# Volatile Destination There's a reasonable chance that you've never heard of `volatile` before, so what's that? Well, it's a slightly overloaded term, but basically it means "get your grubby mitts off my stuff you over-eager compiler". ## Volatile Memory The first, and most common, form of volatile thing is volatile memory. Volatile memory can change without your program changing it, usually because it's not a location in RAM, but instead some special location that represents an actual hardware device, or part of a hardware device perhaps. The compiler doesn't know what's going on in this situation, but when the program is actually run and the CPU gets an instruction to read or write from that location, instead of just accessing some place in RAM like with normal memory, it accesses whatever bit of hardware and does _something_. The details of that something depend on the hardware, but what's important is that we need to actually, definitely execute that read or write instruction. This is like the opposite of how normal memory works. Normally when the compiler sees us write values into variables and read values from variables, it's free to optimize those expressions and eliminate some of the reads and writes if it can, and generally try to save us time. Maybe it even knows some stuff about the data dependencies in our expressions and so it does some of the reads or writes out of order from what the source says, because the compiler knows that it won't actually make a difference to the operation of the program. A good and helpful friend, that compiler. Volatile memory works almost the exact opposite way. With volatile memory we need the compiler to _definitely_ emit an instruction to do a read or write and they need to happen _exactly_ in the order that we say to do it. Each volatile read or write might have any sort of unknown side effect that the compiler doesn't know about and it shouldn't try to be clever about it. Just do what we say, please. In Rust, we don't mark volatile things as being a separate type of thing, instead we use normal raw pointers and then call the [read_volatile](https://doc.rust-lang.org/core/ptr/fn.read_volatile.html) and [write_volatile](https://doc.rust-lang.org/core/ptr/fn.write_volatile.html) functions (also available as methods, if you like), which then delegate to the LLVM [volatile_load](https://doc.rust-lang.org/core/intrinsics/fn.volatile_load.html) and [volatile_store](https://doc.rust-lang.org/core/intrinsics/fn.volatile_store.html) intrinsics. In C and C++ you can tag a pointer as being volatile and then any normal read and write with it becomes the volatile version, but in Rust we have to remember to use the correct alternate function instead. I'm told by the experts that this makes for a cleaner and saner design from a _language design_ perspective, but it really kinda screws us when doing low level code. References, both mutable and shared, aren't volatile, so they compile into normal reads and writes. This means we can't do anything we'd normally do in Rust that utilizes references of any kind. Volatile blocks of memory can't use normal `.iter()` or `.iter_mut()` based iteration (which give `&T` or `&mut T`), and they also can't use normal `Index` and `IndexMut` sugar like `a + x[i]` or `x[i] = 7`. Unlike with normal raw pointers, this pain point never goes away. There's no way to abstract over the difference with Rust as it exists now, you'd need to actually adjust the core language by adding an additional pointer type (`*vol T`) and possibly a reference type to go with it (`&vol T`) to get the right semantics. And then you'd need an `IndexVol` trait, and you'd need `.iter_vol()`, and so on for every other little thing. It would be a lot of work, and the Rust developers just aren't interested in doing all that for such a limited portion of their user population. We'll just have to deal with not having any syntax sugar. But no syntax sugar doesn't mean we can't at least do a little work for ourselves. Enter the `VolatilePtr` type, which is a newtype over a `*mut T`: ```rust #[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, PartialOrd, Ord)] #[repr(transparent)] pub struct VolatilePtr(*mut T); ``` Obviously we'll need some methods go with it. The basic operations are reading and writing of course: ```rust impl VolatilePtr { /// Performs a `read_volatile`. pub unsafe fn read(&self) -> T { self.0.read_volatile() } /// Performs a `write_volatile`. pub unsafe fn write(&self, data: T) { self.0.write_volatile(data); } ``` And we want a way to jump around when we do have volatile memory that's in blocks. For this there's both [offset](https://doc.rust-lang.org/std/primitive.pointer.html#method.offset) and [wrapping_offset](https://doc.rust-lang.org/std/primitive.pointer.html#method.wrapping_offset). The difference is that `offset` optimizes better, but also it can be Undefined Behavior if the result is not "in bounds or one byte past the end of the same allocated object". I asked [ubsan](https://github.com/ubsan) (who is the expert that you should always listen to on matters like this) what that means for us, and the answer was that you _can_ use an `offset` in statically memory mapped situations like this as long as you don't use it to jump to the address of something that Rust itself allocated at some point. Unfortunately, the downside to using `offset` instead of `wrapping_offset` is that with `offset`, it's Undefined Behavior _simply to calculate the out of bounds result_, and with `wrapping_offset` it's not Undefined Behavior until you _use_ the out of bounds result. ```rust /// Performs a `wrapping_offset`. pub unsafe fn offset(self, count: isize) -> Self { VolatilePtr(self.0.offset(count)) } ``` ## Volatile ASM