pop ax
As far as the follow-on question in the comments (3rd comment):
indirect addressing (i.e. mov [bx], ax) is not materially different than direct addressing (i.e. mov [loc], ax), where loc is a variable holding an immediate value, e.g. loc equ 0xfffd.
Conclusion: Combine this with Alexey's thorough answer, and there's a pretty solid case for the efficiency of using the stack and letting the compiler decide when a function should be inlined.
(Side note: In fact, even as far back as the 8086 from 1978, using the stack was still not less efficient than corresponding mov's to memory as can be seen from these old 8086 instruction timing tables.)
Understanding Latency & Throughput
A bit more may be needed to understand timing tables for modern CPUs. These should help:
definitions of latency and throughput
a useful analogy for latency and throughput, and their relation to instruction processing pipelines)
I am in the process of porting an application from x86 to x64. I am using Visual Studio 2009; most of the code is C++ and some portions are plain C. The __asm keyword is not supported when compiling towards x64 and our application contains a few portions of inline assembler. I did not write this code so I don't know exactly what et is supposed to do:
int CallStackSize() {
DWORD Frame;
PDWORD pFrame;
__asm
{
mov EAX, EBP
mov Frame, EAX
}
pFrame = (PDWORD)Frame;
/*... do stuff with pFrame here*/
}
EBP is the base pointer to the stack of the current function. Is there some way to obtain the stack pointer without using inline asm? I have been looking at the intrinsics that Microsoft offers as a substitute for inline asm but I could not find anything that gave me something usefull. Any ideas?
Andreas asked what stuff is done with pFrame. Here is the complete function:
int CallStackSize(DWORD frameEBP = 0)
{
DWORD pc;
int tmpint = 0;
DWORD Frame;
PDWORD pFrame, pPrevFrame;
if(!frameEBP) // No frame supplied. Use current.
{
__asm
{
mov EAX, EBP
mov Frame, EAX
}
}
else Frame = frameEBP;
pFrame = (PDWORD)Frame;
do
{
pc = pFrame[1];
pPrevFrame = pFrame;
pFrame = (PDWORD)pFrame[0]; // precede to next higher frame on stack
if ((DWORD)pFrame & 3) // Frame pointer must be aligned on a DWORD boundary. Bail if not so.
break;
if (pFrame <= pPrevFrame)
break;
// Can two DWORDs be read from the supposed frame address?
if(IsBadWritePtr(pFrame, sizeof(PVOID)*2))
break;
tmpint++;
} while (true);
return tmpint;
}
The variable pc is not used. It looks like this function walks down the stack until it fails. It assumes that it can't read outside the applications stack so when it fails it has measured the depth of the call stack. This code does not need to compile on _EVERY_SINGLE compiler out there. Just VS2009. The application does not need to run on EVERY_SINGLE computer out there. We have complete control of deployment since we install/configure it ourselves and deliver the whole thing to our customers.
The really right thing to do would be to rewrite whatever this function does so that it does not require access to the actual frame pointer. That is definitely bad behavior.
But, to do what you are looking for you should be able to do:
int CallStackSize() {
__int64 Frame = 0; /* MUST be the very first thing in the function */
PDWORD pFrame;
Frame++; /* make sure that Frame doesn't get optimized out */
pFrame = (PDWORD)(&Frame);
/*... do stuff with pFrame here*/
}
The reason this works is that in C usually the first thing a function does is save off the location of the base pointer (ebp) before allocating local variables. By creating a local variable (Frame) and then getting the address of if, we're really getting the address of the start of this function's stack frame.
Note: Some optimizations could cause the "Frame" variable to be removed. Probably not, but be careful.
Second Note: Your original code and also this code manipulates the data pointed to by "pFrame" when "pFrame" itself is on the stack. It is possible to overwrite pFrame here by accident and then you would have a bad pointer, and could get some weird behavior. Be especially mindful of this when moving from x86 to x64, because pFrame is now 8 bytes instead of 4, so if your old "do stuff with pFrame" code was accounting for the size of Frame and pFrame before messing with memory, you'll need to account for the new, larger size.
You can use the _AddressOfReturnAddress() intrinsic to determine a location in the current frame pointer, assuming it hasn't been completely optimized away. I'm assuming that the compiler will prevent that function from optimizing away the frame pointer if you explicitly refer to it. Or, if you only use a single thread, you can use the IMAGE_NT_HEADER.OptionalHeader.SizeOfStackReserve and IMAGE_NT_HEADER.OptionalHeader.SizeOfStackCommit to determine the main thread's stack size. See this for how to access the IMAGE_NT_HEADER for the current image.
I would also recommend against using IsBadWritePtr to determine the end of the stack. At the very least you will probably cause the stack to grow until you hit the reserve, as you'll trip a guard page. If you really want to find the current size of the stack, use VirtualQuery with the address you are checking.
And if the original use is to walk the stack, you can use StackWalk64 for that.
There is no guarantee that RBP (the x64's equivalent of EBP) is actually a pointer to the current frame in the callstack. I guess Microsoft decided that despite several new general purpose registers, that they needed another one freed up, so RBP is only used as framepointer in functions that call alloca(), and in certain other cases. So even if inline assembly were supported, it would not be the way to go.
If you just want to backtrace, you need to use StackWalk64 in dbghelp.dll. It's in the dbghelp.dll that's shipped with XP, and pre-XP there was no 64-bit support, so you shouldn't need to ship the dll with your application.
For your 32-bit version, just use your current method. Your own methods will likely be smaller than the import library for dbghelp, much less the actual dll in memory, so it is a definite optimization (personal experience: I've implemented a Glibc-style backtrace and backtrace_symbols for x86 in less than one-tenth the size of the dbghelp import library).
Also, if you're using this for in-process debugging or post-release crash report generation, I would highly recommend just working with the CONTEXT structure supplied to the exception handler.
Maybe some day I'll decide to target the x64 seriously, and figure out a cheap way around using StackWalk64 that I can share, but since I'm still targeting x86 for all my projects I haven't bothered.
Microsoft provides a library (DbgHelp) which takes care of the stack walking, and you should use instead of relying on assembly tricks. For example, if the PDB files are present, it can walk optimized stack frames too (those that don't use EBP).
CodeProject has an article which explains how to use it:
http://www.codeproject.com/KB/threads/StackWalker.aspx
If you need the precise "base pointer" then inline assembly is the only way to go.
It is, surprisingly, possible to write code that munges the stack with relatively little platform-specific code, but it's hard to avoid assembly altogether (depending on what you're doing).
If all you're trying to do is avoid overflowing the stack, you can just take the address of any local variable.
.code
PUBLIC getStackFrameADDR _getStackFrameADDR
getStackFrameADDR:
mov RAX, RBP
ret 0
END
Something like that could work for you.
Compile it with ml64 or jwasm and call it using this in your code
extern "C" void getstackFrameADDR(void);