Re : [PATCH] Compressed ia32 ELF file generation for loading by Gujin 1/3

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--- "Eric W. Biederman" wrote:
> So I really don't care if we move whole real mode section into a note
> or if we just put a pointer to it into a note.  What is important is
> that we use a note to find it.

 Well, we can advertise by a note the section number or the section
name which contains the real-mode code, but finding the section of
type SHT_PROGBITS having SHF_EXECINSTR flags linked at zero is not
that difficult to do: it is what Gujin does right now when it does
not find the program header linked at zero.

> Which means that we could do something goofy in the linker script
> like we do with the current vdso.  So we could give it a virtual
> address of 0 and a physical address in the init code section.

 Gujin loads at the physical address, i.e. kernel is loaded at
0x100000 and not 0xC0100000, is that wrong?
 I am not sure playing these games with addresses is cleaner than
not loading a section which is not in the program header.

> For me the objective is not so much reusing the existing tools
> (although that is a plus) but more to be able to build a unified
> binary that can be used for everything, and will give us the freedom
> to do interesting things with the kernel in the future, and hopefully
> something that is more or less usable by portable bootloaders.  Having
> a different file format and different rules for different
> architectures is a pain.

 For me the objective is to have a reasonable bootloader,
I will not have the time to port back and test with every other
bootloader some transfert of code from Gujin to an ELF looking
like bzImage file.

  Etienne.


	

	
		
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