dolphin/Source/Core/Common/SymbolDB.h

104 lines
2.0 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
// This file contains a generic symbol map implementation. For CPU-specific
// magic, derive and extend.
#pragma once
#include <map>
#include <string>
#include <utility>
#include <vector>
#include "Common/CommonTypes.h"
struct SCall
{
SCall(u32 a, u32 b) :
function(a),
callAddress(b)
{}
u32 function;
u32 callAddress;
};
struct Symbol
{
enum {
SYMBOL_FUNCTION = 0,
SYMBOL_DATA = 1,
};
Symbol() :
hash(0),
address(0),
flags(0),
size(0),
numCalls(0),
type(SYMBOL_FUNCTION),
analyzed(0)
{}
std::string name;
std::vector<SCall> callers; //addresses of functions that call this function
std::vector<SCall> calls; //addresses of functions that are called by this function
u32 hash; //use for HLE function finding
u32 address;
u32 flags;
int size;
int numCalls;
int type;
int index; // only used for coloring the disasm view
int analyzed;
};
enum
{
FFLAG_TIMERINSTRUCTIONS = (1<<0),
FFLAG_LEAF = (1<<1),
FFLAG_ONLYCALLSNICELEAFS = (1<<2),
FFLAG_EVIL = (1<<3),
FFLAG_RFI = (1<<4),
FFLAG_STRAIGHT = (1<<5)
};
class SymbolDB
{
public:
typedef std::map<u32, Symbol> XFuncMap;
typedef std::map<u32, Symbol*> XFuncPtrMap;
protected:
XFuncMap functions;
XFuncPtrMap checksumToFunction;
public:
SymbolDB() {}
virtual ~SymbolDB() {}
virtual Symbol *GetSymbolFromAddr(u32 addr) { return nullptr; }
virtual Symbol *AddFunction(u32 startAddr) { return nullptr; }
void AddCompleteSymbol(const Symbol &symbol);
Symbol* GetSymbolFromName(const std::string& name);
Symbol* GetSymbolFromHash(u32 hash)
{
XFuncPtrMap::iterator iter = checksumToFunction.find(hash);
if (iter != checksumToFunction.end())
return iter->second;
else
return nullptr;
}
const XFuncMap &Symbols() const { return functions; }
XFuncMap &AccessSymbols() { return functions; }
void Clear(const char *prefix = "");
void List();
void Index();
};