On 06/03/2024 5:09 pm, Ross Lagerwall wrote:
> On Tue, Mar 5, 2024 at 2:17 PM Jan Beulich <jbeul...@suse.com> wrote:
>> On 05.03.2024 13:11, Andrew Cooper wrote:
>>> --- a/xen/include/xen/virtual_region.h
>>> +++ b/xen/include/xen/virtual_region.h
>>> @@ -16,6 +16,9 @@ struct virtual_region
>>>      const void *text_start;                /* .text virtual address start. 
>>> */
>>>      const void *text_end;                  /* .text virtual address end. */
>>>
>>> +    const void *rodata_start;              /* .rodata virtual address 
>>> start (optional). */
>>> +    const void *rodata_end;                /* .rodata virtual address end. 
>>> */
>>> +
>>>      /* If this is NULL the default lookup mechanism is used. */
>>>      symbols_lookup_t *symbols_lookup;
>> While perhaps the least bad one can do without quite a bit more churn,
>> I'm still irritated by a virtual region (singular) suddenly covering
>> two ranges of VA space. At the very least I think the description should
>> say a word of justification in this regard. An alternative, after all,
>> could have been for livepatch code to register separate regions for
>> rodata (if present in a patch).
>>
>> A follow-on question then would be why ordinary data isn't reflected in
>> a virtual region. Aiui that's just because livepatch presently has no
>> need for it.
>>
>> Underlying question to both: Is the virtual region concept indeed meant
>> to be fully tied to livepatch and its needs?
>>
> Virtual regions were introduced for live patching but I don't think it
> is completely tied to live patching. It was introduced so that any code
> can participate in symbol lookup, bug frame and exception table entry
> search, rather than special casing "if livepatch" in many places.
>
> I agree that the virtual region concept is being abused here - it's just
> being used as a convenient place to store rodata start/end and doesn't
> really have much to do with the text start & end / bug frame / exception
> table entry search that the virtual region is intended for.
>
> Maybe Andrew can explain why he used this approach?

I feel the simplicity and obviousness of patch 3 speaks for itself.

How do you propose fixing it differently.

~Andrew

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