[PATCH] Implement variable-sized alloca instrumentation.

Maxim Ostapenko m.ostapenko at partner.samsung.com
Fri Nov 7 03:36:06 PST 2014


================
Comment at: lib/Transforms/Instrumentation/AddressSanitizer.cpp:547
@@ +546,3 @@
+
+  void handleDynamicAllocaCall(AllocaInst *AI) {
+    IRBuilder<> IRBefore(AI);
----------------
ygribov wrote:
> kcc wrote:
> > ygribov wrote:
> > > kcc wrote:
> > > > This will not create a left red zone, right? 
> > > > And even if it will (due to alignment) it will not poison it. 
> > > > 
> > > > I would prefer to create both left and right redzones and [un]poison them inline with one 4-byte store for the left rz and one or two 4-byte stores for the right one. 
> > > > Make sure to make the new size 0 mod 32
> > > > 
> > > > 
> > > I think Max's idea was to create thricely left, right and partial. As for inlining, it would be a mess for partial redzone - it's size is unknown until runtime so we won't be able to use 4-byte stores and will have to use an ugly loop instead.
> > A loop? Come on, I am sure you can construct the appropriate 32-bit constant to poison the partial 32-byte zon just using arithmetic (masks and shifts)
> I wonder if this can be less ugly? We don't want to emit this mess in codegen, do we?
> 
> Tail = OldSize & 5;  // Get length of 32-byte unaligned part
> if (Tail >= 24) {
>   sh = 24;
>   shadow_word = 0;
> } else if (Tail >= 16) {
>   sh = 16;
>   shadow_word = 0xcb000000;  // 0xcb is right magic
> } else if (Tail >= 8) {
>   sh = 8;
>   shadow_word = 0xcbcb0000;  // 0xcb is right magic
> } else {
>   sh = 0;
>   shadow_word = 0xcbcbcb00;  // 0xcb is right magic
> }
> Tail8 = Tail - sh;
> shadow_byte = Tail8 == 8 ? 0 : Tail8 ? Tail8 : 0xcb;
> shadow_word |= shadow_byte << sh;
> 
Hm, perhaps something like this would be preferable:


```
padding = OldSize & (Align - 1) // get padding
if (padding) {
  shift = padding & ~7; // the number of bits we need to shift to access first chunk in shadow memory, containing nonzero bytes
  // Example:
  // padding = 21                       padding = 16
  // Shadow:  |00|00|05|cb|          Shadow:  |00|00|cb|cb|         
  //                ^                               ^
  //                |                               |
  // shift = 21 & ~7 = 16            shift = 16 & ~7 = 16
  val1 = 0xcbcbcbcb << (shift + 8);
  partialBits = padding & 7;
  if (!partialBits) partialBits = 0xcb;
  val2 = partialBits << shift;
  result = val1 | val2;
}
```

if (!partialBits) partialBits = 0xcb; looks ugly, but right now I don't see any convenient way to avoid it.

http://reviews.llvm.org/D6055






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