mirror of
https://github.com/fadden/6502bench.git
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334 lines
14 KiB
C#
334 lines
14 KiB
C#
/*
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* Copyright 2019 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace SourceGen {
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/// <summary>
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/// Given a list of LocalVariableTables, this determines the mapping of values to symbols
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/// at a specific offset.
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/// </summary>
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public class LocalVariableLookup {
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/// <summary>
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/// List of tables. The table's file offset is used as the key.
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/// </summary>
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private SortedList<int, LocalVariableTable> mLvTables;
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/// <summary>
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/// Table of symbols, used to ensure that symbols are globally unique.
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/// </summary>
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private SymbolTable mSymbolTable;
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/// <summary>
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/// Reference to project, so we can query the Anattrib array to identify "hidden" tables.
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/// </summary>
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private DisasmProject mProject;
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/// <summary>
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/// Set to true if we want all variables to be globally unique (because the assembler
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/// can't redefine them).
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/// </summary>
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private bool mDoUniquify;
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/// <summary>
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/// Label uniquification helper.
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///
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/// The BaseLabel does not change, but Label is updated by MakeUnique.
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/// </summary>
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/// <remarks>
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/// LvLookup is run multiple times, and can be restarted in the middle of a run. It's
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/// essential that UniqueLabel behaves deterministically. For this to happen, the
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/// contents of SymbolTable can't change in a way that affects the outcome unless it
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/// also causes us to redo the uniquification. This mostly means that we have to be
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/// very careful about creating duplicate symbols, so that we don't get halfway through
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/// the analysis pass and invalidate our previous work. It's best to leave
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/// uniquification disabled until we're generating assembly source code.
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///
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/// The issues also make it hard to do the uniquification once, rather than every time we
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/// walk the code. Not all symbol changes cause a re-analysis (e.g. renaming a user
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/// label does not), and we don't want to fill the symbol table with the uniquified
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/// names because it could block user labels that would otherwise be valid.
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/// </remarks>
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private class UniqueLabel {
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public string BaseLabel { get; private set; }
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public string Label { get; private set; }
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private int Counter { get; set; }
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public UniqueLabel(string baseLabel) {
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Label = BaseLabel = baseLabel;
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Counter = 0;
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}
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/// <summary>
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/// Updates the Label to be unique. Call this when a symbol is defined or
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/// re-defined.
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/// </summary>
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/// <param name="symbolTable">Symbol table, for uniqueness check.</param>
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public void MakeUnique(SymbolTable symbolTable) {
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// The main symbol table might have user-supplied labels like "ptr_2", so we
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// need to keep testing against that. However, it should not be possible for
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// us to clash with other uniquified variables. So we don't need to check
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// for clashes in the UniqueLabel list.
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//
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// It *is* possible to clash with other variable base names, so we can't
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// exclude variables from our SymbolTable lookup.
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string testLabel;
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do {
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Counter++;
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testLabel = BaseLabel + "_" + Counter;
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} while (symbolTable.TryGetValue(testLabel, out Symbol sym));
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Label = testLabel;
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}
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}
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private Dictionary<string, UniqueLabel> mUniqueLabels;
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/// <summary>
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/// Duplicate label re-map. This is applied before uniquification.
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/// </summary>
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/// <remarks>
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/// It's hard to do this as part of uniquification because the remapped base name ends
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/// up in the symbol table, and the uniquifier isn't able to tell that the entry in the
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/// symbol table is itself. The logic is simpler if we just rename the label before
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/// the uniquifier ever sees it.
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///
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/// I feel like there has to be a simpler way to do this. This'll do for now.
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/// </remarks>
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private Dictionary<string, string> mDupRemap;
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/// <summary>
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/// Most recently processed offset.
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/// </summary>
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private int mRecentOffset;
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/// <summary>
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/// Symbols defined at mRecentOffset.
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/// </summary>
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private List<DefSymbol> mRecentSymbols;
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/// <summary>
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/// Cumulative symbols defined at the current offset.
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/// </summary>
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private LocalVariableTable mCurrentTable;
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// Next point of interest.
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private int mNextLvtIndex;
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private int mNextLvtOffset;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="lvTables">List of tables from the DisasmProject.</param>
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/// <param name="symbolTable">Full SymbolTable from the DisasmProject. Used to
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/// generate globally unique symbol names.</param>
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/// <param name="project">Project reference.</param>
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/// <param name="uniquify">Set to true if variable names cannot be redefined.</param>
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public LocalVariableLookup(SortedList<int, LocalVariableTable> lvTables,
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DisasmProject project, bool uniquify) {
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mLvTables = lvTables;
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mSymbolTable = project.SymbolTable;
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mProject = project;
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mDoUniquify = uniquify;
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mCurrentTable = new LocalVariableTable();
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mDupRemap = new Dictionary<string, string>();
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if (uniquify) {
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mUniqueLabels = new Dictionary<string, UniqueLabel>();
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}
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Reset();
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}
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public void Reset() {
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mRecentOffset = -1;
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mRecentSymbols = null;
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mCurrentTable.Clear();
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mUniqueLabels?.Clear();
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mDupRemap.Clear();
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if (mLvTables.Count == 0) {
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mNextLvtIndex = -1;
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mNextLvtOffset = mProject.FileDataLength;
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} else {
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mNextLvtIndex = 0;
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mNextLvtOffset = mLvTables.Keys[0];
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}
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}
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/// <summary>
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/// Gets the symbol associated with the operand of an instruction.
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/// </summary>
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/// <param name="offset">Offset of start of instruction.</param>
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/// <param name="operandValue">Operand value.</param>
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/// <param name="type">Operand type. Should be ExternalAddress for DP ops, or
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/// Constant for StackRel ops.</param>
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/// <returns>Symbol, or null if no match found.</returns>
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public DefSymbol GetSymbol(int offset, int operandValue, Symbol.Type type) {
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AdvanceToOffset(offset);
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return mCurrentTable.GetByValueRange(operandValue, 1, type);
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}
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/// <summary>
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/// Gets the symbol associated with a symbol reference. If uniquification is enabled,
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/// the unique-label map for the specified offset will be used to transform the
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/// symbol reference.
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/// </summary>
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/// <param name="offset">Offset of start of instruction.</param>
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/// <param name="symRef">Reference to symbol.</param>
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/// <returns>Symbol, or null if no match found.</returns>
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public DefSymbol GetSymbol(int offset, WeakSymbolRef symRef) {
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AdvanceToOffset(offset);
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// The symRef uses the non-uniquified symbol, so we need to get the unique value at
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// the current offset. We may need to do this even when variables can be
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// redefined, because we might have a variable that's a duplicate of a user label
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// or project symbol.
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string label = symRef.Label;
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if (mDupRemap.TryGetValue(symRef.Label, out string remap)) {
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label = remap;
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}
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//Debug.WriteLine("GetSymbol " + symRef.Label + " -> " + label);
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if (mUniqueLabels != null && mUniqueLabels.TryGetValue(label, out UniqueLabel ulab)) {
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//Debug.WriteLine(" Unique var " + symRef.Label + " -> " + ulab.Label);
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label = ulab.Label;
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}
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DefSymbol defSym = mCurrentTable.GetByLabel(label);
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// In theory this is okay, but in practice the only things asking for symbols are
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// entirely convinced that the symbol exists here. So this is probably a bug.
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Debug.Assert(defSym != null);
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return defSym;
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}
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/// <summary>
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/// Gets a LocalVariableTable that is the result of merging all tables up to this point.
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/// </summary>
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/// <param name="offset">Target offset.</param>
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/// <returns>Combined table.</returns>
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public LocalVariableTable GetMergedTableAtOffset(int offset) {
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AdvanceToOffset(offset);
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return mCurrentTable;
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}
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/// <summary>
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/// Generates a list of variables defined at the specified offset, if a table is
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/// associated with that offset.
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/// </summary>
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/// <param name="offset">File data offset.</param>
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/// <returns>List of symbols, uniquified if desired, or null if no LocalVariableTable
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/// exists at the specified offset.</returns>
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public List<DefSymbol> GetVariablesDefinedAtOffset(int offset) {
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AdvanceToOffset(offset);
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if (mRecentOffset == offset) {
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return mRecentSymbols;
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}
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return null;
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}
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/// <summary>
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/// Updates internal state to reflect the state of the world at the specified offset.
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/// </summary>
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/// <remarks>
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/// When the offset is greater than or equal to its value on a previous call, we can
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/// do an incremental update. If the offset moves backward, we have to reset and walk
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/// forward again.
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/// </remarks>
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/// <param name="targetOffset">Target offset.</param>
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private void AdvanceToOffset(int targetOffset) {
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if (mNextLvtIndex < 0) {
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return;
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}
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if (targetOffset < mRecentOffset) {
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// We went backwards.
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Reset();
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}
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while (mNextLvtOffset <= targetOffset) {
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if (!mProject.GetAnattrib(mNextLvtOffset).IsStart) {
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// Hidden table, ignore it.
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Debug.WriteLine("Ignoring LvTable at +" + mNextLvtOffset.ToString("x6"));
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} else {
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// Process this table.
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LocalVariableTable lvt = mLvTables.Values[mNextLvtIndex];
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if (lvt.ClearPrevious) {
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mCurrentTable.Clear();
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}
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// Create a list for GetVariablesDefinedAtOffset
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mRecentSymbols = new List<DefSymbol>();
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mRecentOffset = mNextLvtOffset;
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// Merge the new entries into the work table. This automatically
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// discards entries that clash by name or value.
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for (int i = 0; i < lvt.Count; i++) {
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DefSymbol defSym = lvt[i];
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// Look for non-variable symbols with the same label. Ordinarily the
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// editor prevents this from happening, but there are ways to trick
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// the system (e.g. add a symbol while the LvTable is hidden). We
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// deal with it here.
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if (mSymbolTable.TryGetNonVariableValue(defSym.Label, out Symbol unused)) {
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Debug.WriteLine("Detected duplicate non-var label " + defSym.Label +
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" at +" + mNextLvtOffset.ToString("x6"));
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string newLabel = DeDupLabel(defSym.Label);
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mDupRemap[defSym.Label] = newLabel;
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defSym = new DefSymbol(defSym, newLabel);
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}
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if (mDoUniquify) {
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if (mUniqueLabels.TryGetValue(defSym.Label, out UniqueLabel ulab)) {
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// We've seen this label before; generate a unique version by
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// increasing the appended number.
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ulab.MakeUnique(mSymbolTable);
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defSym = new DefSymbol(defSym, ulab.Label);
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} else {
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// Haven't seen this before. Add it to the unique-labels table.
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mUniqueLabels.Add(defSym.Label, new UniqueLabel(defSym.Label));
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}
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}
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mCurrentTable.AddOrReplace(defSym);
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mRecentSymbols.Add(defSym);
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}
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//mCurrentTable.DebugDump(mNextLvtOffset);
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}
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// Update state to look for next table.
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mNextLvtIndex++;
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if (mNextLvtIndex < mLvTables.Keys.Count) {
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mNextLvtOffset = mLvTables.Keys[mNextLvtIndex];
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} else {
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mNextLvtOffset = mProject.FileDataLength; // never reached
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}
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}
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}
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/// <summary>
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/// Generates a unique label for the duplicate remap table.
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/// </summary>
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private string DeDupLabel(string baseLabel) {
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string testLabel;
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int counter = 0;
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do {
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counter++;
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testLabel = baseLabel + "_DUP" + counter; // make it ugly and obvious
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} while (mSymbolTable.TryGetNonVariableValue(testLabel, out Symbol unused));
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return testLabel;
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}
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}
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}
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