Getting The Size of a C++ Function - c++

I was reading this question because I'm trying to find the size of a function in a C++ program, It is hinted at that there may be a way that is platform specific. My targeted platform is windows
The method I currently have in my head is the following:
1. Obtain a pointer to the function
2. Increment the Pointer (& counter) until I reach the machine code value for ret
3. The counter will be the size of the function?
Edit1: To clarify what I mean by 'size' I mean the number of bytes (machine code) that make up the function.
Edit2: There have been a few comments asking why or what do I plan to do with this. The honest answer is I have no intention, and I can't really see the benefits of knowing a functions length pre-compile time. (although I'm sure there are some)
This seems like a valid method to me, will this work?

Wow, I use function size counting all the time and it has lots and lots of uses. Is it reliable? No way. Is it standard c++? No way. But that's why you need to check it in the disassembler to make sure it worked, every time that you release a new version. Compiler flags can mess up the ordering.
static void funcIwantToCount()
{
// do stuff
}
static void funcToDelimitMyOtherFunc()
{
__asm _emit 0xCC
__asm _emit 0xCC
__asm _emit 0xCC
__asm _emit 0xCC
}
int getlength( void *funcaddress )
{
int length = 0;
for(length = 0; *((UINT32 *)(&((unsigned char *)funcaddress)[length])) != 0xCCCCCCCC; ++length);
return length;
}
It seems to work better with static functions. Global optimizations can kill it.
P.S. I hate people, asking why you want to do this and it's impossible, etc. Stop asking these questions, please. Makes you sound stupid. Programmers are often asked to do non-standard things, because new products almost always push the limits of what's availble. If they don't, your product is probably a rehash of what's already been done. Boring!!!

No, this will not work:
There is no guarantee that your function only contains a single ret instruction.
Even if it only does contain a single ret, you can't just look at the individual bytes - because the corresponding value could appear as simply a value, rather than an instruction.
The first problem can possibly be worked around if you restrict your coding style to, say, only have a single point of return in your function, but the other basically requires a disassembler so you can tell the individual instructions apart.

It is possible to obtain all blocks of a function, but is an unnatural question to ask what is the 'size' of a function. Optimized code will rearrange code blocks in the order of execution and will move seldom used blocks (exception paths) into outer parts of the module. For more details, see Profile-Guided Optimizations for example how Visual C++ achieves this in link time code generation. So a function can start at address 0x00001000, branch at 0x00001100 into a jump at 0x20001000 and a ret, and have some exception handling code 0x20001000. At 0x00001110 another function starts. What is the 'size' of your function? It does span from 0x00001000 to +0x20001000, but it 'owns' only few blocks in that span. So your question should be unasked.
There are other valid questions in this context, like the total number of instructions a function has (can be determined from the program symbol database and from the image), and more importantly, what is the number of instructions in the frequent executed code path inside the function. All these are questions normally asked in the context of performance measurement and there are tools that instrument code and can give very detailed answers.
Chasing pointers in memory and searching for ret will get you nowhere I'm afraid. Modern code is way way way more complex than that.

This won't work... what if there's a jump, a dummy ret, and then the target of the jump? Your code will be fooled.
In general, it's impossible to do this with 100% accuracy because you have to predict all code paths, which is like solving the halting problem. You can get "pretty good" accuracy if you implement your own disassembler, but no solution will be nearly as easy as you imagine.
A "trick" would be to find out which function's code is after the function that you're looking for, which would give pretty good results assuming certain (dangerous) assumptions. But then you'd have to know what function comes after your function, which, after optimizations, is pretty hard to figure out.
Edit 1:
What if the function doesn't even end with a ret instruction at all? It could very well just jmp back to its caller (though it's unlikely).
Edit 2:
Don't forget that x86, at least, has variable-length instructions...
Update:
For those saying that flow analysis isn't the same as solving the halting problem:
Consider what happens when you have code like:
foo:
....
jmp foo
You will have to follow the jump each time to figure out the end of the function, and you cannot ignore it past the first time because you don't know whether or not you're dealing with self-modifying code. (You could have inline assembly in your C++ code that modifies itself, for instance.) It could very well extend to some other place of memory, so your analyzer will (or should) end in an infinite loop, unless you tolerate false negatives.
Isn't that like the halting problem?

I'm posting this to say two things:
1) Most of the answers given here are really bad and will break easily. If you use the C function pointer (using the function name), in a debug build of your executable, and possibly in other circumstances, it may point to a JMP shim that will not have the function body itself. Here's an example. If I do the following for the function I defined below:
FARPROC pfn = (FARPROC)some_function_with_possibility_to_get_its_size_at_runtime;
the pfn I get (for example: 0x7FF724241893) will point to this, which is just a JMP instruction:
Additionally, a compiler can nest several of those shims, or branch your function code so that it will have multiple epilogs, or ret instructions. Heck, it may not even use a ret instruction. Then, there's no guarantee that functions themselves will be compiled and linked in the order you define them in the source code.
You can do all that stuff in assembly language, but not in C or C++.
2) So that above was the bad news. The good news is that the answer to the original question is, yes, there's a way (or a hack) to get the exact function size, but it comes with the following limitations:
It works in 64-bit executables on Windows only.
It is obviously Microsoft specific and is not portable.
You have to do this at run-time.
The concept is simple -- utilize the way SEH is implemented in x64 Windows binaries. Compiler adds details of each function into the PE32+ header (into the IMAGE_DIRECTORY_ENTRY_EXCEPTION directory of the optional header) that you can use to obtain the exact function size. (In case you're wondering, this information is used for catching, handling and unwinding of exceptions in the __try/__except/__finally blocks.)
Here's a quick example:
//You will have to call this when your app initializes and then
//cache the size somewhere in the global variable because it will not
//change after the executable image is built.
size_t fn_size; //Will receive function size in bytes, or 0 if error
some_function_with_possibility_to_get_its_size_at_runtime(&fn_size);
and then:
#include <Windows.h>
//The function itself has to be defined for two types of a call:
// 1) when you call it just to get its size, and
// 2) for its normal operation
bool some_function_with_possibility_to_get_its_size_at_runtime(size_t* p_getSizeOnly = NULL)
{
//This input parameter will define what we want to do:
if(!p_getSizeOnly)
{
//Do this function's normal work
//...
return true;
}
else
{
//Get this function size
//INFO: Works only in 64-bit builds on Windows!
size_t nFnSz = 0;
//One of the reasons why we have to do this at run-time is
//so that we can get the address of a byte inside
//the function body... we'll get it as this thread context:
CONTEXT context = {0};
RtlCaptureContext(&context);
DWORD64 ImgBase = 0;
RUNTIME_FUNCTION* pRTFn = RtlLookupFunctionEntry(context.Rip, &ImgBase, NULL);
if(pRTFn)
{
nFnSz = pRTFn->EndAddress - pRTFn->BeginAddress;
}
*p_getSizeOnly = nFnSz;
return false;
}
}

This can work in very limited scenarios. I use it in part of a code injection utility I wrote. I don't remember where I found the information, but I have the following (C++ in VS2005):
#pragma runtime_checks("", off)
static DWORD WINAPI InjectionProc(LPVOID lpvParameter)
{
// do something
return 0;
}
static DWORD WINAPI InjectionProcEnd()
{
return 0;
}
#pragma runtime_checks("", on)
And then in some other function I have:
size_t cbInjectionProc = (size_t)InjectionProcEnd - (size_t)InjectionProc;
You have to turn off some optimizations and declare the functions as static to get this to work; I don't recall the specifics. I don't know if this is an exact byte count, but it is close enough. The size is only that of the immediate function; it doesn't include any other functions that may be called by that function. Aside from extreme edge cases like this, "the size of a function" is meaningless and useless.

The real solution to this is to dig into your compiler's documentation. The ARM compiler we use can be made to produce an assembly dump (code.dis), from which it's fairly trivial to subtract the offsets between a given mangled function label and the next mangled function label.
I'm not certain which tools you will need for this with a windows target, however. It looks like the tools listed in the answer to this question might be what you're looking for.
Also note that I (working in the embedded space) assumed you were talking about post-compile-analysis. It still might be possible to examine these intermediate files programmatically as part of a build provided that:
The target function is in a different object
The build system has been taught the dependencies
You know for sure that the compiler will build these object files
Note that I'm not sure entirely WHY you want to know this information. I've needed it in the past to be sure that I can fit a particular chunk of code in a very particular place in memory. I have to admit I'm curious what purpose this would have on a more general desktop-OS target.

In C++, the there is no notion of function size. In addition to everything else mentioned, preprocessor macros also make for an indeterminate size. If you want to count number of instruction words, you can't do that in C++, because it doesn't exist until it's been compiled.

What do you mean "size of a function"?
If you mean a function pointer than it is always just 4 bytes for 32bits systems.
If you mean the size of the code than you should just disassemble generated code and find the entry point and closest ret call. One way to do it is to read the instruction pointer register at the beginning and at the end of your function.
If you want to figure out the number of instructions called in the average case for your function you can use profilers and divide the number of retired instructions on the number of calls.

I think it will work on windows programs created with msvc, as for branches the 'ret' seems to always come at the end (even if there are branches that return early it does a jne to go the end).
However you will need some kind of disassembler library to figure the current opcode length as they are variable length for x86. If you don't do this you'll run into false positives.
I would not be surprised if there are cases this doesn't catch.

There is no facilities in Standard C++ to obtain the size or length of a function.
See my answer here: Is it possible to load a function into some allocated memory and run it from there?
In general, knowing the size of a function is used in embedded systems when copying executable code from a read-only source (or a slow memory device, such as a serial Flash) into RAM. Desktop and other operating systems load functions into memory using other techniques, such as dynamic or shared libraries.

Just set PAGE_EXECUTE_READWRITE at the address where you got your function. Then read every byte. When you got byte "0xCC" it means that the end of function is actual_reading_address - 1.

Using GCC, not so hard at all.
void do_something(void) {
printf("%s!", "Hello your name is Cemetech");
do_something_END:
}
...
printf("size of function do_something: %i", (int)(&&do_something_END - (int)do_something));

below code the get the accurate function block size, it works fine with my test
runtime_checks disable _RTC_CheckEsp in debug mode
#pragma runtime_checks("", off)
DWORD __stdcall loadDll(char* pDllFullPath)
{
OutputDebugStringA(pDllFullPath);
//OutputDebugStringA("loadDll...................\r\n");
return 0;
//return test(pDllFullPath);
}
#pragma runtime_checks("", restore)
DWORD __stdcall getFuncSize_loadDll()
{
DWORD maxSize=(PBYTE)getFuncSize_loadDll-(PBYTE)loadDll;
PBYTE pTail=(PBYTE)getFuncSize_loadDll-1;
while(*pTail != 0xC2 && *pTail != 0xC3) --pTail;
if (*pTail==0xC2)
{ //0xC3 : ret
//0xC2 04 00 : ret 4
pTail +=3;
}
return pTail-(PBYTE)loadDll;
};

The non-portable, but API-based and correctly working approach is to use program database readers - like dbghelp.dll on Windows or readelf on Linux. The usage of those is only possible if debug info is enabled/present along with the program. Here's an example on how it works on Windows:
SYMBOL_INFO symbol = { };
symbol.SizeOfStruct = sizeof(SYMBOL_INFO);
// Implies, that the module is loaded into _dbg_session_handle, see ::SymInitialize & ::SymLoadModule64
::SymFromAddr(_dbg_session_handle, address, 0, &symbol);
You will get the size of the function in symbol.Size, but you may also need additional logic identifying whether the address given is a actually a function, a shim placed there by incremental linker or a DLL call thunk (same thing).
I guess somewhat similar can be done via readelf on Linux, but maybe you'll have to come up with the library on top of its sourcecode...
You must bear in mind that although disassembly-based approach is possible, you'll basically have to analyze a directed graph with endpoints in ret, halt, jmp (PROVIDED you have incremental linking enabled and you're able to read jmp-table to identify whether the jmp you're facing in function is internal to that function (missing in image's jmp-table) or external (present in that table; such jmps frequently occur as part of tail-call optimization on x64, as I know)), any calls that are meant to be nonret (like an exception generating helper), etc.

It's an old question but still...
For Windows x64, functions all have a function table, which contains the offset and the size of the function. https://learn.microsoft.com/en-us/windows/win32/debug/pe-format . This function table is used for unwinding when an exception is thrown.
That said, this doesn't contain information like inlining, and all the other issues that people already noted...

int GetFuncSizeX86(unsigned char* Func)
{
if (!Func)
{
printf("x86Helper : Function Ptr NULL\n");
return 0;
}
for (int count = 0; ; count++)
{
if (Func[count] == 0xC3)
{
unsigned char prevInstruc = *(Func - 1);
if (Func[1] == 0xCC // int3
|| prevInstruc == 0x5D// pop ebp
|| prevInstruc == 0x5B// pop ebx
|| prevInstruc == 0x5E// pop esi
|| prevInstruc == 0x5F// pop edi
|| prevInstruc == 0xCC// int3
|| prevInstruc == 0xC9)// leave
return count++;
}
}
}
you could use this assumming you are in x86 or x86_64

Related

embed a functions assembly code in a struct

I've a rather special question: is it possible in C/++ (both because I am sure the question is the same in both languages) to specify a functions's location? Why? I have a very large list of function pointers, and I want to eliminate them.
(Currently) This looks like that(repeated over lika a million times, stored in the user's RAM):
struct {
int i;
void(* funptr)();
} test;
Because I know that in most assembly languages, functions are just "goto" directives, I had the following idea. Is it possible to optimize the above construct so that it looks like that?
struct {
int i;
// embed the assembler of the function here
// so that all the functions
// instructions are located here
// like this: mov rax, rbx
// jmp _start ; just demo code
} test2;
In the end, the thing should look like this in memory: An int holding any value, followed by the function's assembly code, referenced by test2. I should be able to call these functions like that: ((void(*)()) (&pointerToTheStruct + sizeof(int)))();
You might think that I'm insane to optimize the app that way, and I cannot disclose any more details on it's function, but if anyone has some pointers on how solve this problem, I would appreciate it.
I do not think that there is a standard way to this, so any hacky way to do this via inline assembler/other crazy things is also appreciated!
The only thing you really have to do is make the compiler aware of the (constant) value of the function pointer you want in the struct. The compiler will then (presumably/hopefully) inline that function call wherever it sees it called through that function pointer:
template<void(*FPtr)()>
struct function_struct {
int i;
static constexpr auto funptr = FPtr;
};
void testFunc()
{
volatile int x = 0;
}
using test = function_struct<testFunc>;
int main()
{
test::funptr();
}
Demo - no call or jmp after optimization.
It remains unclear what the point of the int i is. Note that the code is not technically "directly after the i" here, but it is even more unclear how you'd expect instances of the struct to look like (is the code in them or is it "static" in a way? I feel there is some misunderstanding here on your part what compilers actually produce...). But consider the ways that compiler inlining can help you and you might find the solution you need. If you're worried about executable size after inlining, tell the compiler and it will compromise between speed and size.
This sounds like a terrible idea for a lot of reasons that probably won't save memory, and will hurt performance by diluting L1I-cache with data and L1D-cache with code. And worse if you ever modify or copy objects: self-modifying code stalls.
But yes, this would be possible in C99/C11 with a flexible array member at the end of the struct, which you cast to a function pointer.
struct int_with_code {
int i;
char code[]; // C99 flexible array member. GNU extension in C++
// Store machine code here
// you can't get the compiler to do this for you. Good Luck!
};
void foo(struct int_with_code *p) {
// explicit C-style cast compiles as both C and C++
void (*funcp)(void) = ( void (*)(void) ) p->code;
funcp();
}
Compiler output from clang7.0, on the Godbolt compiler explorer is the same when compiled as either C or C++. This is targeting the x86-64 System V ABI, where the first function arg is passed in RDI.
# this is the code that *uses* such an object, not the code that goes in its code[]
# This proves that it compiles,
# without showing any way to get compiler-generated code into code[]
foo: # #foo
add rdi, 4 # move the pointer 4 bytes forward, to point at code[]
jmp rdi # TAILCALL
(If you leave out the (void) arg-type declaration in C, the compiler will zero AL first in the x86-64 SysV calling convention, in case its actually a variadic function, because it's passing no FP args in registers.)
You'd have to allocate your objects in memory that was executable (normally not done unless they're const with static storage), e.g. compile with gcc -zexecstack. Or use a custom mmap/mprotect or VirtualAlloc/VirtualProtect on POSIX or Windows.
Or if your objects are all statically allocated, it might be possible to massage compiler output to turn functions in the .text section into objects by adding an int member right before each one. Maybe with some .section and linker tricks, and maybe a linker script, you could even somehow automate it.
But unless they're all the same length (e.g. with padding like char code[60]), that won't form an array you can index, so you'll need some way of referencing all these variable-length object.
There are potentially huge performance downsides if you ever modify an object before calling its function: on x86 you'll get self-modifying-code pipeline nuke for executing code near a just-written memory location.
Or if you copied an object before calling its function: x86 pipeline flush, or on other ISAs you need to manually flush caches to get the I-cache in sync with D-cache (so the newly-written bytes can be executed). But you can't copy such objects because their size isn't stored anywhere. You can't search the machine code for a ret instruction, because a 0xc3 byte might appear somewhere that's not the start of an x86 instruction. Or on any ISA, the function might have multiple ret instructions (tail duplication optimization). Or end with a jmp instead of a ret (tailcall).
Storing a size would start to defeat the purpose of saving size, eating up at least an extra byte in each object.
Writing code to an object at runtime, then casting to a function pointer, is undefined behaviour in ISO C and C++. On GNU C/C++, make sure you call __builtin___clear_cache on it to sync caches or whatever else is necessary. Yes, this is needed even on x86 to disable dead-store elimination optimizations: see this test case. On x86 it's just a compile-time thing, no extra asm. It doesn't actually clear any caches.
If you do copy at runtime startup, maybe allocate a big chunk of memory and carve out variable-length chunks of it, while copying. If you malloc each separately, you're wasting memory-management overhead on it.
This idea will not save you memory unless you have about as many functions as you have objects
Normally you have a fairly limited number of actual functions, with many objects having copies of the same function pointer. (You've kind of hand-rolled C++ virtual functions, but with only one function you just have a function pointer directly instead of a vtable pointer to a table of pointers for that class type. One fewer levels of indirection, and apparently you're not passing the object's own address to the function.)
One of the several benefits of this level of indirection is that one pointer is usually significantly smaller than the entire code for a function. For that to not be the case, your functions would have to be tiny.
Example: with 10 different functions of 32 bytes each, and 1000 objects with function pointers, you have a total of 320 bytes of code (which will stay hot in I-cache), and 8000 bytes of function pointers. (And in your objects, another 4 bytes per object wasted on padding to align the pointer, making the total size 16 instead of 12 bytes per object.) Anyway, that's 16320 bytes total for entire structs + code. If you allocated each object separately, there's per-object bookkeeping.
With inlining machine code into each object, and no padding, that's 1000 * (4+32) = 36000 bytes, over twice the total size.
x86-64 is probably a best-case scenario, where a pointer is 8 bytes and x86-64 machine code uses a (famously complex) variable-length instruction encoding which allows for high code density in some cases, especially when optimizing for code-size. (e.g. code-golfing. https://codegolf.stackexchange.com/questions/132981/tips-for-golfing-in-x86-x64-machine-code). But unless your functions are mostly something trivial like lea eax, [rdi + rdi*2] (3 bytes=opcode + ModRM + SIB) / ret (1 byte), they're still going to take more than 8 bytes. (That's return x*3; for a function that takes a 32-bit integer x arg, in the x86-64 System V ABI.)
If they're wrappers for larger functions, a normal call rel32 instruction is 5 bytes. A load of static data is at least 6 bytes (opcode + modrm + rel32 for a RIP-relative addressing mode, or loading EAX specifically can use the special no-modrm encoding for an absolute address. But in x86-64 that's a 64-bit absolute unless you use an address-size prefix too, potentially causing an LCP stall in the decoders on Intel. mov eax, [32 bit absolute address] = addr32 (0x67) + opcode + abs32 = 6 bytes again, so this is worse for no benefit).
Your function-pointer type doesn't have any args (assuming this is C++ where foo() means foo(void) in a declaration, not like old C where an empty arg list is somewhat similar to (...)). Thus we can assume you're not passing args, so to do anything useful the functions are probably accessing some static data or making another call.
Ideas that make more sense:
Use an ILP32 ABI like Linux x32, where the CPU runs in 64-bit mode but your code uses 32-bit pointers. This would make each of your objects only 8 bytes instead of 16. Avoiding pointer-bloat is a classic use-case for x32 or ILP32 ABIs in general.
Or (yuck) compile your code as 32-bit. But then you have obsolete 32-bit calling conventions that pass args on the stack instead of registers, and less than half the registers, and much higher overhead for position-independent code. (No EIP/RIP-relative addressing.)
Store an unsigned int table index to a table of function pointers. If you have 100 functions but 10k objects, the table is only 100 pointers long. In asm you could index an array of code directly (computed goto style) if all the functions were padded to the same length, but in C++ you can't do that. An extra level of indirection with a table of function pointers is probably your best bet.
e.g.
void (*const fptrs[])(void) = {
func1, func2, func3, ...
};
struct int_with_func {
int i;
unsigned f;
};
void bar(struct int_with_func *p) {
fptrs[p->f] ();
}
clang/gcc -O3 output:
bar(int_with_func*):
mov eax, dword ptr [rdi + 4] # load p->f
jmp qword ptr [8*rax + fptrs] # TAILCALL # index the global table with it for a memory-indirect jmp
If you were compiling a shared library, PIE executable, or not targeting Linux, the compiler couldn't use a 32-bit absolute address to index a static array with one instruction. So there'd be a RIP-relative LEA in there and something like jmp [rcx+rax*8].
This is an extra level of indirection vs. storing a function pointer in each object, but it lets you shrink each object to 8 bytes, down from 16, like using 32-bit pointers. Or to 5 or 6 bytes, if you use an unsigned short or uint8_t and pack the structs with __attribute__((packed)) in GNU C.
No, not really.
The way to specify a function's location is to use a function pointer, which you're already doing.
You could make different types which have their own different member functions, but then you're back to the original problem.
I have in the past experimented with auto-generating (as a pre-build step, using Python) a function with a long switch statement that does the work of mapping int i to a normal function call. This gets rid of the function pointers, at the expense of branching. I don't remember whether it ended up being worthwhile in my case and, even if I did, that wouldn't tell us whether it's worthwhile in your case.
Because I know that in most assembly languages, functions are just "goto" directives
Well, it's perhaps a little more complicated than that…
You might think that I'm insane to optimize the app that way
Perhaps. Trying to eliminate indirection is not, in itself, a bad thing, so I don't think you're wrong to try to improve this. I just don't think that you necessarily can.
but if anyone has some pointers
lol
I don't understand the goal of this "optimization" is it about saving the memory?
I might be misunderstanding the question, but if you just replace your function pointer with a regular function, then you'll have your struct only containing the int as data and the function-pointer being inserted by the compiler when you take the address of it, instead of stored in memory.
So just do
struct {
int i;
void func();
} test;
Then sizeof(test)==sizeof(int) should hold true if you set alignment/packing to be tight.

C++ self erasing code [duplicate]

I was reading this question because I'm trying to find the size of a function in a C++ program, It is hinted at that there may be a way that is platform specific. My targeted platform is windows
The method I currently have in my head is the following:
1. Obtain a pointer to the function
2. Increment the Pointer (& counter) until I reach the machine code value for ret
3. The counter will be the size of the function?
Edit1: To clarify what I mean by 'size' I mean the number of bytes (machine code) that make up the function.
Edit2: There have been a few comments asking why or what do I plan to do with this. The honest answer is I have no intention, and I can't really see the benefits of knowing a functions length pre-compile time. (although I'm sure there are some)
This seems like a valid method to me, will this work?
Wow, I use function size counting all the time and it has lots and lots of uses. Is it reliable? No way. Is it standard c++? No way. But that's why you need to check it in the disassembler to make sure it worked, every time that you release a new version. Compiler flags can mess up the ordering.
static void funcIwantToCount()
{
// do stuff
}
static void funcToDelimitMyOtherFunc()
{
__asm _emit 0xCC
__asm _emit 0xCC
__asm _emit 0xCC
__asm _emit 0xCC
}
int getlength( void *funcaddress )
{
int length = 0;
for(length = 0; *((UINT32 *)(&((unsigned char *)funcaddress)[length])) != 0xCCCCCCCC; ++length);
return length;
}
It seems to work better with static functions. Global optimizations can kill it.
P.S. I hate people, asking why you want to do this and it's impossible, etc. Stop asking these questions, please. Makes you sound stupid. Programmers are often asked to do non-standard things, because new products almost always push the limits of what's availble. If they don't, your product is probably a rehash of what's already been done. Boring!!!
No, this will not work:
There is no guarantee that your function only contains a single ret instruction.
Even if it only does contain a single ret, you can't just look at the individual bytes - because the corresponding value could appear as simply a value, rather than an instruction.
The first problem can possibly be worked around if you restrict your coding style to, say, only have a single point of return in your function, but the other basically requires a disassembler so you can tell the individual instructions apart.
It is possible to obtain all blocks of a function, but is an unnatural question to ask what is the 'size' of a function. Optimized code will rearrange code blocks in the order of execution and will move seldom used blocks (exception paths) into outer parts of the module. For more details, see Profile-Guided Optimizations for example how Visual C++ achieves this in link time code generation. So a function can start at address 0x00001000, branch at 0x00001100 into a jump at 0x20001000 and a ret, and have some exception handling code 0x20001000. At 0x00001110 another function starts. What is the 'size' of your function? It does span from 0x00001000 to +0x20001000, but it 'owns' only few blocks in that span. So your question should be unasked.
There are other valid questions in this context, like the total number of instructions a function has (can be determined from the program symbol database and from the image), and more importantly, what is the number of instructions in the frequent executed code path inside the function. All these are questions normally asked in the context of performance measurement and there are tools that instrument code and can give very detailed answers.
Chasing pointers in memory and searching for ret will get you nowhere I'm afraid. Modern code is way way way more complex than that.
This won't work... what if there's a jump, a dummy ret, and then the target of the jump? Your code will be fooled.
In general, it's impossible to do this with 100% accuracy because you have to predict all code paths, which is like solving the halting problem. You can get "pretty good" accuracy if you implement your own disassembler, but no solution will be nearly as easy as you imagine.
A "trick" would be to find out which function's code is after the function that you're looking for, which would give pretty good results assuming certain (dangerous) assumptions. But then you'd have to know what function comes after your function, which, after optimizations, is pretty hard to figure out.
Edit 1:
What if the function doesn't even end with a ret instruction at all? It could very well just jmp back to its caller (though it's unlikely).
Edit 2:
Don't forget that x86, at least, has variable-length instructions...
Update:
For those saying that flow analysis isn't the same as solving the halting problem:
Consider what happens when you have code like:
foo:
....
jmp foo
You will have to follow the jump each time to figure out the end of the function, and you cannot ignore it past the first time because you don't know whether or not you're dealing with self-modifying code. (You could have inline assembly in your C++ code that modifies itself, for instance.) It could very well extend to some other place of memory, so your analyzer will (or should) end in an infinite loop, unless you tolerate false negatives.
Isn't that like the halting problem?
I'm posting this to say two things:
1) Most of the answers given here are really bad and will break easily. If you use the C function pointer (using the function name), in a debug build of your executable, and possibly in other circumstances, it may point to a JMP shim that will not have the function body itself. Here's an example. If I do the following for the function I defined below:
FARPROC pfn = (FARPROC)some_function_with_possibility_to_get_its_size_at_runtime;
the pfn I get (for example: 0x7FF724241893) will point to this, which is just a JMP instruction:
Additionally, a compiler can nest several of those shims, or branch your function code so that it will have multiple epilogs, or ret instructions. Heck, it may not even use a ret instruction. Then, there's no guarantee that functions themselves will be compiled and linked in the order you define them in the source code.
You can do all that stuff in assembly language, but not in C or C++.
2) So that above was the bad news. The good news is that the answer to the original question is, yes, there's a way (or a hack) to get the exact function size, but it comes with the following limitations:
It works in 64-bit executables on Windows only.
It is obviously Microsoft specific and is not portable.
You have to do this at run-time.
The concept is simple -- utilize the way SEH is implemented in x64 Windows binaries. Compiler adds details of each function into the PE32+ header (into the IMAGE_DIRECTORY_ENTRY_EXCEPTION directory of the optional header) that you can use to obtain the exact function size. (In case you're wondering, this information is used for catching, handling and unwinding of exceptions in the __try/__except/__finally blocks.)
Here's a quick example:
//You will have to call this when your app initializes and then
//cache the size somewhere in the global variable because it will not
//change after the executable image is built.
size_t fn_size; //Will receive function size in bytes, or 0 if error
some_function_with_possibility_to_get_its_size_at_runtime(&fn_size);
and then:
#include <Windows.h>
//The function itself has to be defined for two types of a call:
// 1) when you call it just to get its size, and
// 2) for its normal operation
bool some_function_with_possibility_to_get_its_size_at_runtime(size_t* p_getSizeOnly = NULL)
{
//This input parameter will define what we want to do:
if(!p_getSizeOnly)
{
//Do this function's normal work
//...
return true;
}
else
{
//Get this function size
//INFO: Works only in 64-bit builds on Windows!
size_t nFnSz = 0;
//One of the reasons why we have to do this at run-time is
//so that we can get the address of a byte inside
//the function body... we'll get it as this thread context:
CONTEXT context = {0};
RtlCaptureContext(&context);
DWORD64 ImgBase = 0;
RUNTIME_FUNCTION* pRTFn = RtlLookupFunctionEntry(context.Rip, &ImgBase, NULL);
if(pRTFn)
{
nFnSz = pRTFn->EndAddress - pRTFn->BeginAddress;
}
*p_getSizeOnly = nFnSz;
return false;
}
}
This can work in very limited scenarios. I use it in part of a code injection utility I wrote. I don't remember where I found the information, but I have the following (C++ in VS2005):
#pragma runtime_checks("", off)
static DWORD WINAPI InjectionProc(LPVOID lpvParameter)
{
// do something
return 0;
}
static DWORD WINAPI InjectionProcEnd()
{
return 0;
}
#pragma runtime_checks("", on)
And then in some other function I have:
size_t cbInjectionProc = (size_t)InjectionProcEnd - (size_t)InjectionProc;
You have to turn off some optimizations and declare the functions as static to get this to work; I don't recall the specifics. I don't know if this is an exact byte count, but it is close enough. The size is only that of the immediate function; it doesn't include any other functions that may be called by that function. Aside from extreme edge cases like this, "the size of a function" is meaningless and useless.
The real solution to this is to dig into your compiler's documentation. The ARM compiler we use can be made to produce an assembly dump (code.dis), from which it's fairly trivial to subtract the offsets between a given mangled function label and the next mangled function label.
I'm not certain which tools you will need for this with a windows target, however. It looks like the tools listed in the answer to this question might be what you're looking for.
Also note that I (working in the embedded space) assumed you were talking about post-compile-analysis. It still might be possible to examine these intermediate files programmatically as part of a build provided that:
The target function is in a different object
The build system has been taught the dependencies
You know for sure that the compiler will build these object files
Note that I'm not sure entirely WHY you want to know this information. I've needed it in the past to be sure that I can fit a particular chunk of code in a very particular place in memory. I have to admit I'm curious what purpose this would have on a more general desktop-OS target.
In C++, the there is no notion of function size. In addition to everything else mentioned, preprocessor macros also make for an indeterminate size. If you want to count number of instruction words, you can't do that in C++, because it doesn't exist until it's been compiled.
What do you mean "size of a function"?
If you mean a function pointer than it is always just 4 bytes for 32bits systems.
If you mean the size of the code than you should just disassemble generated code and find the entry point and closest ret call. One way to do it is to read the instruction pointer register at the beginning and at the end of your function.
If you want to figure out the number of instructions called in the average case for your function you can use profilers and divide the number of retired instructions on the number of calls.
I think it will work on windows programs created with msvc, as for branches the 'ret' seems to always come at the end (even if there are branches that return early it does a jne to go the end).
However you will need some kind of disassembler library to figure the current opcode length as they are variable length for x86. If you don't do this you'll run into false positives.
I would not be surprised if there are cases this doesn't catch.
There is no facilities in Standard C++ to obtain the size or length of a function.
See my answer here: Is it possible to load a function into some allocated memory and run it from there?
In general, knowing the size of a function is used in embedded systems when copying executable code from a read-only source (or a slow memory device, such as a serial Flash) into RAM. Desktop and other operating systems load functions into memory using other techniques, such as dynamic or shared libraries.
Just set PAGE_EXECUTE_READWRITE at the address where you got your function. Then read every byte. When you got byte "0xCC" it means that the end of function is actual_reading_address - 1.
Using GCC, not so hard at all.
void do_something(void) {
printf("%s!", "Hello your name is Cemetech");
do_something_END:
}
...
printf("size of function do_something: %i", (int)(&&do_something_END - (int)do_something));
below code the get the accurate function block size, it works fine with my test
runtime_checks disable _RTC_CheckEsp in debug mode
#pragma runtime_checks("", off)
DWORD __stdcall loadDll(char* pDllFullPath)
{
OutputDebugStringA(pDllFullPath);
//OutputDebugStringA("loadDll...................\r\n");
return 0;
//return test(pDllFullPath);
}
#pragma runtime_checks("", restore)
DWORD __stdcall getFuncSize_loadDll()
{
DWORD maxSize=(PBYTE)getFuncSize_loadDll-(PBYTE)loadDll;
PBYTE pTail=(PBYTE)getFuncSize_loadDll-1;
while(*pTail != 0xC2 && *pTail != 0xC3) --pTail;
if (*pTail==0xC2)
{ //0xC3 : ret
//0xC2 04 00 : ret 4
pTail +=3;
}
return pTail-(PBYTE)loadDll;
};
The non-portable, but API-based and correctly working approach is to use program database readers - like dbghelp.dll on Windows or readelf on Linux. The usage of those is only possible if debug info is enabled/present along with the program. Here's an example on how it works on Windows:
SYMBOL_INFO symbol = { };
symbol.SizeOfStruct = sizeof(SYMBOL_INFO);
// Implies, that the module is loaded into _dbg_session_handle, see ::SymInitialize & ::SymLoadModule64
::SymFromAddr(_dbg_session_handle, address, 0, &symbol);
You will get the size of the function in symbol.Size, but you may also need additional logic identifying whether the address given is a actually a function, a shim placed there by incremental linker or a DLL call thunk (same thing).
I guess somewhat similar can be done via readelf on Linux, but maybe you'll have to come up with the library on top of its sourcecode...
You must bear in mind that although disassembly-based approach is possible, you'll basically have to analyze a directed graph with endpoints in ret, halt, jmp (PROVIDED you have incremental linking enabled and you're able to read jmp-table to identify whether the jmp you're facing in function is internal to that function (missing in image's jmp-table) or external (present in that table; such jmps frequently occur as part of tail-call optimization on x64, as I know)), any calls that are meant to be nonret (like an exception generating helper), etc.
It's an old question but still...
For Windows x64, functions all have a function table, which contains the offset and the size of the function. https://learn.microsoft.com/en-us/windows/win32/debug/pe-format . This function table is used for unwinding when an exception is thrown.
That said, this doesn't contain information like inlining, and all the other issues that people already noted...
int GetFuncSizeX86(unsigned char* Func)
{
if (!Func)
{
printf("x86Helper : Function Ptr NULL\n");
return 0;
}
for (int count = 0; ; count++)
{
if (Func[count] == 0xC3)
{
unsigned char prevInstruc = *(Func - 1);
if (Func[1] == 0xCC // int3
|| prevInstruc == 0x5D// pop ebp
|| prevInstruc == 0x5B// pop ebx
|| prevInstruc == 0x5E// pop esi
|| prevInstruc == 0x5F// pop edi
|| prevInstruc == 0xCC// int3
|| prevInstruc == 0xC9)// leave
return count++;
}
}
}
you could use this assumming you are in x86 or x86_64

IAR C/C++ comparsion operator behaviour

I have following define:
#define DEVICE_ID ((uint8_t)0x3f)
and I have following function:
void LIS3DSH_Init(LIS3DSH_InitTypeDef* LIS3DSH_InitStruct)
{
// uint8_t ctrl=0x00;
uint8_t ident=0x00;
LIS3DSH_LowLevel_Init();
LIS3DSH_Read(&ident,
LIS3DSH_WHOAMI_REG_ADDR,
1);
if(DEVICE_ID==ident)
{
// LIS3DSH detected
}
else
{
// LIS3DSH not detected
failureHandler();
}
} // LIS3DSH_Init
Now, if I go step-by-step in this function, the ident variable gets value 0x3f after LIS3DSH_Read function call, which is ok. My question is, why the hell if clause jumps to failureHandler? The values of DEVICE_ID and ident are the same - both are 0x3f, if should not jump to failureHanlder(). I am working on LIS3DSH accelerator library using IAR C/C++ and STM32F4 Discovery Board. Here is a screenshot of situation:
You should type-cast the if(DEVICE_ID==ident) to be if( (uint8_t)DEVICE_ID == (uint8_t)ident)
This has been an issue for me in the past.
And yes, declare ident as volatile, and for debugging purposes, try adding a delay before the comparison via a for-loop with __no_operation(); inside it. Note that there are 2 underscores in front of that, not 1 (intrinsic NOP instruction), and that a single NOP takes roughly ~29ns on a 168MHz board, measured via scope.
Also, since you have IAR, you might as well pop open the "assembly" view and look at what registers and/or constants are actually being compared. Open the "register" view as well...so you can see the register values themselves.
Is the function
failureHandler()
processed?
If not, the view of the debugger is just confusing due to compiler optimizations.
It is likely that the optimized code uses a common "return" code for both the
good case and the failure case. The debugger stops at the "exit" of the failure path even
in good case.

Force compiler to not optimize side-effect-less statements

I was reading some old game programming books and as some of you might know, back in that day it was usually faster to do bit hacks than do things the standard way. (Converting float to int, mask sign bit, convert back for absolute value, instead of just calling fabs(), for example)
Nowadays is almost always better to just use the standard library math functions, since these tiny things are hardly the cause of most bottlenecks anyway.
But I still want to do a comparison, just for curiosity's sake. So I want to make sure when I profile, I'm not getting skewed results. As such, I'd like to make sure the compiler does not optimize out statements that have no side effect, such as:
void float_to_int(float f)
{
int i = static_cast<int>(f); // has no side-effects
}
Is there a way to do this? As far as I can tell, doing something like i += 10 will still have no side-effect and as such won't solve the problem.
The only thing I can think of is having a global variable, int dummy;, and after the cast doing something like dummy += i, so the value of i is used. But I feel like this dummy operation will get in the way of the results I want.
I'm using Visual Studio 2008 / G++ (3.4.4).
Edit
To clarify, I would like to have all optimizations maxed out, to get good profile results. The problem is that with this the statements with no side-effect will be optimized out, hence the situation.
Edit Again
To clarify once more, read this: I'm not trying to micro-optimize this in some sort of production code.
We all know that the old tricks aren't very useful anymore, I'm merely curious how not useful they are. Just plain curiosity. Sure, life could go on without me knowing just how these old hacks perform against modern day CPU's, but it never hurts to know.
So telling me "these tricks aren't useful anymore, stop trying to micro-optimize blah blah" is an answer completely missing the point. I know they aren't useful, I don't use them.
Premature quoting of Knuth is the root of all annoyance.
Assignment to a volatile variable shold never be optimized away, so this might give you the result you want:
static volatile int i = 0;
void float_to_int(float f)
{
i = static_cast<int>(f); // has no side-effects
}
So I want to make sure when I profile, I'm not getting skewed results. As such, I'd like to make sure the compiler does not optimize out statements
You are by definition skewing the results.
Here's how to fix the problem of trying to profile "dummy" code that you wrote just to test: For profiling, save your results to a global/static array and print one member of the array to the output at the end of the program. The compiler will not be able to optimize out any of the computations that placed values in the array, but you'll still get any other optimizations it can put in to make the code fast.
In this case I suggest you make the function return the integer value:
int float_to_int(float f)
{
return static_cast<int>(f);
}
Your calling code can then exercise it with a printf to guarantee it won't optimize it out. Also make sure float_to_int is in a separate compilation unit so the compiler can't play any tricks.
extern int float_to_int(float f)
int sum = 0;
// start timing here
for (int i = 0; i < 1000000; i++)
{
sum += float_to_int(1.0f);
}
// end timing here
printf("sum=%d\n", sum);
Now compare this to an empty function like:
int take_float_return_int(float /* f */)
{
return 1;
}
Which should also be external.
The difference in times should give you an idea of the expense of what you're trying to measure.
What always worked on all compilers I used so far:
extern volatile int writeMe = 0;
void float_to_int(float f)
{
writeMe = static_cast<int>(f);
}
note that this skews results, boith methods should write to writeMe.
volatile tells the compiler "the value may be accessed without your notice", thus the compiler cannot omit the calculation and drop the result. To block propagiation of input constants, you might need to run them through an extern volatile, too:
extern volatile float readMe = 0;
extern volatile int writeMe = 0;
void float_to_int(float f)
{
writeMe = static_cast<int>(f);
}
int main()
{
readMe = 17;
float_to_int(readMe);
}
Still, all optimizations inbetween the read and the write can be applied "with full force". The read and write to the global variable are often good "fenceposts" when inspecting the generated assembly.
Without the extern the compiler may notice that a reference to the variable is never taken, and thus determine it can't be volatile. Technically, with Link Time Code Generation, it might not be enough, but I haven't found a compiler that agressive. (For a compiler that indeed removes the access, the reference would need to be passed to a function in a DLL loaded at runtime)
Compilers are unfortunately allowed to optimise as much as they like, even without any explicit switches, if the code behaves as if no optimisation takes place. However, you can often trick them into not doing so if you indicate that value might be used later, so I would change your code to:
int float_to_int(float f)
{
return static_cast<int>(f); // has no side-effects
}
As others have suggested, you will need to examine the assemnler output to check that this approach actually works.
You just need to skip to the part where you learn something and read the published Intel CPU optimisation manual.
These quite clearly state that casting between float and int is a really bad idea because it requires a store from the int register to memory followed by a load into a float register. These operations cause a bubble in the pipeline and waste many precious cycles.
a function call incurs quite a bit of overhead, so I would remove this anyway.
adding a dummy += i; is no problem, as long as you keep this same bit of code in the alternate profile too. (So the code you are comparing it against).
Last but not least: generate asm code. Even if you can not code in asm, the generated code is typically understandable since it will have labels and commented C code behind it. So you know (sortoff) what happens, and which bits are kept.
R
p.s. found this too:
inline float pslNegFabs32f(float x){
__asm{
fld x //Push 'x' into st(0) of FPU stack
fabs
fchs //change sign
fstp x //Pop from st(0) of FPU stack
}
return x;
}
supposedly also very fast. You might want to profile this too. (although it is hardly portable code)
Return the value?
int float_to_int(float f)
{
return static_cast<int>(f); // has no side-effects
}
and then at the call site, you can sum all the return values up, and print out the result when the benchmark is done. The usual way to do this is to somehow make sure you depend on the result.
You could use a global variable instead, but it seems like that'd generate more cache misses. Usually, simply returning the value to the caller (and making sure the caller actually does something with it) does the trick.
If you are using Microsoft's compiler - cl.exe, you can use the following statement to turn optimization on/off on a per-function level [link to doc].
#pragma optimize("" ,{ on |off })
Turn optimizations off for functions defined after the current line:
#pragma optimize("" ,off)
Turn optimizations back on:
#pragma optimize("" ,on)
For example, in the following image, you can notice 3 things.
Compiler optimizations flag is set - /O2, so code will get optimized.
Optimizations are turned off for first function - square(), and turned back on before square2() is defined.
Amount of assembly code generated for 1st function is higher. In second function there is no assembly code generated for int i = num; statement in code.
Thus while 1st function is not optimized, the second function is.
See https://godbolt.org/z/qJTBHg for link to this code on compiler explorer.
A similar directive exists for gcc too - https://gcc.gnu.org/onlinedocs/gcc/Function-Specific-Option-Pragmas.html
A micro-benchmark around this statement will not be representative of using this approach in a genuine scenerio; the surrounding instructions and their affect on the pipeline and cache are generally as important as any given statement in itself.
GCC 4 does a lot of micro-optimizations now, that GCC 3.4 has never done. GCC4 includes a tree vectorizer that turns out to do a very good job of taking advantage of SSE and MMX. It also uses the GMP and MPFR libraries to assist in optimizing calls to things like sin(), fabs(), etc., as well as optimizing such calls to their FPU, SSE or 3D Now! equivalents.
I know the Intel compiler is also extremely good at these kinds of optimizations.
My suggestion is to not worry about micro-optimizations like this - on relatively new hardware (anything built in the last 5 or 6 years), they're almost completely moot.
Edit: On recent CPUs, the FPU's fabs instruction is far faster than a cast to int and bit mask, and the fsin instruction is generally going to be faster than precalculating a table or extrapolating a Taylor series. A lot of the optimizations you would find in, for example, "Tricks of the Game Programming Gurus," are completely moot, and as pointed out in another answer, could potentially be slower than instructions on the FPU and in SSE.
All of this is due to the fact that newer CPUs are pipelined - instructions are decoded and dispatched to fast computation units. Instructions no longer run in terms of clock cycles, and are more sensitive to cache misses and inter-instruction dependencies.
Check the AMD and Intel processor programming manuals for all the gritty details.

Gentle introduction to JIT and dynamic compilation / code generation

The deceptively simple foundation of dynamic code generation within a C/C++ framework has already been covered in another question. Are there any gentle introductions into topic with code examples?
My eyes are starting to bleed staring at highly intricate open source JIT compilers when my needs are much more modest.
Are there good texts on the subject that don't assume a doctorate in computer science? I'm looking for well worn patterns, things to watch out for, performance considerations, etc. Electronic or tree-based resources can be equally valuable. You can assume a working knowledge of (not just x86) assembly language.
Well a pattern I've used in emulators goes something like this:
typedef void (*code_ptr)();
unsigned long instruction_pointer = entry_point;
std::map<unsigned long, code_ptr> code_map;
void execute_block() {
code_ptr f;
std::map<unsigned long, void *>::iterator it = code_map.find(instruction_pointer);
if(it != code_map.end()) {
f = it->second
} else {
f = generate_code_block();
code_map[instruction_pointer] = f;
}
f();
instruction_pointer = update_instruction_pointer();
}
void execute() {
while(true) {
execute_block();
}
}
This is a simplification, but the idea is there. Basically, every time the engine is asked to execute a "basic block" (usually a everything up to next flow control op or whole function in possible), it will look it up to see if it has already been created. If so, execute it, else create it, add it and then execute.
rinse repeat :)
As for the code generation, that gets a little complicated, but the idea is to emit a proper "function" which does the work of your basic block in the context of your VM.
EDIT: note that I haven't demonstrated any optimizations either, but you asked for a "gentle introduction"
EDIT 2: I forgot to mention one of the most immediately productive speed ups you can implement with this pattern. Basically, if you never remove a block from your tree (you can work around it if you do but it is way simpler if you never do), then you can "chain" blocks together to avoid lookups. Here's the concept. Whenever you return from f() and are about to do the "update_instruction_pointer", if the block you just executed ended in either a call, unconditional jump, or didn't end in flow control at all, then you can "fixup" its ret instruction with a direct jmp to the next block it'll execute (cause it'll always be the same one) if you have already emited it. This makes it so you are executing more and more often in the VM and less and less in the "execute_block" function.
I'm not aware of any sources specifically related to JITs, but I imagine that it's pretty much like a normal compiler, only simpler if you aren't worried about performance.
The easiest way is to start with a VM interpreter. Then, for each VM instruction, generate the assembly code that the interpreter would have executed.
To go beyond that, I imagine that you would parse the VM byte codes and convert them into some sort of suitable intermediate form (three address code? SSA?) and then optimize and generate code as in any other compiler.
For a stack based VM, it may help to to keep track of the "current" stack depth as you translate the byte codes into intermediate form, and treat each stack location as a variable. For example, if you think that the current stack depth is 4, and you see a "push" instruction, you might generate an assignment to "stack_variable_5" and increment a compile time stack counter, or something like that. An "add" when the stack depth is 5 might generate the code "stack_variable_4 = stack_variable_4+stack_variable_5" and decrement the compile time stack counter.
It is also possible to translate stack based code into syntax trees. Maintain a compile-time stack. Every "push" instruction causes a representation of the thing being pushed to be stored on the stack. Operators create syntax tree nodes that include their operands. For example, "X Y +" might cause the stack to contain "var(X)", then "var(X) var(Y)" and then the plus pops both var references off and pushes "plus(var(X), var(Y))".
Get yourself a copy of Joel Pobar's book on Rotor (when it's out), and delve through the source to the SSCLI. Beware, insanity lies within :)