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I gave Google Chrome five years, from before release to 2012; I touched many pieces but I'm most responsible for the Linux port.
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retrowin32, split into pieces

2025-05-25 08:00:00

This post is part of a series on retrowin32.

The Rust compiler compiles code in parallel. But the unit of caching is the crate — a concept larger than a module, which corresponds maybe to a library in the C world or package in the JS world. A typical program is a single crate. This means every time you run the compiler, it compiles all the code from scratch. To improve build performance, you can split a program into multiple crates, under the hope that with each compile you can reuse the crates you didn't modify.

retrowin32 was already arranged as a few crates along some obvious boundaries. The x86 emulator, the win32 implementation, the native and web targets were each separate. But the win32 implementation and the underlying system were necessarily pretty tangled, because (among other things) x86 code calls win32 functions which might need to call back into x86 code.

This meant any change to the win32 implementation recompiled a significant quantity of code. This post is about how I managed to split things up further, with one crate per Windows library. retrowin32 now has crates like builtin-gdi32 and builtin-ddraw that implement those pieces of Windows, and they can now compile and cache in parallel (mostly).

The big cycle

Going in, there was a god object Machine that held both the CPU emulator (e.g. the state of the registers) as well as the rest of the system (e.g. memory and kernel state). When the Machine emulated its way to a win32 function call (as described in the syscalls post), it passed itself to the target, which would allow it to poke at system state and potentially call back into further emulation.

For example, the Windows CreateWindow API creates a window and as part of that process it synchronously "sends" the WM_CREATE message, which concretely means within CreateWindow we invoke the window procedure and hand control back to the emulated code.

You cannot have cycles between crates, so this cycle meant that we must put Machine and all the win32 implementation in one single crate. The fix, like with most computer science problems, is adding a layer of abstraction.

A new shared crate defines a System trait, which is the interface expressing "things from the underlying system that a win32 function implementation might need to call". This is then passed to win32 APIs and implemented by Machine, allowing us to compile win32 functions as separate crates, each depending only on the definition of System.

One interesting consequence of this layout is that the win32 implementation no longer directly depends on any emulator at all, as long as the System interface exposes some way to invoke user code. You could hypothetically imagine a retrowin32 that runs on native 32-bit x86, or alternatively one that lets you port a Windows program that you have source for to a non-x86 platform like winelib.

System state

I mentioned above that Machine also holds system state. For example, gdi32 implements the drawing API, which provides functions that vend handles to device contexts. The new gdi32 library enabled by the System interface can declare what state it needs, but we must store that state somewhere.

Further, there are interdependencies between these various Windows libraries. user32, which handles windows and messaging, needs to use code from gdi32 to implement drawing upon windows. But the winmm crate, which implements audio, is independent from those.

One obvious way — the way I imagine it might work in real Windows — is for this state to be held in per-library static globals. I came up with a different solution that is a little strange so I thought I would write it down and see if any reader has a name for it or a better way.

To restate the problem, there's a core Machine type that depends on all the libraries and which holds all the program state. But we want to be able to build each library independently, possibly with interdependencies between them, without them holding a dependency on Machine itself.

The answer is for the ouroborus-breaking System trait to expose a dynamically-typed "get my state by its type" function:

fn state(&self, id: &std::any::TypeId) -> &dyn std::any::Any;

Each library, e.g. gdi32, can register its state (a gdi32::State, perhaps) and fetch it when needed from the system. This way a library like user32 can call gdi32 and both of them can access their own internal state off of the shared state object.

It's maybe just a static with extra steps. I'm not sure yet if I like it.

Result

Most of the win32 API is now in separate crates. (The remaining piece is kernel32, which is the lowest-level piece and will need some more work to pull apart.)

Here's a waterfall of the part of the build that involves these separate crates:

Per xkcd this probably won't save me time overall, but at least I don't have to wait as long when I'm repeatedly cycling.

At the bottom you see the final win32 crate that ties everything together. This one is still too slow (possibly due to kernel32), but it's better than before!

Unpacking packed executables

2025-04-26 08:00:00

This post is part of a series on retrowin32.

Demoscene programs sometimes are packed with an executable compressor like UPX. An EXE packer ingests an EXE and emits a smaller one that does the same thing. This is useful for meeting demo competition file size limits. (Here's a few 4kb demos from last week. 4kb, including the music! Just the text of this blog post is nearly twice that!)

At a high level, a packed executable is a tiny program that, when run, uncompresses the real program into memory and then runs it. From the perspective of an emulator, packed executables are the same as regular executables; they are all just programs that eventually make some system calls.

But from the perspective of debugging what has gone wrong when running a packed executable, all of the interesting executable state — including even which system functions it calls — is only something that shows up after the executable has unpacked itself. For this reason it is useful to be able to unpack a packed executable, reconstructing the original program, which you can then feed into a program analyzer like Ghidra. (Tools like UPX even provide unpacking themselves, much like a zip utility also provides unzip.)

But what if your program isn't packed with UPX? Or (what I have encountered more) what if it's packed with an old enough version of UPX that current UPX will no longer unpack it?

An emulator can treat the unpacking logic as a black box and just execute it. If you pause the program right at the point after that, you could grab the in-memory unpacked state and dump it back into a new exe. This exe then looks like an ordinary program, ready for analysis.

I recently implemented just this idea in retrowin32 and successfully dumped at least one packed exe. This post talks about how it works.

Problem one: finding main

The first step is figuring out the execution point to dump from. Ideally you'd grab the memory state after the executable has unpacked but before any of its main code runs, but where exactly is that?

A packed exe looks something like:

entry_point:
  ; ...some loop to unpack things here
  jmp some_address  ; jmp to the unpacked code

If you load a packed exe into a tool like Ghidra, the jmp looks like it's jumping to a garbage address, because the code on the other side of that jump only exists after the unpacking logic runs. I think you might be able to automatically spot it because of that.

For now, since I'm deep into analyzing these executables in the first place, suppose I just manually identify the some_address address that we want to break on.

The next problem is that you can't just set an ordinary breakpoint at that point. A software breakpoint works by patching over the target with an int3 instruction, but if we set one of those at startup it gets overwritten by the unpacking loop. So instead, I can set a breakpoint at the last instruction of the unpacking code (the jmp in the above example) and then single step once (to follow the jmp).

This also will work with another type of packer I've seen, which generates code like:

entry_point:
  ; ...some loop to unpack things here,
  ; including:
  push some_address
  ; ...more asm
  ret  ; jmps to some_address

It's easier to set a breakpoint on the ret than it is to find which address it happens to jump to.

From that state I can then create a .exe file by dumping the current memory state, with the exe's entry_point properly set, and everything works... except for one important piece.

Problem two: reconstructing imports

To minimize the file size, a packed executable only declares dependencies on a minimal set of system functions. The unpacking process decompresses a list of all the real dependencies of the underlying executable, and it dynamically loads those dependencies so that they can be called once the underlying executable starts.

For the purposes of offline static analysis, we need these dynamic dependencies resolved. We want to load our executable into Ghidra and have it understand which system functions it calls.

To understand how to manage this you need to understand a little bit about how reasonable programs resolve imports. I wrote earlier about this, including some pictures. I'll resummarize the broad description that's relevant here.

A regular program that calls system functions like GetStartupInfoA() will call via the Import Address Table ("IAT"). In assembly this looks like:

call [imp_GetStartupInfoA]  ; where imp_GetStartupInfoA is a fixed address

That is, each call site says "call the address found at this fixed address, a point within the IAT". The executable loader reads a list of named imports (called the Import Directory Table ("IDT")) and fills in the IAT with the resolved addresses.

A packed executable's IDT is nearly empty because all the interesting work happens at unpack time. But the underlying executable that the packer started with had its own IAT; the packer fills it in as part of its unpacking. To reverse this, in our unpacked executable we need to reconstruct our own IDT that points at the IAT such that Ghidra believes it.

Where is that IAT? We don't know. From the emulator's perspective, the unpacking code does a bunch of grinding, eventually with a series of calls like:

hmodule = LoadLibrary("ddraw.dll")
func = GetProcAddress(hmodule, "DirectDrawCreate")
... stash func in the IAT of the in-memory unpacked executable

Unfortunately it's not obvious how to follow that "stash" operation. (In writing this post, I had the idea that maybe we could observe all memory writes?) But we can observe these calls to GetProcAddress and record which addresses we vended out, and then at dumping time we can scan the program's memory to find where those values ended up. (This is similar to how Scylla, an exe dumping tool, attempts to solve this problem. But Scylla doesn't get to cheat by using an emulator.)

We expect each value to show in memory exactly once, in the unpacked executable's IAT. (What if an value happens to be found in memory more than once due to accidentally colliding with some unrelated sequence of bytes? This hasn't come up yet but one idea I had is I could emulate the unpack sequence twice with different memory layouts such that the GetProcAddress calls return different values, and then compare the two for overlap.)

Once we have the IAT address, we can construct an IDT that tells the loader which functions correspond to which addresses, and stuff that new IDT into our executable as additional data. With a few minor adjustments to the exe headers I now have an exe unpacker that llvm-objdump can understand, and which Ghidra renders complete with system function calls like:

00428c37 6a 05         PUSH     0x5
00428c39 50            PUSH     EAX
00428c3a ff 15 b0      CALL     dword ptr [->USER32.DLL::ShowWindow]
         20 43 00
00428c40 ff 76 10      PUSH     dword ptr [ESI + 0x10]
00428c43 ff 15 ac      CALL     dword ptr [->USER32.DLL::UpdateWindow]
         20 43 00

Rust trait object layout

2025-03-11 08:00:00

Rust makes a distinction between values and references that you generally learn to work with while using the language. This week I learned an interesting new corner around how that distinction applies to trait objects, despite using the language for quite a long time. Maybe it will surprise you too!

Background: dynamically sized types

When you have some x: usize you can say x is the usize itself, while some y: &usize = &x is a reference to that value. y's concrete value is a pointer.

Similarly, the type [u8; 40] means 40 bytes itself. If you put it in a struct or pass it to a function, you're moving around 40 bytes.

Finally, the type [u8] means a series of bytes of (compile-time) unknown size. You don't interact with these often because you can't usually put these in a struct or pass them to a function because of their unknown size. Instead you typically work with references to these as &[u8], which concretely are a pointer and a length. (cheats.rs has nice pictures of this.)

But you still do sometimes see [u8] as a type without a reference, in types like Box<[u8]>. And further, you can wrap a dynamically sized type in a struct as the last member, making that struct dynamically sized as well:

struct Test<X: ?Sized> {
    inner: X,
}

// the type Test<[u8]> is now also dynamically sized

Background: trait objects

The type File represents an open file. Concretely, it's a struct with some private fields.

The trait Read represents things that can be read from, with a .read() method. The trait implies a trait object type dyn Read, which is the type of things that implement the trait. File implements Read, so I will use File and Read for the following examples.

Concretely, the layout of a trait object dyn Read is the same as the underlying value it's wrapping, e.g. a File (spec ref). (This is possibly only useful to know as compiler trivia; even cheats.rs doesn't document this!) Much like [u8], because their concrete size is not known at compile time, you don't typically interact with these directly but instead via references.

The type &dyn Read is a reference to a trait object. Concretely it's a pointer to the object and a pointer to a static vtable of the methods for that type that implement the trait. (More pictures from cheats.rs.) Also like [u8], you might more often use Box<dyn Read>, which holds ownership over the underlying Read-able type.

(It was useful for my understanding to contrast these with C++ objects and vtables. In C++, the vtable pointer is always embedded in the struct itself. In Rust, the struct never contains a vtable pointer. Instead the reference to the trait object is two pointers, to the value and the vtable.)

Background: coercion

Though it's relatively rare in Rust, there are a few places where one type will silently convert to another. One you may have used without thinking is using a &mut T in a place that needs a &T.

When using trait objects there is another coercion:

let f: File = ...;
let r: &dyn Read = &f;

Here, &f is &File, but the compiler converts it to &dyn Read.

Finally, the surprise

Did you know that there is another trait-related coercion involving generics? Consider:

let f: File = ...;
let b: BufReader<File> = BufReader::new(f);
let r: &BufReader<dyn Read> = &b;  // !!! legal

Here, the File inside the BufReader<> was able to coerce to a trait object. Concretely, r here is like to a reference to a trait object, in that it is a pair of a pointer to the BufReader along with a pointer to a Read vtable. (Poking at the compiler, it uses the same Read vtable as you would get from a plain File.)

The underlying spec reference: [coerce.unsized.composite] for why this is allowed is pretty involved! But at a hand-wavy level it's allowed because BufReader<dyn Read> is a dynamically sized type where the last field is the place where the dyn Read is used. Note that, for example, you cannot have a similar coercion to two traits &SomeType<dyn A, dyn B> because the reference can only carry a single vtable.

(How is this useful? It came up in some code I was reviewing from someone new to Rust; I'm not sure.)

(Bonus question: The above doesn't compile if you substitute Box or Rc for BufReader. Why not? Something about the CoercedUnsized impls on those? I don't know the answer.)

Unsized coercion

This does compile though:

let f: File = ...;
let b: Box<File> = Box::new(f);
let r: Box<dyn Read> = b;  // consumes b

This is due to some magic traits implemented by Box (and also Rc, etc.).

I believe this behavior is the ultimate reason for these corners of support in the compiiler. You want to sometimes be able to implicitly convert between a struct and a trait object, and you also sometimes want to be able to wrap things (in e.g. Box or Rc) of unknown size, and then you want those two features to combine.

PS: Playground link, if you'd like to poke at it yourself.