Why are some functions located densely and others are aligned and padded with int 3 instructions?
I compile the following program with Visual C++ 10:
include <Windows.h>
int _tmain(int /*argc*/, _TCHAR* /*argv*/[])
{
Sleep( 0 );
return 0;
}
and look into disassembly. There're lots of C++ runtime functions in the program image. Some functions are located densely - ret
of some function is followed by the first instruction of the next function. For example,
` __declspec(noreturn) void __cdecl __report_gsfailure(ULONGLONG StackCookie)`
ends at address 004013B7
(there's a ret
instruction) and address 004013B8
contains some other function for which the debugger can't find the source. Meanwhile
BOOL __cdecl _ValidateImageBase(PBYTE pImageBase)
ends at address 00401554
but the next function
PIMAGE_SECTION_HEADER __cdecl _FindPESection( PBYTE pImageBase, DWORD_PTR rva )
starts at address 00401560
and there're multiple int 3
instructions between the latter two addre开发者_如何学JAVAsses.
Why the difference? Why some functions are put densely and others are separated with unreachable code?
I reproduced this behavior. You can notice as well that these functions start with a mov edi,edi intruction.
The int 3 instructions, along with the mov edi,edi instruction at the beginning of the function allows hotpatching. When a function needs to be hotpatched, the mov edi,edi is replaced by a short jump instruction that jumps before the entry point of the function and the int 3 instructions are replaced by a long jump to the patched function.
Refer to Anyone knows what "mov edi,edi " does?
Don't know why __report_gsfailure is only preceeded by 2 int 3 even if it starts with a mov edi,edi instruction...
Raymond Chen tells all you need to know about this: Why do Windows functions all begin with a pointless MOV EDI, EDI instruction?
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