jak-project/decompiler/ObjectFile/LinkedObjectFile.h
water111 74250a22f7
Save entities to JSON, and make custom level building a little faster (#2973)
This will create a folder like `decompiler_out/jak1/entities` and save a
JSON file per level with all the actors.

Also, it should hopefully make custom level building a little faster.
2023-09-09 17:06:39 -04:00

153 lines
5.5 KiB
C++

#pragma once
/*!
* @file LinkedObjectFile.h
* An object file's data with linking information included.
*/
#include <cstdint>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include "LinkedWord.h"
#include "common/common_types.h"
#include "decompiler/Disasm/DecompilerLabel.h"
#include "decompiler/Function/Function.h"
#include "decompiler/IR2/LabelDB.h"
namespace decompiler {
/*!
* An object file's data with linking information included.
*/
class LinkedObjectFile {
public:
LinkedObjectFile(GameVersion version) : version(version){};
void set_segment_count(int n_segs);
void push_back_word_to_segment(uint32_t word, int segment);
int get_label_id_for(int seg, int offset);
int get_label_at(int seg, int offset) const;
bool label_points_to_code(int label_id) const;
bool pointer_link_word(int source_segment, int source_offset, int dest_segment, int dest_offset);
void pointer_link_split_word(int source_segment,
int source_hi_offset,
int source_lo_offset,
int dest_segment,
int dest_offset);
void symbol_link_word(int source_segment,
int source_offset,
const char* name,
LinkedWord::Kind kind);
void symbol_link_offset(int source_segment,
int source_offset,
const char* name,
bool subtract_one);
Function& get_function_at_label(int label_id);
Function* try_get_function_at_label(int label_id);
Function* try_get_function_at_label(const DecompilerLabel& label);
const Function* try_get_function_at_label(int label_id) const;
const Function* try_get_function_at_label(const DecompilerLabel& label) const;
std::string get_label_name(int label_id) const;
uint32_t set_ordered_label_names();
void find_code();
std::string print_words();
void find_functions(GameVersion version);
void disassemble_functions();
void process_fp_relative_links();
std::string print_scripts();
std::string print_disassembly(bool write_hex);
bool has_any_functions();
void append_word_to_string(std::string& dest, const LinkedWord& word) const;
std::string print_function_disassembly(Function& func,
int seg,
bool write_hex,
const std::string& extra_name);
std::string print_asm_function_disassembly(const std::string& my_name);
u32 read_data_word(const DecompilerLabel& label);
const DecompilerLabel& get_label_by_name(const std::string& name) const;
std::string get_goal_string_by_label(const DecompilerLabel& label) const;
std::string get_goal_string_by_label(int label_id) const {
return get_goal_string_by_label(labels.at(label_id));
}
std::string get_goal_string(int seg, int word_idx, bool with_quotes = true) const;
bool is_string(int seg, int byte_idx) const;
struct Stats {
uint32_t total_code_bytes = 0;
uint32_t total_v2_code_bytes = 0;
uint32_t total_v2_pointers = 0;
uint32_t total_v2_pointer_seeks = 0;
uint32_t total_v2_link_bytes = 0;
uint32_t total_v2_symbol_links = 0;
uint32_t total_v2_symbol_count = 0;
uint32_t v3_code_bytes = 0;
uint32_t v3_pointers = 0;
uint32_t v3_split_pointers = 0;
uint32_t v3_word_pointers = 0;
uint32_t v3_pointer_seeks = 0;
uint32_t v3_link_bytes = 0;
uint32_t v3_symbol_count = 0;
uint32_t v3_symbol_link_offset = 0;
uint32_t v3_symbol_link_word = 0;
uint32_t data_bytes = 0;
uint32_t code_bytes = 0;
uint32_t function_count = 0;
uint32_t decoded_ops = 0;
uint32_t n_fp_reg_use = 0;
uint32_t n_fp_reg_use_resolved = 0;
void add(const Stats& other) {
total_code_bytes += other.total_code_bytes;
total_v2_code_bytes += other.total_v2_code_bytes;
total_v2_pointers += other.total_v2_pointers;
total_v2_pointer_seeks += other.total_v2_pointer_seeks;
total_v2_link_bytes += other.total_v2_link_bytes;
total_v2_symbol_links += other.total_v2_symbol_links;
total_v2_symbol_count += other.total_v2_symbol_count;
v3_code_bytes += other.v3_code_bytes;
v3_pointers += other.v3_pointers;
v3_pointer_seeks += other.v3_pointer_seeks;
v3_link_bytes += other.v3_link_bytes;
v3_word_pointers += other.v3_word_pointers;
v3_split_pointers += other.v3_split_pointers;
v3_symbol_count += other.v3_symbol_count;
v3_symbol_link_offset += other.v3_symbol_link_offset;
v3_symbol_link_word += other.v3_symbol_link_word;
data_bytes += other.data_bytes;
code_bytes += other.code_bytes;
function_count += other.function_count;
decoded_ops += other.decoded_ops;
n_fp_reg_use += other.n_fp_reg_use;
n_fp_reg_use_resolved += other.n_fp_reg_use_resolved;
}
} stats;
int segments = 0;
std::vector<std::vector<LinkedWord>> words_by_seg;
std::vector<uint32_t> offset_of_data_zone_by_seg;
std::vector<std::vector<Function>> functions_by_seg;
std::vector<DecompilerLabel> labels;
std::unique_ptr<LabelDB> label_db;
GameVersion version;
goos::Object to_form_script(int seg, int word_idx, std::vector<bool>* seen) const;
private:
goos::Object to_form_script_object(int seg, int byte_idx, std::vector<bool>* seen) const;
bool is_empty_list(int seg, int byte_idx) const;
std::vector<std::unordered_map<int, int>> label_per_seg_by_offset;
};
} // namespace decompiler