Wine Traffic #74 For 18�Dec�2000
Table Of Contents
This is the 74th release of the Wine's kernel cousin
publication. It's main goal is to distribute widely what's
going on around Wine (the Un*x windows emulator).
Ove Kaaven pointed out that
BROKEN KCREF contained
errors. Functions were optimized out because of the static attribute
(not the unused) and that Alexandre patch only removed this very
static attribute. Thanks for pointing out the mistakes.
Mailing List Stats For This Week
We looked at 91 posts in 367K.
There were 34 different contributors.
14 posted more than once.
17 posted last week too.
The top posters of the week were:
- 9 posts in 30K by Jon <firstname.lastname@example.org>
- 8 posts in 81K by Francois Gouget <email@example.com>
- 8 posts in 44K by Eric Pouech <Eric.Pouech@wanadoo.fr>
- 7 posts in 22K by firstname.lastname@example.org
- 7 posts in 20K by Alexandre Julliard <email@example.com>
- Full Stats
Wrc and alignment
Archive Link: "winebuild on arch != i386"
Moritz Barsnick, while trying compiling Wine on Sparc/Solaris, got a
segmentation while wrc was compiling a resource file.
Ulrich Weigand summarized the list of known issues when using wrc on
non Intel CPUs:
Ulrich also said he had fixed a few of those issues, and will shortly
The others issues brought up by Moritz are more compiler portability
fixes (like generating the correct macros for the system, and
reimplementing when needed the inline i386 assembly). Anyway, there's
still lots of work to be done.
Wrc is broken here; it thinks it need to byte-swap although the
message compiler already wrote the file in big-endian. Thus, it gets
nonsense length values and crashes subsequently.
Wrc is further broken in that is does not cope with unaligned data
found in binary input files or raw data (e.g. icons etc.), and hence
causes bus errors on Sparc.
Winebuild is also broken in that it always generates i386 assembly
code for import thunks and constructor/destructor stubs.
Various parts of the main source are also not alignment safe.
GDI lock and 16 bit printer drivers
Archive Link: "win16lock/GDI lockup"
Alexandre Julliard,�Malte Cornils,�Andreas Mohr,�
Andreas Mohr reported a deadlock. Basically, his program created a
device context. With the new GDI object locking in place, the GDI lock
is acquired when creating the object, and will be released after the
DC has been created and initialized. During the initialization phase,
the driver is called. When the driver is a 16 bit one, the Win16 lock
needs to be entered, potentially providing trouble since locks shall
be acquired in the other way (the Win16 lock must be acquired before
GDI lock, for example).
Andreas asked what to do.
Alexandre Julliard quickly answered:
I'm afraid there is no good solution, short of redefining the GDI
driver interface to not call the DC functions with the GDI lock
held. It may be easier to forget about running Win16 printer
drivers... (does anybody really use this anyway?)
Andi quite didn't like the answer:
Malte Cornils reminded he had posted about a similar issue, but he
didn't get any reply at that time.
Alexandre Julliard explained that the 'incredibly stupid locking
problem', as Andi put it, comes from
You don't really want to propose this, do you ? ;)
So every time we've got an incredibly stupid locking problem, we are
supposed to give up major functionality, just
like... poooooff.. that's it ! ?
I'm pretty sure that several people still use Win16 drivers, as PSDRV
support is still a bit weak (I never got it to run so far, but didn't
try too hard either).
So would there be a "solid" solution, other than just giving up on
Win16 drivers completely ?
Or in other words: what would need to be done in order to make it work
that Win16 code
is not thread-safe; go complain to Microsoft. If the choice is between
a thread-safe GDI and Win16 printer drivers, I think most people will
agree GDI is more important, but ended up saying to Andi
redefine the whole GDI driver interface. Not terribly
complicated, but it's still a lot of work. Have fun ;-)
So Andi may (he didn't say he would) rewrite part of GDI driver
interface so that it's called without the GDI lock acquired. Stay tuned!
Archive Link: "Diffing Windows and Wine"
Francois Gouget submitted a new tool designed to gather information
about the functions implemented in the various DLLs, and get a rough
idea of what still needs to be done:
So it seems that Wine doesn't cover all the API (even from Windows 95
and 98), but also started to implement part of Windows NT and 2000
features. On the other hand, this approach is partial: the tool can't
tell the difference from an empty function (just returning an error
code), from a fully implemented function. But also, don't forget that
lots of Windows API are only used by very focused applications. Today,
efforts are targeted to the areas which are needed by most of the
applications (priorization is made according to the usage). Wine will
surely not try to be exhaustive in this area.
I analyzed the functions exported by each Windows Dll for Win95, Win98
and Win2000 and compared them with what is found the the spec
files. Here's the executive summary:
||Removed / Missing in 2
||Added/Extra in 2
So it seems that there are quite a few differences. The last line
tells us that there seems to be 3000 functions missing in our spec
files but that we export 266 functions that are not present in any of
the Windows versions (or it could be that we are missing 2734
functions and have 266 that differ, or something in between).
I'll try to collect WinME and NT4 soon, I'll post an updated diff and
executive summary if there is interest or it turns very different
Feature: Of Dynamic loading in Wine by Eric Pouech
Wine recently had lots of new features in the way it handles dynamic
linking. Before diving into the details, let's have a quick reminder of
Windows and Unix implementation of dynamic linking (DL).
Dynamic linking allows to seperate executable code between several
modules (each stored in a different file), but loaded in memory to
create a process image.
The DL features, in both Unix and Windows, can be used in two
Windows implement DL in DLLs (dynamic link libraries). Those DLLs can
either contain a 16-bit or a 32-bit library. In both cases, the DLL
file contains the following features:
- automatic: when you create a new module (excutable or DL library),
you describe at the link stage the DL libraries you depend upon. In
that case, you can use direct call to those libraries (as they were
directly linked to your code). When your new module is loaded into
memory before being executed, the dependencies will be resolved and
the other libraries loaded (or almost, see below about delay
- by hand: in the code of your program, you need to explicitely load
foo, and then get the address of function
bar. Using that function pointer, you can then invoke the
function. This second method requires to write more code, but is
required when you need to load a DL library (or invoke a function)
whose name is not known at compilation time.
The 'automatic' method is in fact implemented on top of the 'by hand'
method, but is magically done by the linker and other compilation
Windows usually stores DLL into files with .DLL extensions (some other
extensions are used in some cases (like .DRV, .ACM...), but this is out of
the scope of this article).
Lots of Unices also implement DL features; a DL library is stored into a .so
file. Basically, the same type of information as the one for Windows is also
needed (code of the library, imported and exported functions, init (resp.
fini) functions called when .so file is loaded (unloaded). Of course, the
embedding of resources is not included in the .so format. Binary formats of
.DLL and .so files are different.
In Unix, the name of the .so file is derived from the name of the
module (for example,
- the code for the implemented functions
- a list of exported functions (functions which can be called from
outside the library) ; those functions are also known as entry
- a list of imported functions: a DLL can also use, in turn, another
DLL (the first DLL then has to list the used DLL and the used
functions from each DLL). To be more precise this feature of imported
functions is not specific to DLL but is also shared by
executables. (For the technology addicts, the previous feature of
exported functions can also be implemented in executable, even if this
is less known)
- a set of resources (images, dialog boxes, menus...)
- specific entry points (they differ from 16 and 32 bit DLL) to be
called upon DLL loading and unloading (allowing for example,
allocation or initialization of specific data)
foo will be stored in
libfoo.so file). Unix .so files however have a nice
feature, which MS doesn't have. You can have several versions of the
same .so (libfoo.so.1.0, libfoo.so.1.2...). When an executable looks
foo, the DL loader first looks for the
requested version, like 1.2. If not found, then, it will look for a 1
version, then for a version-less. Microsoft doesn't allow this
directly (however, MS started it with names like MFC32.DLL MFC44.DLL,
but it's up to the program to search for MFC44.DLL, and if it fails,
ask to search for MFC33.DLLn thus not allowing for 'automatic' linking).
Implementation in Wine
Wine implements the various builtin DLLs in a set of .so files. A
single .so file can contain several DLLs. Usually, the DLLs are put
together because of their strong relationship in the code. A good
example is the 16/32 DLLs pair always stored in the same .so
file. But, this is not the only case for putting DLLs together.
The loader doesn't use the automatic dependencies on those .so files,
but rather rely on the dependencies in the DLLs for this matter. When
the .so file is loaded, the embedded headers (for 16 and 32 bit DLLs)
are then registered into Wine, so that it behaves as if the embedded
DLLs had been loaded one by one thru standard Windows mechanisms.
When .so file is removed from memory, the DLLs are also unregistered
The process to build a DLL in Wine is rather simple. All the .spec
files are first passed thru a Wine specific tool (called winebuild)
which generates C code (and some inline assembly). This code, once
compiled, generates the headers' description in a binary form
compatible with Windows' implementation. It also contains the init
(resp fini) functions.
The link process (using standard tools) then generates a .so file. At
this level, this .so file doesn't have dependencies on other .so files
also embedding DLL headers. (It may still have dependencies on other
Wine .so files, like system .so files - libc... - or Wine specific
DLLs - like Unicode basics).
On the loader side, when DLL
foo is requested to be
loaded as builtin, the loader tries to load the
file. However, as we've seen, several headers are stored inside a .so
file. For example, in
libshell32.so. How does Wine handle the
multiple names? Wine simply creates for all DLLs embedded inside a
.so file a symbolic link to the real .so file. Per .so file, Wine
requests one DLL to be the owner of the .so file. The resulting .so
file is then named after the owner DLL's name (in our example
libshell32.so). The build mechanism is now clear:
generate the .so file from all the code (its name is derivated from
the owner name): for all the other DLLs (not the owner) in the .so
file, creates a symbolic link from
libowner.so (in our example, a symbolic link
libshell32.so is created).
The process described above can be seen as Step 3 of Wine
implementation of DLLs. Let's review the previous steps:
The process of code modification from step 2 to Step 3 has been dubbed "DLL
- Step 1
- each DLL already had a .spec file, but the Wine internal headers were not
in sync with Windows one.
- the .spec files were used to generate the relay code (which allows to
display the trace with
-debugmsg +relay), but also the
thunking code for 16 bit DLL (all entry points of 16 DLLs are
implemented as 32 functions, so there's a need for some stubs to call
between 16 and 32 bit code)
- all code was stored in a monolithic way (a single executable)
- Step 2
- the previous monolithic binary is now split in several .so files. Each .so
file contains one or several headers (16 or 32 bits).
- the headers are still in a Wine only way.
- .so files are loaded on demand, but dependencies between DLLs are handled
at the .so level, not a the .DLL level
- Step 3
- dependencies between DLLs is now done at the DLL level, as Windows
Most of Wine DLLs has been moved to Step 3 in Wine implementation
process. However, a few DLLs are not yet at a proper Step 3 (because
they rely on functions internal to the Wine code, located in another
DLL, but not exported by this DLL). This is still allowed at Step 2
the .so files mechanism permits it (every function in a .so file is by
default exported), but no longer works at Step 3 because the exported
functions are listed. This is currently being worked on.
Unix .so file implements by default a delay loading mechanism. If DL lib A
depends on DL lib B, the Windows standard mechanism implies that B is loaded
when A is loaded. Unix .so file mechanism loads DL lib B when the first
function from B is invoked.
Windows also implements this type of mechanism (known as DELAYLOAD). Wine
doesn't support this yet, but it is worked upon (some patches already
Another possible feature would be to keep on merging the two worlds for
debugging information. .so files (as ELF modules) embed the debugging
information (stabs format). PE headers also embed their debugging
information (but each MS compiler has its own format). WineDbg (the Wine own
debugger) allows loading debugging information from stabs and PE headers.
For example, when the libshell32.so is loaded, WineDbg loads the debugging
information from the stabs, but no information from the embedded DLLs. On
the other hand, if the builtin
SHELL32 is loaded (and has
debugging information), WineDbg loads debugging information from
it. However, regular Windows debugger, even if they could run and
attach processes under Wine, cannot load information from .so files.
The idea (already seen long ago, and possibly implemented at Corel's) would
be to translate, in the .so file build process, the stabs format into the MS
one, so that Windows debuggers can read and understand it.
Sharon And Joy