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    SubjectRe : [PATCH] Compressed ia32 ELF file generation for loading by Gujin 1/3
    --- "Eric W. Biederman" wrote:
    > So I really don't care if we move whole real mode section into a note
    > or if we just put a pointer to it into a note. What is important is
    > that we use a note to find it.

    Well, we can advertise by a note the section number or the section
    name which contains the real-mode code, but finding the section of
    type SHT_PROGBITS having SHF_EXECINSTR flags linked at zero is not
    that difficult to do: it is what Gujin does right now when it does
    not find the program header linked at zero.

    > Which means that we could do something goofy in the linker script
    > like we do with the current vdso. So we could give it a virtual
    > address of 0 and a physical address in the init code section.

    Gujin loads at the physical address, i.e. kernel is loaded at
    0x100000 and not 0xC0100000, is that wrong?
    I am not sure playing these games with addresses is cleaner than
    not loading a section which is not in the program header.

    > For me the objective is not so much reusing the existing tools
    > (although that is a plus) but more to be able to build a unified
    > binary that can be used for everything, and will give us the freedom
    > to do interesting things with the kernel in the future, and hopefully
    > something that is more or less usable by portable bootloaders. Having
    > a different file format and different rules for different
    > architectures is a pain.

    For me the objective is to have a reasonable bootloader,
    I will not have the time to port back and test with every other
    bootloader some transfert of code from Gujin to an ELF looking
    like bzImage file.

    Etienne.






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