Lines Matching defs:symbols
155 lopcode follows all symbols in a compressed format
296 struct mmo_symbol *symbols;
308 this table might just hold a subset of symbols for not-really large
1170 if (abfd->tdata.mmo_data->symbols == NULL)
1171 abfd->tdata.mmo_data->symbols = n;
1196 /* Read in symbols. */
1222 the stream and create symbols at the completion points.
1888 /* We read in the symbols now, not later. */
1903 /* It's not said that an MMO can be without symbols (though
2070 /* Sort mmo symbols by serial number. */
2104 /* First we store the symbols into the table we'll return, then we
2108 for (s = abfd->tdata.mmo_data->symbols,
2167 symbols are marked as absolute. Correct that. This
2168 means we can't have absolute symbols with values matching
2170 absolute symbols with values matching text section
2822 /* Write symbols in mmo format. Also write the lop_end terminator. */
2849 /* Make all symbols take a left turn. */
2853 symbols. Make sure we have room for it. */
2902 /* When there are symbols, there must be a :Main. There was no
2917 Also, don't export symbols with characters not in the allowed set. */
2936 /* The encoding of data symbols require that the "rest"
2938 must be 0x2000. All other symbols get to be the
2953 /* FIXME: We assume the order of the received symbols is an
3020 /* Dump out symbols. */
3178 asymbol **symbols ATTRIBUTE_UNUSED)