Klee with stp vs. Klee with other sat solver - llvm

Klee uses STP as its constraint solver, but theoretically it is possible to change its solver.
STP does not allow floating point operations. If we decide to replace STP with another constraint solver, say z3, would klee be able to generate floating point constraints?
The flow is:
C code -> llvm bitcode -> klee -> stp clauses -> klee -> output
If klee gets floating point llvm instructions, is it able to interpret them? Does it generate fp constraints in smt language, that stp is not able to handle them, or it doesn't generate fp constraints at all?
Any reference for your answer would be appreciated.

This link contains a fork of KLEE with floating point support.
No idea how mature is it, though.

Related

Can object code be converted back to LLVM IR?

Object code can be disassembled in to an assembly language. Is there a way to turn object code or an executable into LLVM IR?
I mean, yes, you can convert machine language to LLVM IR. The IR is Turing-complete, meaning it can compute whatever some other Turing-complete system can compute. At worst, you could have an LLVM IR representation of an x86 emulator, and just execute the machine code given as a string.
But your question specifically asked about converting "back" to IR, in the sense of the IR result being similar to the original IR. And the answer is, no, not really. The machine language code will be the result of various optimization passes, and there's no way to determine what the code looked like before that optimization. (arrowd mentioned McSema in a comment, which does its best, but in general the results will be very different from the original code.)

Are FPU control functions relevant for x64_64 processors?

I'm asking this question because I'm trying to achieve bitwise (hash) equality between Visual Studio 2017 (cl.exe) and gcc 5.4.0. The problematic function makes use of sin() and cos(). All variables are double, and FMAD is also relevant.
I've been reading extensively on SO and the web about floating point determinism, reproducibility, and lock-stock MP game design. I'm aware that single-compiler, single-build determinism is not hard, but I am attempting 2-compiler, single-build determinism.
Efficiency is not a concern here. I just want the results to match.
I ask because I hope to narrow my concerns for what to test/try.
Are these things relevant for x86_64 processors and builds?
functions that control the x87 fpu
XPFPA_{DECLARE,RESTORE,etc}
"<"fpu_control.h>, _FPU_SINGLE, _FPU_DOUBLE, etc.
_controlfp_s(), _PC24, _PC53, _PC_64
I ask because I have read that platforms with SSE (x86_64) default to using SSE for floating point, so fpu control functions should be irrelevant?
I have found this and this to be most informative. This MSDN article says setting the floating point precision mask is not supported on x64 arch. And this SO post says SSE has fixed precision.
My testing has shown that /fp:{strict,precise,fast} are not changing the hashes. Neither is optimization level. So I'm hoping to narrow my focus to sin, cos.
Most floating point functions have to perform rounding one way or an other. The C/C++ standard is rather vague on the subject, and IEEE conformance is not strict enough on trigonometric functions. Which means that in practice it is useless to try to squeeze correct rounding out of your compilers default math implementation in a portable way.
For instance, the libm implementation (used by gcc) of sin/cos is written in assembly and the algorithm is different for different architectures and most probably depends on the version of the library.
You therefore have two possibilities:
implement your own sin/cos using only floating point operations with exact rounding (fused multiply-accumulate + Taylor series)
use a 3rd party library with strong rounding considerations
I personally use the MPFR library as a gold standard when dealing with rounding errors. There will be a runtime cost, although I never tried to benchmark it against libm performance.
Custom Implementation
Note that if you decide to implement it yourself, you need to choose the rounding mode and inform the compiler that it matter to you.
In C++ it is done this way:
#include <cfenv>
#pragma STDC FENV_ACCESS ON
#pragma STDC FP_CONTRACT OFF
int main(int, char**) {
...
if(!std::fesetround(FE_TONEAREST))
throw std::runtime_error("fesetround failed!");
...
}

What happens to floating point numbers in the absence of an FPU?

If you are programming with the C language for a microprocessor that does not have an FPU, does the compiler signal errors when floating point literals and keywords are encountered (0.75, float, double, etc)?
Also, what happens if the result of an expression is fractional?
I understand that there are software libraries that are used so you can do floating-point math, but I am specifically wondering what the results will be if you did not use one.
Thanks.
A C implementation is required to implement the types float and double, and arithmetic expressions involving them. So if the compiler knows that the target architecture doesn't have floating-point ops then it must bring in a software library to do it. The compiler is allowed to link against an external library, it's also allowed to implement floating point ops in software by itself as intrinsics, but it must somehow generate code to get it done.
If it doesn't do so [*] then it is not a conforming C implementation, so strictly speaking you're not "programming with the C language". You're programming with whatever your compiler docs tell you is available instead.
You'd hope that code involving float or double types will either fail to compile (because the compiler knows you're in a non-conforming mode and tells you) or else fails to link (because the compiler emits calls to emulation routines in the library, but the library is missing). But you're on your own as far as C is concerned, if you use something that isn't C.
I don't know the exact details (how old do I look?), but I imagine that back in the day if you took some code compiled for x87 then you might be able to link and load it on a system using an x86 with no FPU. Then the CPU would complain about an illegal instruction when you tried to execute it -- quite possibly the system would hang depending what OS you were running. So the worst possible case is pretty bad.
what happens if the result of an expression is fractional?
The actual result of an expression won't matter, because the expression itself was either performed with integer operations (in which case the result is not fractional) or else with floating-point operations (in which case the problem arises before you even find out the result).
[*] or if you fail to specify the options to make it do so ;-)
Floating-point is a required part of the C language, according to the C standard. If the target hardware does not have floating-point instructions, then a C implementation must provide floating-point operations in some other way, such as by emulating them in software. (All calculations are just functions of bits. If you have elementary operations for manipulating bits and performing tests and branches, then you can compute any function that a general computer can.)
A compiler could provide a subset of C without floating-point, but then it would not be a standard-compliant C compiler.
Software floating point can take two forms:
a compiler may generate calls to built-in floating point functions directly - for example the operation 1.2 * 2.5 may invoke (for example) fmul( 1.2, 2.5 ),
alternatively for architectures that support an FPU, but for which some device variants may omit it, it is common to use FPU emulation. When an FP instruction is encountered an invalid instruction exception will occur and the exception handler will vector to code that emulates the instruction.
FPU emulation has the advantage that when the same code is executed on a device with a real FPU, it will be used automatically and accelerate execution. However without an FPU there is usually a small overhead compared with direct software implementation, so if the application is never expected to run on an FPU, emulation might best be avoided is the compiler provides the option.
Software floating point is very much slower that hardware supported floating point. Use of fixed-point techniques can improve performance with acceptable precision in many cases.
Typically, such microprocessor comes along either with a driver-package or even with a complete BSP (board-support-package, consisting of drivers and OS linked together), both of which contain FP library routines.
The compiler replaces every floating-point operation with an equivalent function call. This should be taken into consideration, especially when invoking such operations iteratively (inside a for / while loop), since the compiler cannot apply loop-unrolling optimization as a result.
The result of not including the required libraries within the project would be linkage errors.

C++ compilers/platforms that don't use IEEE754 floating point

I'm working on updating a serialization library to add support for serializing floating point in a portable manner. Ideally I'd like to be able to test the code in an environment where IEEE754 isn't supported. Would it be sufficient to test using a soft-float library? Or any other suggestions about how I can properly test the code?
Free toolchains that you can find for ARM (embedded Linux) development, mostly do not support hard-float operations but soft-float only. You could try with one of these (i.e. CodeSourcery) but you would need some kind of a platform to run the compiled code (real HW or QEMU).
Or if you would want to do the same but on x86 machine, take a look at: Using software floating point on x86 linux
Should your library work on a system where both hardware floating point and soft-float are not available ? If so, if you test using a compiler with soft-float, your code may not compile/work on such a system.
Personally, I would test the library on a ARM9 system with a gcc compiler without soft-float.
Not an answer to your actual question, but describing what you must do to solve the problem.
If you want to support "different" floating point formats, your code would have to understand the internal format of floats [unless you only support "same architecture both ends"], pick the floating point number apart into your own format [which of course may be IEEE-754, but beware of denormals, 128-bit long doubles, NaN, INFINITY, and other "exception values", and of course out of range numbers], and then put it back together to the format required by the other end. If you are not doing this, there is no point in hunting down a non-IEEE-754 system, because it won't work.

iPhone Thumb & VFP

How do 'compile for Thumb' and VFP code relate to each other?
on the iPhone 2G/3G, i know that the Thumb instructionset doesn't include floatingpoint calculations (on the 3GS, Thumb2 aparently has..). So what happens, if one compiles for thumb, but uses VFP code for floatingpoint calculations?
i know that's pretty indepth - but probably someone here knows...c
I'm not sure what you mean by "use VFP code". Do you mean floating-point code, which may get compiled to run on VFP, or do you mean actual VFP assembly instructions?
If you compile in thumb mode and use floating point, a function call will be made for each floating point operation in your code. These function calls (they'll have names like __muldf3vfp) switch the mode to ARM, move the data into the floating point registers, perform the operation, move the data back to integer registers, and return. That's a lot of work for something that's only one instruction if you compile in ARM mode, so don't use thumb in float-intensive code.
If you try to use VFP assembly instructions in thumb mode, you'll just get an assembler error.
As you noted, the 3GS supports thumb2, which does have access to the VFP and NEON registers, so this situation doesn't apply.
Also note that the switch between thumb and ARM compilation can be done per source file, so you can compile most of your project in thumb and use ARM for a few routines that do a lot of floating-point, for example. If you want to write assembly code, you can switch between ARM and thumb per function.