Today’s post is going to be a quick demonstration of loading dynamic libraries at runtime in Rust.
In my earlier article, I showed how to use Glibc’s
dlopen/dlsym/dlclose
APIs from C to load a shared object off disk and call a function in it. Rust can do the same thing – with a bit more
type safety – using:
This is not meant to be a full plugin framework, just a minimal “host loads a tiny library and calls one function”
example, similar in spirit to the original C version.
A tiny library in Rust
We’ll start with a tiny dynamic library that exports one function, greet, which returns a C-style string:
cargo new --lib rust_greeter
cd rust_greeter
Edit Cargo.toml so that the library is built as a cdylib:
usestd::os::raw::c_char;#[unsafe(no_mangle)]pubextern"C"fngreet()->*constc_char{staticGREETING:&str="Hello from Rust!\0";GREETING.as_ptr().cast()}
The #[unsafe(no_mangle)] form marks the item (the function) as unsafe to call, and also forwards the nested
no_mangle attribute exactly as written. This avoids needing unsafe fn syntax and keeps ABI-exported functions more
visually consistent. It’s a small but nice modernisation that fits well when exposing C-compatible symbols from Rust.
Before we can run any of this, we need to make sure the library is available to the host program. In order to do this,
we simply copy over the library:
cp ../rust_greeter/target/release/libtest.so .
Just copy the so over to the host program folder.
Running cargo run prints:
$ cargo run
Finished `dev` profile [unoptimized + debuginfo] target(s)in 0.01s
Running `target/debug/rust_host`
Hello from Rust!
Mapping back to the C version
When you look at this code, you can see that Library::new("./libtest.so") now takes the place of dlopen().
We can get to the symbol that we want to call with lib.get(b"greet\0") rather than dlsym(), and we clean everything
up now by just dropping the library.
Platform notes
Keep in mind that I’ve written this code on my linux machine, so you’ll have different targets depending on the
platform that you work from.
Platform
Output
Linux
libtest.so
macOS
libtest.dylib
Windows
test.dll
cdylib produces the correct format automatically.
Conclusion
We:
built a tiny Rust cdylib exporting a C-ABI function,
loaded it at runtime with libloading,
looked up a symbol by name, and
invoked it through a typed function pointer.
I guess this was just a modern update to an existing article.
Just like in the C post, this is a deliberately minimal skeleton — but enough to grow into a proper plugin architecture
once you define a stable API between host and library.
Most operating systems books talk about schedulers as if they’re mysterious forces that magically decide which program
runs next. You’ll usually see phrases like context switching, round-robin, priority queues, and
tasks yielding the CPU—but the moment you try to understand how that works mechanically, the examples jump straight
into kernel code, hardware timers, and interrupt controllers.
That’s… a lot.
Before touching real hardware, it’s far easier to learn the concept in a sandbox: a tiny world that behaves like an
operating system, but without all the baggage. That’s what we’re going to build.
In this post, we’ll simulate a scheduler.
We’ll:
Define a small set of opcodes—like a micro-instruction set for “programs.”
Write a mini assembler that converts human-readable instructions to bytecodes.
Represent each program as a task inside a virtual machine.
Implement a scheduler that runs these tasks, switching between them to simulate concurrency.
The final result:
multiple tiny “programs”
all appearing to run at the same time
under the control of a scheduler you wrote
No threads. No OS dependencies. No unsafe code. Just pure, understandable logic.
By the time we reach the end, you’ll not only understand what a scheduler does—you’ll understand why it needs to exist,
and the mental model will stay with you when you look at real operating systems later.
Let’s build a scheduler from scratch.
Programs
Before scheduling, we need programs. We need a way to define, write, and store programs so that we can load these into
our computer.
Instruction Set
First up, we’re going to define a set of instructions that our “computer” will execute. We’ll define these as a well
known common set of instructions as there’s a few components that will need to understand these. The virtual machine
that we’ll get to will use these to interpret and perform action, but our assembler will have the job of converting
those instructions into bytes on disk.
As you can see, our computer won’t do a lot. Its functionality isn’t the subject here though; we want to see
how these instructions get scheduled.
We use repr(u8) to make casting to u8 a much smoother process; that will help our assembler later on change our
defined instructions into programs on disk.
Conversely, we need to make the bytes-on-disk to instructions-in-memory translation easier.
Those byte values marry up to what our program defines. You can see it’s important that our ISA
doesn’t change now, otherwise our programs will have completely different meanings!
Of course, if it does change - we simply re-assemble our programs.
Tasks
Now we define our Task abstraction. A task is how our virtual machine will store the state of a program that’s been
loaded off of disk and is executing / has executed. We only need some basics to define the state of our task.
pubstructTask{/// The path to the taskpubpath:String,/// Program codepubcode:Program,/// Current program counter (instruction pointer register)pubpc:usize,/// Stack statepubstack:Vec<i32>,/// Determines if this task is still runningpubdone:bool,/// Priority of this taskpubpriority:usize,}
We can load programs off of disk and make tasks out of them ready to execute.
implTask{pubfnload(path:&str)->std::io::Result<Task>{letraw_code=std::fs::read(path).expect("Failed to read file");letinstructions=raw_code.iter().filter_map(|&b|Instruction::from_byte(b))/* filter bytes out that are invalid */.collect::<Vec<Instruction>>();lettask=Task{path:path.to_string(),code:instructions,pc:0,stack:[].to_vec(),done:false,priority:0};returnOk(task);}}
Virtual Machine
Now that we have tasks loaded from disk, we need something that can run them.
Enter the virtual machine.
This is the component responsible for:
tracking and storing tasks,
executing one instruction at a time,
and cooperatively multitasking between tasks (our scheduler).
The virtual machine stores a collection of Tasks, and has three responsibilities:
add_task – load a task into the VM.
has_runnables – check if any task still needs CPU time.
execute – run one instruction for a given task.
Note: execute receives a reference to a task (&Task). We don’t take ownership of the task, because the scheduler must be able to revisit it later and resume execution.
Scheduling — Round Robin
Now that we have tasks stored in the VM, we need to schedule them.
We’re going to implement the simplest scheduling algorithm: round robin.
Round robin is:
fair (every task gets a turn),
predictable (runs tasks in order),
and conceptually simple (loop through the task list over and over).
Here is the scheduler loop:
pubfnrun_round_robin(&mutself){whileself.has_runnables(){// loop each task once per roundforidxin(0..self.tasks.len()){{lettask_ref:&Task=&self.tasks[idx];iftask_ref.done{continue;}// print the instruction that's about to executeself.execute(task_ref);}// now we advance the task forward one instructionlettask=&mutself.tasks[idx];if!task.done{task.step();iftask.pc>=task.code.len(){task.done=true;}}}// cleanup (remove finished tasks from the VM)self.tasks.retain(|t|!t.done);}}
A few important points:
Only one instruction executes per task per loop — simulating time slices.
Each iteration of the outer while loop represents one round of CPU scheduling.
retain removes finished tasks so the VM doesn’t waste time checking them.
That’s cooperative multitasking: the VM does just enough work per task, then moves on.
Test Programs
We need some test programs to feed into this system. Here’s the code (using our assembler) that creates three
programs that we can use called p1, p2, and p3.
[./bins/p1.bin]: PUSH
[./bins/p2.bin]: SLEEP
[./bins/p3.bin]: PUSH
[./bins/p1.bin]: ADD
[./bins/p2.bin]: SLEEP
[./bins/p3.bin]: LOAD
[./bins/p1.bin]: SUB
[./bins/p2.bin]: SLEEP
[./bins/p3.bin]: HALT
[./bins/p1.bin]: LOAD
[./bins/p2.bin]: NOP
[./bins/p1.bin]: HALT
[./bins/p2.bin]: HALT
Each task gets one instruction at a time.
They appear to multitask, but really, we are just interleaving execution.
This is exactly how early cooperative schedulers worked.
Different Algorithms
We implemented Round Robin and looked at Priority Scheduling, but operating systems use a variety of scheduling strategies.
Each one optimizes something different — fairness, throughput, responsiveness, or predictability.
Here’s a breakdown of the most common ones you’ll see in real operating systems:
First-Come, First-Served (FCFS)
The simplest possible scheduler.
Tasks are run in the order they arrive.
No preemption — once a task starts running, it keeps the CPU until completion.
Pros:
Very predictable.
Easy to implement.
Cons:
Terrible response time — one long task can block all others (the “convoy effect”).
Used in: batch systems, print queues, embedded devices.
Shortest Job First (SJF) / Shortest Remaining Time First (SRTF)
Runs the shortest task first.
SJF — non-preemptive (once a task starts, it finishes).
SRTF — preemptive (if a new shorter task arrives, preempt the current one).
Pros:
Great throughput (lowest total completion time).
Cons:
Requires knowing how long tasks will run (hard in general).
Small tasks can starve large tasks.
Used in: job schedulers, long-running batch systems, HPC.
Round Robin (RR)(what we implemented)
Each task gets a fixed unit of time (called a quantum), and then moves to the back of the queue.
Pros:
Very fair.
Great for interactive workloads (UI responsiveness).
Cons:
If quantum is too short: too much overhead (context switching).
If quantum too long: behaves like FCFS.
Used in: timesharing OS kernels, early Unix schedulers.
Priority Scheduling
Each task has a priority number.
Always selects the runnable task with the highest priority.
Can be preemptive or non-preemptive.
Pros:
High-importance tasks get CPU time first.
Cons:
Starvation — low priority tasks may never run.
Used in: realtime systems, audio/video processing, embedded control software.
Multi-Level Feedback Queue (MLFQ)(how modern OS schedulers work)
Combines priority and round robin.
Multiple queues (high priority to low priority)
Round Robin within each queue
Tasks that use a lot of CPU get demoted to lower priority queues
Tasks that frequently yield or sleep get promoted (interactive = fast)
Pros:
Gives priority to interactive tasks
Penalizes CPU-bound tasks
Adapts automatically over time (no tuning per process)
Cons:
Harder to implement
Requires tracking task behavior (history)
Used in: Windows, macOS, Linux (CFS is conceptually similar).
Comparison
Algorithm
Preemptive
Goal / Optimization
Fairness
Weaknesses
FCFS
N
Simplicity
Low
One long task blocks everything
SJF / SRTF
Y/N
Lowest total completion time
Low
Starvation of long tasks
Round Robin
Y
Responsiveness / interactivity
High
Requires good quantum tuning
Priority Scheduling
Y/N
Importance / latency sensitivity
Low
Starvation of low priorities
Multi-Level Feedback Queue
Y
Realistic, adaptive fairness
High
More complex to implement
TL;DR
Different schedulers optimize for different outcomes:
Fairness? → Round Robin
Highest priority first? → Priority Scheduling
Best throughput? → Shortest Job First / SRTF
Real OS behavior? → Multi-Level Feedback Queue
Schedulers are tradeoffs — once you understand what they optimize, you understand why real operating systems don’t use just one mechanism.
Conclusion
We started with nothing but a tiny instruction set and finished with:
a program format,
an assembler,
a task abstraction,
a virtual machine,
and a functioning scheduler.
The magic was never “multitasking” — it was switching to the next task at the right moment.
Schedulers are simple at their heart:
Run something for a bit. Save its state. Move on.
Now that we’ve built a round-robin scheduler, it’s easy to extend:
In the last post we landed in 32-bit protected mode.
Before moving on though, let’s tidy up this project a little bit so we can start managing larger pieces of code cleanly.
So far, everything has been hard-wired: ORG directives, absolute addresses, and flat binaries. That works for a boot
sector, but we’re about to deal with paging, higher memory, and higher-level languages - so we need a proper linker
script to take over memory layout.
Linker
A new file has been added to manage how the result of stage2.asm is laid out, and we call it stage2.ld.
The linker script gives us precise control over where each section of code and data ends up in memory — something ORG
statements alone can’t handle once we start mixing multiple object files, sections, and languages.
Up until now, our binaries were assembled as raw flat images: every byte went exactly where NASM told it. But in larger
systems (especially when we introduce C or Rust later), each file gets compiled separately into relocatable object
files (.o). The linker then combines them — and the .ld script tells it exactly how to do that.
What does a linker script do?
At a high level, the linker script acts as a map for your binary. It tells the linker:
where the program starts (ENTRY(start2))
where each section should live in memory (. = 0x8000)
how to group sections from different files (.text, .data, .bss, etc.)
which global symbols to export for use in assembly or C (e.g. _stack_top, _kernel_end)
This becomes essential when we start paging or using virtual addresses — because physical load addresses and virtual
execution addresses will differ.
Example
Here’s a minimal example of what we might use in stage2.ld.
A file like this replaces the hard-coded layout logic from our assembly. NASM now just emits relocatable code, and the
linker (ld) uses this script to position everything properly inside the final binary.
Updating the Makefile
We now assemble stage2.asm into an object file and link it with the new script to produce an ELF image:
This new process might look like extra work, but it pays off the moment we start mixing in C code and paging structures.
The linker will take care of symbol addresses and memory offsets — no more hardcoded numbers scattered through our
assembly.
Paging and Long Mode
Now that our build is structured and linkable, we can continue where we left off in Stage 2 — by preparing to enter
64-bit long mode.
To do that, we first need to enable paging and set up basic 64-bit page tables.
Modern x86 CPUs can only enter 64-bit mode after paging and PAE (Physical Address Extension) are enabled.
That means we’ll build just enough of a paging hierarchy to identity-map the first few megabytes of physical memory —
enough to run the kernel.
Understanding Paging and PAE
To execute 64-bit code, the CPU insists on PAE paging being enabled and on using the long-mode paging format
(the 4-level tree). Concretely:
CR4.PAE = 1 (turn on PAE)
EFER.LME = 1 (allow long mode)
CR0.PG = 1 (turn on paging)
Then a far jump into a 64-bit code segment (CS.L=1) to start executing in 64-bit.
The 4-level tree (long-mode paging)
Long mode uses this hierarchy (all entries are 64-bit):
For a minimal set up, we’ll skip PT by using one 2 MiB page: create PML4[0] -> PDPT[0] -> PD[0] with PS=1
which identity-maps 0x00000000–0x001FFFFF.
That’s enough for Stage 2 and the jump.
Why not pt?
You only need a PT (page table) if you want 4 KiB granularity (e.g., guard pages, mapping tiny regions,
marking some pages NX later, etc.). Early on, 2 MiB pages are simpler and faster to set up:
Use 2 MiB page (no PT):
Fewer entries to touch
Great for identity-mapping “just get me to 64-bit”
Use 4 KiB pages (needs PT):
Fine-grained control (per-page permissions)
Slightly more code and memory for the PT
Paging entries
Each paging entry (in PML4, PDPT, PD, and PT) follows the same 64-bit structure and flag semantics you listed. The
only difference is which address bits and specific flag bits are valid at that level.
Each paging entry = 64 bits (low 32 bits + high 32 bits)
Each paging entry = 64 bits (low 32 bits + high 32 bits)
Bits
Name
Meaning
0
P (Present)
Must be 1 for valid entries
1
RW (Writable)
1 = writable, 0 = read-only
2
US (User/Supervisor)
0 = kernel-only, 1 = user-accessible
3
PWT (Page Write-Through)
Cache control bit (leave 0)
4
PCD (Page Cache Disable)
Cache disable bit (leave 0)
5
A (Accessed)
CPU sets when accessed
6
D (Dirty)
For pages only (set by CPU)
7
PS (Page Size)
0 = points to next table, 1 = large page (2 MiB or 1 GiB)
8
G (Global)
Optional: prevents TLB flush on CR3 reload
9–11
Available (ignored by hardware)
You can use for OS bookkeeping
12–51
Physical Address
Base address of next-level table or physical page
52–58
Available (ignored)
—
59
PAT (Page Attribute Table)
Rarely used; controls memory type
60–62
Ignored / Reserved
—
63
NX (No Execute)
1 = non-executable (if EFER.NXE = 1)
How that applies per level:
Level
Structure
What address field points to
Special bits
PML4E
PML4 entry
Physical base of PDPT
P, RW, US same
PDPTE
PDPT entry
Physical base of PD (or 1 GiB page if PS = 1)
PS = 1 → 1 GiB page
PDE
Page directory entry
Physical base of PT (or 2 MiB page if PS = 1)
PS = 1 → 2 MiB page
PTE
Page table entry
Physical base of 4 KiB page
PS ignored
Setup
To setup these page entries, we configure the flags that we need at each level.
For the 64-bit code descriptor: Access = 0x9A, Flags = 0x20 (L=1). Granularity (G) and Limit are ignored in long mode,
so this minimalist form is fine.
Now can can push to long mode.
lgdt[gdt_desc]; GDT that includes 0x18 (64-bit CS)jmp0x18:long_entry; load CS with L=1 → CPU switches to 64-bit
This means that we need a new block of 64-bit code to jump to:
BITS64SECTION.text64extern_stack; from your linker scriptlong_entry:movax,0x20; 64-bit data selectormovds,axmoves,axmovss,axmovfs,axmovgs,axmovrsp,_stack; top of your stage2 stack from .ldlearsi,[relmsg_long]callserial_puts64.hang:hltjmp.hang%include "boot/serial64.asm"
SECTION.rodatamsg_longdb"64-bitLongmode:Enabled",13,10,0
Of course, we’ve had to re-implement the serial library as well to be supported in 64-bit mode.
We cleaned up the build with a linker script, set up a minimal long-mode paging tree (PML4 → PDPT → PD with 2 MiB pages),
extended the GDT with 64-bit descriptors, and executed the CR4/EFER/CR0 sequence to reach 64-bit long mode—while
keeping serial output alive the whole way. The result is a small but realistic bootstrap that moves from BIOS real mode
to protected mode to long mode using identity-mapped memory and clean section layout.
In the next part we’ll start acting like an OS: map more memory (and likely move to a higher-half layout), add early
IDT exception handlers, and bring up a simple 64-bit “kernel entry” that can print, panic cleanly, and prepare for
timers/interrupts.
In Part 3 finalised out boot loader, so that it now
successfully loads Stage 2 for us. In this post, we’ll focus on setting the system so that we unlock the more advanced
features.
Inside of Stage 2 we’ll look at setting up the following:
Enable the A20 line
Set up a Global Descriptor Table (GDT)
Switch to 32-bit Protected Mode
By the end of this article, we’ll at least be in 32-bit protected mode.
A20 Line
Before we can enter 32-bit protected mode, we need to enable the A20 line.
Back in the original Intel 8086, there were only 20 address lines — A0 through A19 — meaning it could address
1 MiB of memory (from 0x00000 to 0xFFFFF). When Intel introduced the 80286, it gained more address lines
and could access memory above 1 MiB. However, to remain compatible with older DOS software that relied on address
wrap-around (where 0xFFFFF + 1 rolled back to 0x00000), IBM added a hardware gate: A20.
When the A20 line is disabled, physical address bit 20 is forced to 0.
So addresses “wrap” every 1 MiB — 0x100000 looks the same as 0x000000.
When A20 is enabled, memory above 1 MiB becomes accessible.
Protected-mode code, paging, and modern kernels all assume that A20 is on.
Enabling A20
To enable the A20 Line, we use the Fast A20 Gate (port 0x92).
Most modern systems and emulators expose bit 1 of port 0x92 (the “System Control Port A”) as a direct A20 enable bit.
Bit 0 — system reset (don’t touch this)
Bit 1 — A20 gate (1 = enabled)
We add the following to do this:
%define A20_GATE 0x92
inal,A20_GATE; read system control port Aoral,0x02; set bit 1 (A20 enable)andal,0xFE; clear bit 0 (reset)outA20_GATE,al
Global Descriptor Table (GDT)
When the CPU is in real mode, memory addressing is done through segment:offset pairs. Each segment register
(CS, DS, SS, etc.) represents a base address (shifted left by 4), and the offset is added to that. This gives you
access to 1 MiB of address space — the legacy 8086 model.
When we switch to protected mode, the segmentation model changes. Instead of using raw segment values, each segment
register now holds a selector — an index into a table called the Global Descriptor Table (GDT).
The GDT tells the CPU what each segment means:
Its base address
size (limit)
access rights
flags like “code or data”, “read/write”, or “privilege level”
The descriptor layout in 32-bit mode looks like this:
Bits
Field
Description
0-15
Limit (low)
Segment limit (low 16 bits)
16-31
Base (low)
Segment base address (low 16 bits)
32-39
Base (mid)
Segment base (middle 8 bits)
40-47
Access Byte
Type, privilege level, presence
48-51
Limit (high)
High 4 bits of segment limit
52-55
Flags
Granularity, 32-bit flag, etc.
56-63
Base (high)
Segment base (high 8 bits)
In our boot setup, we’ll create a very simple GDT with:
A null descriptor (required; selector 0 is invalid by design).
A data segment descriptor — flat 4 GiB region, readable, writable.
This gives us a flat memory model, where all segments start at base 0 and cover the entire address space.
That makes protected mode addressing behave almost like real mode linear memory, simplifying everything until paging
and virtual memory come later.
Once that GDT is loaded with lgdt, we can safely set the PE (Protection Enable) bit in CR0 and perform a far jump
into 32-bit protected mode code.
Defining the GDT
We define our GDT as three quad words. One for null, one for code, and one for data.
align8; --- GDT for entering 32-bit PM (null, code, data) ---gdt32:dq0x0000000000000000; nulldq0x00CF9A000000FFFF; 0x08: 32-bit code, base=0, limit=4GiBdq0x00CF92000000FFFF; 0x10: 32-bit data, base=0, limit=4GiBgdt32_desc:dwgdt32_end-gdt32-1; limit = (size of GDT - 1)ddgdt32; base = address of GDTgdt32_end:
Breaking down the 32-bit code GDT:
0x00CF9A000000FFFF
If we split this into bytes (little-endian in memory):
[FFFF] [0000] [00][9A] [CF][00]
We can now start to map these to the fields:
Field
Value
Meaning
Limit (low 16)
0xFFFF
segment limit = 0xFFFF
Base (low 16)
0x0000
base = 0x00000000
Base (mid 8)
0x00
base = 0x00000000
Access Byte
0x9A
flags that define “code, ring 0, present”
Limit (high 4) + flags
0xCF
limit high nibble=0xF, flags=0xC
Base (high 8)
0x00
base = 0x00000000
The “limit” of 0xFFFF and granularity bit (G=1) combine to make the segment effectively 4 GiB in size
(0xFFFFF × 4 KiB pages = 4 GiB).
Loading the GDT
Now that we have our GDT defined, we can use lgdt to load it.
The operand to lgdt wants to see a 16bit limit first, and then a 32-bit linear address (in 32-bit mode) to where the
GDT starts.
Protected Mode
With the GDT now loaded, we’re free to push over to protected mode. This is 32-bit protected mode, so we’re jumping into
code that needs the [BITS 32] directive.
We make our far jump into 32-bit land. This jump both updates CS and flushes the prefetch
queue — it’s the required way to officially enter protected mode.
Immediately we set all of our segment selectors to 0x10 which is data GDT entry.
We’re now in 32-bit protected mode.
Stage 2 (full listing)
Our current code for Stage 2 now looks like this:
; ---------------------------------------------------------; boot/stage2.asm — loaded by MBR at 0000:8000 (LBA 1..16); ---------------------------------------------------------BITS16ORG0x8000%define A20_GATE 0x92
start2:clixorax,axmovds,ax; ds = 0 so labels assembled with ORG work as absolutemoves,axcld; count upwardssticallserial_initmovsi,stage2_msgcallserial_putsinal,A20_GATE; A20 fastoral,0x02andal,0xFEoutA20_GATE,almovsi,a20_msgcallserial_putsclilgdt[gdt32_desc]moveax,cr0oreax,1; CR0.PE=1movcr0,eaxmovsi,gdt_msgcallserial_puts; selectors: 0x08 = code32, 0x10 = data32jmp0x08:pm_entry; far jump to load 32-bit CSstage2_msgdb"Stage2: OK",13,10,0a20_msgdb"A20Line:Enabled", 13, 10, 0
gdt_msg db "GDT:Loaded",13,10,0%include "boot/serial16.asm"
[BITS32]pm_entry:movax,0x10; 0x10 = data32movds,axmoves,axmovss,axmovfs,axmovgs,axmovesp,0x90000; temporary 32-bit stack movesi,pm_msgcallserial_puts32.hang:hltjmp.hangalign8; --- GDT for entering 32-bit PM (null, code, data) ---gdt32:dq0x0000000000000000; nulldq0x00CF9A000000FFFF; 0x08: 32-bit code, base=0, limit=4GiBdq0x00CF92000000FFFF; 0x10: 32-bit data, base=0, limit=4GiBgdt32_desc:dwgdt32_end-gdt32-1ddgdt32gdt32_end:pm_msgdb"Enteredprotectedmode...",13,10,0%include "boot/serial32.asm"
Notes
I’ve had to duplicate the serial assembly file. Originally it was 16 bits only, but now we need 32-bit support.
These routines look alot like their 16-bit counterparts:
We’ve now built the minimal foundation of a protected-mode operating system: flat memory model, GDT, and a working
serial console. From this point on, we can start using true 32-bit instructions and data structures. In the next post,
we’ll extend this with an Interrupt Descriptor Table (IDT), Programmable Interrupt Timer (PIT), and paging, preparing
the system for 64-bit long mode.
In Part 2 we wired up a serial port so we could see life
signs from our bootloader. Now we’re going to take the next big step — load a second stage from disk. We’ll keep
stage2 simple for now - we’ll just prove that control has been transferred.
Our 512-byte boot sector is tiny, so it’ll stay simple: it loads the next few sectors (Stage 2) into memory and jumps
there. Stage 2 will then have a lot more room to move to enable our processor.
Finishing Stage 1
Before we can get moving with Stage 2, the first stage of our boot process still has a few things left to do.
The BIOS hands our boot sector the boot drive number in DL (e.g., 0x80 for the first HDD, 0x00 for the floppy).
We need to stash that away for later.
mov[boot_drive],dl
Disk Address Packet (DAP)
The BIOS via int 0x13(AH=0x42) provides a read function that will allow us to read Stage 2 off of disk and into
memory. The extended read function uses a 16-byte structure pointed to by DS:SI:
This call reads count sectors from starting LBA into segment:offset specified in the DAP.
If you recall, we setup our stack at 0x7000. By loading Stage 2 at 0x8000 and having 16 sectors (8 KiB), Stage 2 will
occupy 0x8000..0x9FFF, so there won’t be a collision.
After this call we either have Stage 2 successfully loaded at STAGE2_SEG:STAGE2_OFF or the carry flag will be set; in
which case, we have an error.
If everything has gone ok, we can use a farjmp to transfer control there in real mode.
jmpSTAGE2_SEG:STAGE2_OFF
Now that we’ve got a bit more space to work with, we can set some more things up (video, disk i/o, a20 lines, gdt, etc.).
Boot loader
Here’s a full rundown of the boot loader so far:
; ---------------------------------------------------------; boot/boot.asm: Main boot loader; ---------------------------------------------------------;BITS16ORG0x7C00%define STAGE2_SEG 0x0000
%define STAGE2_OFF 0x8000
%define STAGE2_LBA 1
%define STAGE2_SECTORS 16
main:clixorax,axmovss,axmovbp,0x7000movsp,bp; temp stack setup (so it's below code)movds,ax; DS = 0 -> labels are absolute 0x7Cxxmoves,ax; ES = 0cld; lods/stos auto-incrementstimov[boot_drive],dl; remember the BIOS drivecallserial_initmovsi,boot_msgcallserial_putsmovsi,dap; DAP for stage2 -> 0000:8000movbyte[si],16movbyte[si+1],0movword[si+2],STAGE2_SECTORSmovword[si+4],STAGE2_OFFmovword[si+6],STAGE2_SEGmovdword[si+8],STAGE2_LBAmovdword[si+12],0movax,STAGE2_SEGmoves,axmovdl,[boot_drive]movah,0x42movsi,dapint0x13jcdisk_errormovsi,stage2_msgcallserial_putsjmpSTAGE2_SEG:STAGE2_OFFdisk_error:movsi,derr_msgcallserial_puts.hang:hltjmp.hang%include "boot/serial.asm"
boot_msgdb"Booting...", 13, 10, 0
stage2_msg db "StartingStage2...", 13, 10, 0
derr_msg db "Diskerror!",13,10,0boot_drivedb0dap:db16,0dw0,0,0dd0,0times510-($-$$)db0dw0AA55h
If we were to run this now without a Stage 2 in place, we should pretty reliably get a Disk error!:
Our Stage 2 runs in real mode, but it’s free of the 512-byte limit that our boot loader had. We’ll keep the
implementation very simple right now, just to prove that we’ve jumped over to Stage 2 - and fill it out later.
; ---------------------------------------------------------; boot/stage2.asm — loaded by MBR at 0000:8000 (LBA 1..16); ---------------------------------------------------------BITS16ORG0x8000; the offset where we were loaded to by MBRstart2:clixorax,axmovds,ax; ds = 0 so labels assembled with ORG work as absolutemoves,axcld; count upwardssticallserial_initmovsi,stage2_msgcallserial_puts.hang:hltjmp.hangstage2_msgdb"Stage2: OK",13,10,0%include "boot/serial.asm"
Building
We need to include Stage 2 as a part of the build now in the Makefile. Not only do we need to assemble this, but it needs
to make it into our final os image:
After stage2.bin is assembled, you can see we pad it out to the full 8k which is our 16 sectors. This gets appended
after the boot loader in the image.
With this very simple Stage 2 in place, we give this a quick build and run we should be able to confirm that we are up
and running in Stage 2.
➜ make run
qemu-system-x86_64 -drive file=os.img,format=raw,if=ide,media=disk -serial stdio -debugcon file:debug.log -global isa-debugcon.iobase=0xe9 -display none -no-reboot -no-shutdown -d guest_errors,cpu_reset -D qemu.log
Booting ...
Starting Stage2 ...
Stage2: OK
Conclusion
We’ve made it to Stage 2. We’ve got a great base to work from here. In the next upcoming posts in this series we’ll start
to use Stage 2 to setup more of the boot process.