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Return a float from a 64-bit assembly function that uses x87 FPU

I am trying to make a program that calculates equations (what equation doesn't matter currently) that use 64-bit registers, floats, and coprocessor instructions. Unfortunately I don't know how to access the final outcome of the equation as a float. I can do:

fist qword ptr [bla]
mov rax,bla

and change the function type to INT and get my value, but I cannot access it as a FLOAT. Even when I leave the result in ST(0) (the top of the coprocessor stack) it doesn't work as expected and my C++ program gets the wrong result. My assembly code is:

public funct
.data
bla qword ?
bla2 qword 10.0
.code
funct PROC
push rbp
mov rbp, rsp
push rbx

mov bla,rcx
fild qword ptr[bla]

fld qword ptr [bla2]
fmul st(0), st(1)
fist dword ptr [bla]
pop rbx
pop rbp
ret
funct ENDP
END

My C++ code is:

#include <stdlib.h>
#include <cstdlib>
#include <stdio.h>

extern "C" float funct(long long n);
int main(){

    float value1= funct(3);

    return 0;
}

What is the problem, and how can I fix it?

Your question is a bit ambiguous, and so is your code. I'll present a few ideas using the x87 FPU, and SSE instructions. The usage of x87 FPU instructions is discouraged in 64-bit code, and SSE / SSE2 is preferred. SSE / SSE2 are available on all 64-bit AMD and 64-bit Intel x86 processors.


32-bit float in 64-bit code using x87 FPU

If your question is "How do I write 64-bit assembler code that uses 32-bit floats using the x87 FPU?" then there your C++ code looks fine, but your assembler code needs some work. Your C++ code suggests the output type of the function is a 32-bit float:

extern "C" float funct(long long n);

We need to create a function that returns a 32-bit float. Your assembler code could be modified in the following fashion. I am keeping the stack frame code and the push/pop of RBX in your code, since I assume you were just giving us a minimal example and that your real code is using RBX . With that in mind the following code should work:

public funct
.data
ten REAL4 10.0                     ; Define variable ten as 32-bit (4-byte float)
                                   ; REAL4 and DWORD are both same size. 
                                   ; REAL4 makes for more readable code when using floats
.code
funct PROC
    push rbp
    mov rbp, rsp                   ; Setup stack frame
                                   ; RSP aligned to 16 bytes at this point
    push rbx

    mov [rbp+16],rcx               ; 32 byte shadow space is just above the return address
                                   ; at RBP+16 (this address is 16 byte aligned). Rather 
                                   ; than use a temporary variable in the data section to 
                                   ; store the value of RCX, we just store it to the 
                                   ; shadow space on the stack.
    fild QWORD ptr[rbp+16]         ; Load and convert 64-bit integer into st(0)
    fld [ten]                      ; st(0) => st(1), st(0) = 10.0
    fmulp                          ; st(1)=st(1)*st(0), st(1) => st(0)
    fstp REAL4 ptr [rbp+16]        ; Store result to shadow space as 32-bit float
    movss xmm0, REAL4 ptr [rbp+16] ; Store single scalar (32-bit float) to xmm0
                                   ; XMM0 = return value for 32(and 64-bit) floats
                                   ;        in 64-bit code.

    pop rbx
    mov rsp, rbp                   ; Remove stack frame
    pop rbp
    ret
funct ENDP
END

I've commented the code, but the thing that might be of interest is that I don't use a second variable in the DATA section. The 64-bit Windows Calling Convention requires the caller of a function to ensure the stack is aligned on a 16-byte boundary and that there is a 32 byte shadow space (AKA register parameter area ) allocated before making a call. This area can be used as a scratch area. Since we set up a stack frame, RBP is at RBP+0 , the return address is at RBP+8 and the scratch area starts at RBP+16 . If you weren't using a stack frame then the return address is at RSP+0 , and the shadow space would start at RSP+8 We can store the result of our floating point operation there instead of in the QWORD you labelled bla .

It is a reasonable idea to unwind the floating point stack so nothing remains on it before we exit our function. I use the FPU floating point functions that pop the registers after we are done using them.

The 64-bit Microsoft calling convention requires floating point values to be returned in XMM0 . We use the SSE instruction MOVSS to move a scalar single (32-bit float) to the XMM0 register. That is where the C++ code will expect that value to be returned.


32-bit float in 64-bit code using SSE

Building on the ideas in the section above, we can modify the code to use SSE instructions with 32-bit floats. An example of such code is as follows:

public funct
.data
ten REAL4 10.0                     ; Define variable ten as 32-bit (4-byte float)
                                   ; REAL4 and DWORD are both same size. 
                                   ; REAL4 makes for more readable code when using floats
.code
funct PROC
    push rbp
    mov rbp, rsp                   ; Setup stack frame
                                   ; RSP aligned to 16 bytes at this point
    push rbx
    cvtsi2ss xmm0, rcx             ; Convert scalar integer in RCX to 
                                   ;    scalar single(float) and store in XMM0
    mulss xmm0, [ten]              ; 32-bit float multiply by 10.0 store in XMM0
                                   ; XMM0 = return value for 32(and 64-bit) floats
                                   ;        in 64-bit code.
    pop rbx
    mov rsp, rbp                   ; Remove stack frame
    pop rbp
    ret
funct ENDP
END

This code removes the usage of the x87 FPU by using SSE instructions. In particular we use:

    cvtsi2ss xmm0, rcx             ; Convert scalar integer in RCX to 
                                   ;    scalar single(float) and store in XMM0

CVTSI2SS converts a scalar integer to a scalar single (float). In this case the 64-bit integer value in RCX is converted to a 32-bit float and stored in XMM0 . XMM0 is the register we'll be placing our returned value into. XMM0 to XMM5 are considered volatile so we don't need to save their values.

    mulss xmm0, [ten]              ; 32-bit float multiply by 10.0 store in XMM0
                                   ; XMM0 = return value for 32(and 64-bit) floats
                                   ;        in 64-bit code.

MULSS is an SSE instruction that is used for SSE multiplication using scalar single (float). In this case MULSS would do XMM0=XMM0*(32-bit float memory operand). This would have the effect of doing 32-bit floating point multiply of XMM0 by the 32-bit float of 10.0. Since XMM0 also contains our final result we have nothing more to do but properly exit the function.


64-bit double float in 64-bit code using x87 FPU

This is a variation on the first example, but now we are using 64-bit floats also known as the double type in C++ , REAL8 (or QWORD ) in assembler, and a scalar double in SSE2 . Since we are now using double as the return type we have to modify the C++ code to be:

#include <stdlib.h>
#include <cstdlib>
#include <stdio.h>

extern "C" double funct(long long n);

int main() {    
    double value1 = funct(3);

    return 0;
}

The assembly code would look like:

public funct
.data
ten REAL8 10.0                     ; Define variable ten as 64-bit (8-byte float)
                                   ; REAL8 and QWORD are both same size. 
                                   ; REAL8 makes for more readable code when using floats
.code
funct PROC
    push rbp
    mov rbp, rsp                   ; Setup stack frame
                                   ; RSP aligned to 16 bytes at this point
    push rbx

    mov [rbp+16],rcx               ; 32 byte shadow space is just above the return address
                                   ; at RBP+8 (this address is 16 byte aligned). Rather 
                                   ; than use a temporary variable in the data section to 
                                   ; store the value of RCX, we just store it to the 
                                   ; shadow space on the stack.
    fild QWORD ptr[rbp+16]         ; Load and convert 64-bit integer into st(0)
    fld [ten]                      ; st(0) => st(1), st(0) = 10.0
    fmulp                          ; st(1)=st(1)*st(0), st(1) => st(0)
    fstp REAL8 ptr [rbp+16]        ; Store result to shadow space as 64-bit float
    movsd xmm0, REAL8 ptr [rbp+16] ; Store double scalar (64-bit float) to xmm0
                                   ; XMM0 = return value for 32(and 64-bit) floats
                                   ;        in 64-bit code.

    pop rbx
    mov rsp, rbp                   ; Remove stack frame
    pop rbp
    ret
funct ENDP
END

This code is nearly identical to the x87 code using 32-bit float. We are using REAL8 (same as QWORD ) to store a 64-bit float and use MOVSD to move a 64-bit double float (scalar double) to XMM0 . MOVSD is an SSE2 instruction. It is important to return the proper size float in XMM0 . Had you used MOVSS the value returned to the C++ function would likely be incorrect.


64-bit double float in 64-bit code using SSE2

This is a variation on the second example, but now we are using 64-bit floats also known as the double type in C++ , REAL8 (or QWORD ) in assembler, and a scalar double in SSE2 . The C++ code should use the code from the previous section so that double is used instead of float . The assembler code would be similar to this:

public funct
.data
ten REAL8 10.0                     ; Define variable ten as 64-bit (8-byte float)
                                   ; REAL8 and QWORD are both same size. 
                                   ; REAL8 makes for more readable code when using floats
.code
funct PROC
    push rbp
    mov rbp, rsp                   ; Setup stack frame
                                   ; RSP aligned to 16 bytes at this point
    push rbx
    cvtsi2sd xmm0, rcx             ; Convert scalar integer in RCX to 
                                   ;    scalar double(double float) and store in XMM0
    mulsd xmm0, [ten]              ; 64-bit float multiply by 10.0 store in XMM0
                                   ; XMM0 = return value for 32(and 64-bit) floats
                                   ;        in 64-bit code.
    pop rbx
    mov rsp, rbp                   ; Remove stack frame
    pop rbp
    ret
funct ENDP
END

The primary difference from the second example is that we use CVTSI2SD instead of CVTSI2SS . SD in the instruction means we are converting to a scalar double (64-bit double float). Similarly we use the MULSD instruction for multiplication using scalar doubles. XMM0 will hold the 64-bit scalar double (double float) that will be returned to the calling function.

You could pass the address of the result as parameter:

main.c:

#include<stdio.h>

extern "C" void funct(long long, float*);

int main ( void )
{

    float value1 = 0;           // float = DWORD ("double" would be QWORD)!
    funct(3, &value1);
    printf ("%f\n",value1);

    return 0;
}

callee.asm:

.data
    bla qword ?
    bla2 qword 10.0

.code
funct PROC
    push rbp
    mov rbp, rsp
    push rbx

    mov bla,rcx
    fild qword ptr[bla]         ; -> st(1)

    fld qword ptr [bla2]        ; -> st(0)
    fmul st(0), st(1)
    fstp dword ptr [rdx]        ; pop the first value
    ffree st(0)                 ; pop the second value

    pop rbx
    pop rbp
    ret
funct ENDP

END

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