Mono Ahead Of Time Compiler
===========================

	The Ahead of Time compilation feature in Mono allows Mono to
	precompile assemblies to minimize JIT time, reduce memory
	usage at runtime and increase the code sharing across multiple
	running Mono application.

	To precompile an assembly use the following command:
	
	   mono --aot -O=all assembly.exe

	The `--aot' flag instructs Mono to ahead-of-time compile your
	assembly, while the -O=all flag instructs Mono to use all the
	available optimizations.

* Caching metadata
------------------

	Besides code, the AOT file also contains cached metadata information which allows
	the runtime to avoid certain computations at runtime, like the computation of
	generic vtables. This reduces both startup time, and memory usage. It is possible
	to create an AOT image which contains only this cached information and no code by
	using the 'metadata-only' option during compilation:

	   mono --aot=metadata-only assembly.exe

	This works even on platforms where AOT is not normally supported.

* Position Independent Code
---------------------------

	On x86 and x86-64 the code generated by Ahead-of-Time compiled
	images is position-independent code.  This allows the same
	precompiled image to be reused across multiple applications
	without having different copies: this is the same way in which
	ELF shared libraries work: the code produced can be relocated
	to any address.

	The implementation of Position Independent Code had a
	performance impact on Ahead-of-Time compiled images but
	compiler bootstraps are still faster than JIT-compiled images,
	specially with all the new optimizations provided by the Mono
	engine.

* How to support Position Independent Code in new Mono Ports
------------------------------------------------------------

	Generated native code needs to reference various runtime
	structures/functions whose address is only known at run
	time. JITted code can simple embed the address into the native
	code, but AOT code needs to do an indirection. This
	indirection is done through a table called the Global Offset
	Table (GOT), which is similar to the GOT table in the Elf
	spec.  When the runtime saves the AOT image, it saves some
	information for each method describing the GOT table entries
	used by that method. When loading a method from an AOT image,
	the runtime will fill out the GOT entries needed by the
	method.

   * Computing the address of the GOT

        Methods which need to access the GOT first need to compute its
	address. On the x86 it is done by code like this:

		call <IP + 5>
		pop ebx
		add <OFFSET TO GOT>, ebx
		<save got addr to a register>

	The variable representing the got is stored in
	cfg->got_var. It is allways allocated to a global register to
	prevent some problems with branches + basic blocks.

   * Referencing GOT entries

	Any time the native code needs to access some other runtime
	structure/function (i.e. any time the backend calls
	mono_add_patch_info ()), the code pointed by the patch needs
	to load the value from the got. For example, instead of:

	call <ABSOLUTE ADDR>
	it needs to do:
	call *<OFFSET>(<GOT REG>)

	Here, the <OFFSET> can be 0, it will be fixed up by the AOT compiler.
	
	For more examples on the changes required, see
	
	svn diff -r 37739:38213 mini-x86.c 

	* The Program Linkage Table

	As in ELF, calls made from AOT code do not go through the GOT. Instead, a direct call is
	made to an entry in the Program Linkage Table (PLT). This is based on the fact that on
	most architectures, call instructions use a displacement instead of an absolute address, so
	they are already position independent. An PLT entry is usually a jump instruction, which
	initially points to some trampoline code which transfers control to the AOT loader, which
	will compile the called method, and patch the PLT entry so that further calls are made
	directly to the called method.
	If the called method is in the same assembly, and does not need initialization (i.e. it
    doesn't have GOT slots etc), then the call is made directly, bypassing the PLT.

* The Precompiled File Format
-----------------------------
	
	We use the native object format of the platform. That way it
	is possible to reuse existing tools like objdump and the
	dynamic loader. All we need is a working assembler, i.e. we
	write out a text file which is then passed to gas (the gnu
	assembler) to generate the object file.
		
	The precompiled image is stored in a file next to the original
	assembly that is precompiled with the native extension for a shared
	library (on Linux its ".so" to the generated file). 

	For example: basic.exe -> basic.exe.so; corlib.dll -> corlib.dll.so
	
	The following things are saved in the object file and can be
	looked up using the equivalent to dlsym:
	
		mono_assembly_guid
	
			A copy of the assembly GUID.
	
		mono_aot_version
	
			The format of the AOT file format.
	
		mono_aot_opt_flags
	
			The optimizations flags used to build this
			precompiled image.
	
		method_infos

			Contains additional information needed by the runtime for using the
			precompiled method, like the GOT entries it uses.

		method_info_offsets				

		    Maps method indexes to offsets in the method_infos array.
			
		mono_icall_table
	
			A table that lists all the internal calls
			references by the precompiled image.
	
		mono_image_table
	
			A list of assemblies referenced by this AOT
			module.

		methods
			
			The precompiled code itself.
			
		method_offsets
	
			Maps method indexes to offsets in the methods array.

		ex_info

			Contains information about methods which is rarely used during normal execution, 
			like exception and debug info.

		ex_info_offsets

			Maps method indexes to offsets in the ex_info array.

		class_info

			Contains precomputed metadata used to speed up various runtime functions.

		class_info_offsets

			Maps class indexes to offsets in the class_info array.

		class_name_table

			A hash table mapping class names to class indexes. Used to speed up 
			mono_class_from_name ().

		plt

			The Program Linkage Table

		plt_info

			Contains information needed to find the method belonging to a given PLT entry.
	
* Performance considerations
----------------------------

Using AOT code is a trade-off which might lead to higher or slower performance,
depending on a lot of circumstances. Some of these are:

- AOT code needs to be loaded from disk before being used, so cold startup of
  an application using AOT code MIGHT be slower than using JITed code. Warm
  startup (when the code is already in the machines cache) should be faster.
  Also, JITing code takes time, and the JIT compiler also need to load 
  additional metadata for the method from the disk, so startup can be faster
  even in the cold startup case.
- AOT code is usually compiled with all optimizations turned on, while JITted
  code is usually compiled with default optimizations, so the generated code
  in the AOT case should be faster.
- JITted code can directly access runtime data structures and helper functions,
  while AOT code needs to go through an indirection (the GOT) to access them,
  so it will be slower and somewhat bigger as well.
- When JITting code, the JIT compiler needs to load a lot of metadata about
  methods and types into memory.
- JITted code has better locality, meaning that if A method calls B, then
  the native code for A and B is usually quite close in memory, leading to
  better cache behaviour thus improved performance. In contrast, the native
  code of methods inside the AOT file is in a somewhat random order.

* Future Work
-------------

- Currently, when an AOT module is loaded, all of its dependent assemblies are also
  loaded eagerly, and these assemblies need to be exactly the same as the ones loaded 
  when the AOT module was created ('hard binding'). Non-hard binding should be allowed.
- On x86, the generated code uses call 0, pop REG, add GOTOFFSET, REG to 
  materialize the GOT address. Newer versions of gcc use a separate function
  to do this, maybe we need to do the same.
- Currently, we get vtable addresses from the GOT. Another solution would be
  to store the data from the vtables in the .bss section, so accessing them
  would involve less indirection.



