LUN address is essentially how people used to address SCSI devices back
in the day we had these devices more in use. However, SCSI was taken as
an abstraction layer for many Unix and Unix-like systems, so it still
common to see LUN addresses in use. In Serenity, we don't really provide
such abstraction layer, and therefore until now, we didn't use LUNs too.
However (again), this changes, as we want to let users to address their
devices under SysFS easily. LUNs make sense in that regard, because they
can be easily adapted to different interfaces besides SCSI.
For example, for legacy ATA hard drive being connected to the first IDE
controller which was enumerated on the PCI bus, and then to the primary
channel as slave device, the LUN address would be 0:0:1.
To make this happen, we add unique ID number to each StorageController,
which increments by 1 for each new instance of StorageController. Then,
we adapt the ATA and NVMe devices to use these numbers and generate LUN
in the construction time.
This folder in the SysFS code represents everything related to /sys/dev,
which is a directory meant to be a convenient interface to track all IDs
of all block and character devices (ID = major:minor numbers).
The original intention was to support other types of consoles based on
standard VGA modes, but it never came to an implementation, nor we need
such feature at all.
Therefore, this class is not needed and can be removed.
We never supported VGA framebuffers and that folder was a big misleading
part of the graphics subsystem.
We do support bare-bones VGA text console (80x25), but that only happens
to be supported because we can't be 100% sure we can always initialize
framebuffer so in the worst scenario we default to plain old VGA console
so the user can still use its own machine.
Therefore, the only remaining parts of VGA is in the GraphicsManagement
code to help driving the VGA text console if needed.
In the same fashion like in the Linux kernel, we support pre-initialized
framebuffers that were set up by either the BIOS or the bootloader.
These framebuffers can be backed by any kind of video hardware, and are
not tied to VGA hardware at all. Therefore, this code should be in a
separate sub-folder in the Graphics subsystem to indicate this.
The flag will automatically initialize all variables to a pattern based
on it's type. The goal being here is to eradicate an entire bug class
of issues that can originate from uninitialized stack memory.
Some examples include:
- Kernel information disclosure, where uninitialized struct members
or struct padding is copied back to usermode, leaking kernel
information such as stack or heap addresses, or secret data like
stack cookies.
- Control flow based on uninitialized memory can cause a variety of
issues at runtime, including stack corruptions like buffer
overflows, heap corruptions due to deleting stray pointers.
Even basic logic bugs can result from control flow operating on
uninitialized data.
As of GCC 12 this flag is now supported.
https://gcc.gnu.org/git/?p=gcc.git;a=commit;h=a25e0b5e6ac8a77a71c229e0a7b744603365b0e9
Clang has already supported it for a few releases.
https://reviews.llvm.org/D54604
In a previous commit I moved everything into the new subdirectories in
FileSystem/SysFS directory without trying to actually make changes in
the code itself too much. Now it's time to split the code to make it
more readable and understandable, hence this change occurs now.
This new type of VMObject will be used to coordinate switching safely
from graphical mode to text mode and vice-versa, by supplying a way to
remap all Regions that were created with this object, so mappings can be
changed according to the given state of system mode. This makes it quite
easy to give applications like WindowServer the feeling of having full
access to the framebuffer device from a DisplayConnector, but still keep
the Kernel in control to be able to safely switch to text console.
These 2 classes currently contain much code that is x86(_64) specific.
Move them to the architecture specific directory. This also allows for a
simpler implementation for aarch64.
This requires us to add an Interrupts.h file in the Kernel/Arch
directory, which includes the architecture specific files.
The commit also stubs out the functions to be able to compile the
aarch64 Kernel.
With the update to GCC 12.1.0, the compiler now vectorizes code with
-O2. This causes vector ops to be emitted, which are not supported in
the Kernel. Add the -mgeneral-regs-only flag to force the compiler to
not emit floating-point and SIMD ops.
By default we enable the Kernel Undefined Behavior Sanitizer, which
checks for undefined behavior at runtime. However, sometimes a developer
might want to turn that off, so now there is a easy way to do that.
Most of the string.h and wchar.h functions are implemented quite naively
at the moment, and GCC's pattern recognition pass might realize what we
are trying to do, and transform them into libcalls. This is usually a
useful optimization, but not when we're implementing the functions
themselves :^)
Relevant discussion from the GCC Bugzilla:
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=102725
This prevents the infamous recursive `strlen`.
A more proper fix would be writing these functions in assembly. That
would likely give a small performance boost as well ;)
Instead of storing the current Processor into a core local register, we
currently just store it into a global, since we don't support SMP for
aarch64 anyway. This simplifies the initial implementation.
The DisplayConnector class is meant to replace the FramebufferDevice
class. The advantage of this class over the FramebufferDevice class is:
1. It removes the mmap interface entirely. This interface is unsafe, as
multiple processes could try to use it, and when switching to and from
text console mode, there's no "good" way to revoke a memory mapping from
this interface, let alone when there are multiple processes that call
this interface. Therefore, in the DisplayConnector class there's no
implementation for this method at all.
2. The class uses a new real-world structure called ModeSetting, which
takes into account the fact that real hardware requires more than width,
height and pitch settings to mode-set the display resolution.
3. The class assumes all instances should supply some sort of EDID,
so it facilitates such mechanism to do so. Even if a given driver does
not know what is the actual EDID, it will ask to create default-generic
EDID blob.
3. This class shifts the responsibilies of switching between console
mode and graphical mode from a GraphicsAdapter to the DisplayConnector
class, so when doing the switch, the GraphicsManagement code actually
asks each DisplayConnector object to do the switch and doesn't rely on
the GraphicsAdapter objects at all.
The code in Spinlock.h has no architectural specific logic, thus can be
moved to the Arch directory. This contains no functional change.
Also add the Spinlock.cpp file for aarch64 which contains stubs for the
lock and unlock functions.
This allows us to use the AK formatting functions in the aarch64 Kernel.
Also add FIXME to make sure that this file will be removed when the
proper abstractions are in place in the normal Kernel/kprintf.cpp.