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The SuperH-3, part 1: Introduction

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Windows CE supported the Hitachi SuperH-3 and SuperH-4 processors. These were commonly abbreviated SH-3 and SH-4, or just SH3 and SH4, and the architecture series was known as SHx.

I’ll cover the SH-3 processor in this series, with some nods to the SH-4 as they arise. But the only binaries I have available for reverse-engineering are SH-3 binaries, so that’s where my focus will be.

The SH-3 is the next step in the processor series that started with the SH-1 and SH-2. It was succeeded by the SH-4 as well as the offshoots SH-3e and SH-3-DSP. The SH-4 is probably most famous for being the processor behind the Sega Dreamcast.

As with all the processor retrospective series, I’m going to focus on how Windows CE used the processor in user mode, with particular focus on the instructions you will see in compiled code.

The SH-3 is a 32-bit RISC-style (load/store) processor with fixed-length 16-bit instructions. The small instruction size permits higher code density than its contemporaries, with Hitachi claiming a code size reduction of a third to a half compared to processors with 32-bit instructions. The design was apparently so successful that ARM licensed it for their Thumb instruction set.

The SH-3 can operate in either big-endian or little-endian mode. Windows CE uses it in little-endian mode.

The SH-3 has sixteen general-purpose integer registers, each 32 bits wide, and formally named r0 through r15. They are conventionally used as follows:

Register Meaning Preserved?
r0 return value No
r1   No
r2   No
r3   No
r4 argument 1 No
r5 argument 2 No
r6 argument 3 No
r7 argument 4 No
r8   Yes
r9   Yes
r10   Yes
r11   Yes
r12   Yes
r13   Yes
r14, aka fp frame pointer Yes
r15, aka sp stack pointer Yes

We’ll learn more about the conventions when we study calling conventions.

There are actually two sets (banks) of the first eight registers (r0 through r7). User-mode code uses only bank 0, but kernel mode can choose whether it uses bank 0 or bank 1. (And when it’s using one bank, kernel mode has special instructions available to access the registers from the other bank.)

The SH-3 does not support floating point operations, but the SH-4 does. There are sixteen single-precision floating point registers which are architecturally named fpr0 through fpr15, but which the Microsoft assembler calls fr0 through fr15. They can be paired up to produce eight double-precision floating point registers:

Double-precision register Single-precision register pair
dr0 fr0 fr1
dr2 fr2 fr3
dr4 fr4 fr5
dr6 fr6 fr7
dr8 fr8 fr9
dr10 fr10 fr11
dr12 fr12 fr13
dr14 fr14 fr15

If you try to perform a floating point operation on an SH-3, it will trap, and the kernel will emulate the instruction. As a result, floating point on an SH-3 is very slow.

Windows NT requires that the stack be kept on a 4-byte boundary. I did not observe any red zone.

There are also some special registers:

Register Meaning Preserved? Notes
pc program counter duh instruction pointer, must be even
gbr global base register No bonus pointer register
sr status register No Flags
mach multiply and accumulate high No For multiply-add operations
macl multiply and accumulate low No For multiply-add operations
pr procedure register Yes Return address

Some calling conventions for the SH-3 say that mach and macl are preserved, or that gbr is reserved, but in Windows CE, they are all scratch.

We’ll take a closer look at the status register later.

The architectural names for data sizes are as follows:

  • byte: 8-bit value
  • word: 16-bit value
  • longword: 32-bit value
  • quadword: 64-bit value

Unaligned memory accesses will fault. We’ll look more closely at unaligned memory access later.

The SH-3 has branch delay slots. Ugh, branch delay slots. What’s worse is that some branch instructions have branch delay slots and some don’t. Yikes! We’ll discuss this in more detail when we get to control transfer.

Instructions on the SH-3 are generally written with source on the left and destination on the right. For example,

    MOV     r1, r2      ; move r1 to r2

The SH-3 can potentially retire two instructions per cycle, although internal resource conflicts may prevent that. For example, an ADD can execute in parallel with a comparison instruction, but it cannot execute in parallel with a SUB instruction. In the case of a resource conflict, only one instruction is retired during that cycle.

After an instruction that modifies flags, the new flags are not available for a cycle, and after a load instruction, the result is not available for two cycles. There are other pipeline hazards, but those are the ones you are likely to encounter. If you try to use the results of a prior instruction too soon, the processor will stall. (Don’t forget that the SH-3 is dual-issue, so two cycles can mean up to four instructions.)

Okay, that’s enough background. We’ll dig in next time by looking at addressing modes.

 

The post The SuperH-3, part 1: Introduction appeared first on The Old New Thing.


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