Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes.

This commit is contained in:
Fernando Sahmkow 2019-08-16 16:25:02 -04:00 committed by FernandoS27
parent 5d3c5df7f4
commit 7b55e1c0b1
15 changed files with 338 additions and 82 deletions

View file

@ -57,8 +57,8 @@ struct BlockInfo {
struct CFGRebuildState {
explicit CFGRebuildState(const ProgramCode& program_code, const std::size_t program_size,
const u32 start, ASTManager& manager)
: program_code{program_code}, program_size{program_size}, start{start}, manager{manager} {}
const u32 start)
: program_code{program_code}, program_size{program_size}, start{start} {}
u32 start{};
std::vector<BlockInfo> block_info{};
@ -71,7 +71,7 @@ struct CFGRebuildState {
std::unordered_map<u32, BlockStack> stacks{};
const ProgramCode& program_code;
const std::size_t program_size;
ASTManager& manager;
ASTManager* manager;
};
enum class BlockCollision : u32 { None, Found, Inside };
@ -456,67 +456,91 @@ void InsertBranch(ASTManager& mm, const BlockBranchInfo& branch) {
}
void DecompileShader(CFGRebuildState& state) {
state.manager.Init();
state.manager->Init();
for (auto label : state.labels) {
state.manager.DeclareLabel(label);
state.manager->DeclareLabel(label);
}
for (auto& block : state.block_info) {
if (state.labels.count(block.start) != 0) {
state.manager.InsertLabel(block.start);
state.manager->InsertLabel(block.start);
}
u32 end = block.branch.ignore ? block.end + 1 : block.end;
state.manager.InsertBlock(block.start, end);
state.manager->InsertBlock(block.start, end);
if (!block.branch.ignore) {
InsertBranch(state.manager, block.branch);
InsertBranch(*state.manager, block.branch);
}
}
// state.manager.ShowCurrentState("Before Decompiling");
state.manager.Decompile();
// state.manager.ShowCurrentState("After Decompiling");
state.manager->Decompile();
}
std::unique_ptr<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code, u32 program_size,
u32 start_address, ASTManager& manager) {
CFGRebuildState state{program_code, program_size, start_address, manager};
u32 start_address,
const CompilerSettings& settings) {
auto result_out = std::make_unique<ShaderCharacteristics>();
if (settings.depth == CompileDepth::BruteForce) {
result_out->settings.depth = CompileDepth::BruteForce;
return std::move(result_out);
}
CFGRebuildState state{program_code, program_size, start_address};
// Inspect Code and generate blocks
state.labels.clear();
state.labels.emplace(start_address);
state.inspect_queries.push_back(state.start);
while (!state.inspect_queries.empty()) {
if (!TryInspectAddress(state)) {
return {};
result_out->settings.depth = CompileDepth::BruteForce;
return std::move(result_out);
}
}
// Decompile Stacks
state.queries.push_back(Query{state.start, {}, {}});
bool decompiled = true;
while (!state.queries.empty()) {
if (!TryQuery(state)) {
decompiled = false;
break;
bool use_flow_stack = true;
bool decompiled = false;
if (settings.depth != CompileDepth::FlowStack) {
// Decompile Stacks
state.queries.push_back(Query{state.start, {}, {}});
decompiled = true;
while (!state.queries.empty()) {
if (!TryQuery(state)) {
decompiled = false;
break;
}
}
}
use_flow_stack = !decompiled;
// Sort and organize results
std::sort(state.block_info.begin(), state.block_info.end(),
[](const BlockInfo& a, const BlockInfo& b) -> bool { return a.start < b.start; });
if (decompiled) {
if (decompiled && settings.depth != CompileDepth::NoFlowStack) {
ASTManager manager{settings.depth != CompileDepth::DecompileBackwards};
state.manager = &manager;
DecompileShader(state);
decompiled = state.manager.IsFullyDecompiled();
decompiled = state.manager->IsFullyDecompiled();
if (!decompiled) {
LOG_CRITICAL(HW_GPU, "Failed to remove all the gotos!:");
state.manager.ShowCurrentState("Of Shader");
state.manager.Clear();
if (settings.depth == CompileDepth::FullDecompile) {
LOG_CRITICAL(HW_GPU, "Failed to remove all the gotos!:");
} else {
LOG_CRITICAL(HW_GPU, "Failed to remove all backward gotos!:");
}
state.manager->ShowCurrentState("Of Shader");
state.manager->Clear();
} else {
auto result_out = std::make_unique<ShaderCharacteristics>();
result_out->start = start_address;
result_out->settings.depth = settings.depth;
result_out->manager = std::move(manager);
result_out->end = state.block_info.back().end + 1;
return std::move(result_out);
}
}
auto result_out = std::make_unique<ShaderCharacteristics>();
result_out->decompiled = decompiled;
result_out->start = start_address;
if (decompiled) {
result_out->end = state.block_info.back().end + 1;
return std::move(result_out);
}
result_out->settings.depth =
use_flow_stack ? CompileDepth::FlowStack : CompileDepth::NoFlowStack;
result_out->blocks.clear();
for (auto& block : state.block_info) {
ShaderBlock new_block{};
new_block.start = block.start;
@ -530,6 +554,10 @@ std::unique_ptr<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code,
result_out->end = std::max(result_out->end, block.end);
result_out->blocks.push_back(new_block);
}
if (!use_flow_stack) {
result_out->labels = std::move(state.labels);
return std::move(result_out);
}
auto back = result_out->blocks.begin();
auto next = std::next(back);
while (next != result_out->blocks.end()) {