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From: Johan R. <jry...@ni...> - 2003-05-03 23:27:39
|
Hi, I'm thinking about adding dynamic binary translation to my simulator project [1], to increase the performance. First I would like to say that I have not poked around in the valgrind sources that much, so my questions may seem stupid for those who has their hands dirty with this stuff. Anyways, how is translation done in valgrind? Or, what is translated? What terminates a basic block? The first branch insn that is encountered, or when the first final (non-cond) branch insn is hit? If the basic block is terminated on the first final insn, is inner block loops resolved and optimized? Second, how is chaining done when the basic block has more than one exit (ie is terminated with a conditional cti insn). May a basic block have more than one place that can be patched to chain the block to another block? Third, how does V handle the problems with self-modifying code? Or is this a non-problem when it comes to running normal user-land programs. brgds, Johan Rydberg. [1] GUSS, http://www.nongnu.org/guss/ Note that I'm not subscribed to the mailing list, so it would be nice if you could add me to the CC list if you reply. |