Lines Matching refs: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
1270 if (abfd->tdata.mmo_data->symbols == NULL)
1271 abfd->tdata.mmo_data->symbols = n;
1296 /* Read in symbols. */
1323 the stream and create symbols at the completion points.
1995 /* We read in the symbols now, not later. */
2010 /* It's not said that an MMO can be without symbols (though
2180 /* Sort mmo symbols by serial number. */
2218 /* First we store the symbols into the table we'll return, then we
2222 for (s = abfd->tdata.mmo_data->symbols,
2878 /* Write symbols in mmo format. Also write the lop_end terminator. */
2906 /* Make all symbols take a left turn. */
2910 symbols. Make sure we have room for it. */
2959 /* When there are symbols, there must be a :Main. There was no
2974 Also, don't export symbols with characters not in the allowed set. */
2991 /* The encoding of data symbols require that the "rest"
2993 must be 0x2000. All other symbols get to be the
3008 /* FIXME: We assume the order of the received symbols is an
3075 /* Dump out symbols. */
3236 mmo_canonicalize_reloc (abfd, section, relptr, symbols)
3240 asymbol **symbols ATTRIBUTE_UNUSED;