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WIP DWARF writer
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// Copyright (c) Epic Games Tools
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// Licensed under the MIT license (https://opensource.org/license/mit/)
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internal OBJ *
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obj_alloc(U64 time_stamp, Arch arch)
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{
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Arena *arena = arena_alloc();
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OBJ *obj = push_array(arena, OBJ, 1);
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obj->arena = arena;
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obj->time_stamp = time_stamp;
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obj->arch = arch;
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return obj;
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}
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internal void
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obj_release(OBJ **obj_ptr)
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{
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arena_release((*obj_ptr)->arena);
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*obj_ptr = 0;
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}
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internal OBJ_Symbol *
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obj_push_symbol(OBJ *obj, String8 name, OBJ_SymbolScope scope, OBJ_RefKind ref_kind, void *ref)
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{
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OBJ_SymbolNode *n = push_array(obj->arena, OBJ_SymbolNode, 1);
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SLLQueuePush(obj->symbols.first, obj->symbols.last, n);
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obj->symbols.count += 1;
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OBJ_Symbol *v = &n->v;
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v->name = push_str8_copy(obj->arena, name);
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v->scope = scope;
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v->ref_kind = ref_kind;
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v->ref = ref;
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return v;
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}
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internal OBJ_Section *
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obj_push_section(OBJ *obj, String8 name, OBJ_SectionFlags flags)
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{
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OBJ_SectionNode *n = push_array(obj->arena, OBJ_SectionNode, 1);
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SLLQueuePush(obj->sections.first, obj->sections.last, n);
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obj->sections.count += 1;
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OBJ_Section *v = &n->v;
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v->name = push_str8_copy(obj->arena, name);
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v->flags = flags;
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v->symbol = obj_push_symbol(obj, name, OBJ_SymbolScope_Local, OBJ_RefKind_Section, v);
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str8_serial_begin(obj->arena, &v->data);
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return v;
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}
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internal OBJ_Reloc *
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obj_push_reloc(OBJ *obj, OBJ_Section *sec, OBJ_RelocKind kind, U64 offset, OBJ_Symbol *symbol)
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{
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OBJ_RelocNode *n = push_array(obj->arena, OBJ_RelocNode, 1);
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SLLQueuePush(sec->relocs.first, sec->relocs.last, n);
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sec->relocs.count += 1;
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OBJ_Reloc *v = &n->v;
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v->kind = kind;
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v->offset = offset;
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v->symbol = symbol;
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return v;
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}
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