Beispiel #1
0
        /// <summary>
        /// Checks if the disassembler should enter into Spectrum-specific mode after
        /// the specified disassembly item.
        /// </summary>
        /// <param name="item">Item used to check the Spectrum-specific mode</param>
        /// <returns>
        /// True, to move to the Spectrum-specific mode; otherwise, false
        /// </returns>
        private bool ShouldEnterSpectrumSpecificMode(DisassemblyItem item)
        {
            // --- Check if we find flags for the bank of the disassembly item
            var bank = item.Address >> 14;

            if (!DisassemblyFlags.TryGetValue(bank, out var flags) ||
                flags == SpectrumSpecificDisassemblyFlags.None)
            {
                return(false);
            }

            // --- Check for Spectrum 48K RST #08
            if ((flags & SpectrumSpecificDisassemblyFlags.Spectrum48Rst08) != 0 &&
                item.OpCodes.Trim() == "CF")
            {
                _spectMode       = SpectrumSpecificMode.Spectrum48Rst08;
                item.HardComment = "(Report error)";
                return(true);
            }

            // --- Check for Spectrum 48K RST #28
            if ((flags & SpectrumSpecificDisassemblyFlags.Spectrum48Rst28) != 0 &&
                (item.OpCodes.Trim() == "EF" ||            // --- RST #28
                 item.OpCodes.Trim() == "CD 5E 33" ||      // --- CALL 335E
                 item.OpCodes.Trim() == "CD 62 33"))       // --- CALL 3362
            {
                _spectMode       = SpectrumSpecificMode.Spectrum48Rst28;
                _seriesCount     = 0;
                item.HardComment = "(Invoke Calculator)";
                return(true);
            }

            // --- Check for Spectrum 128K RST #28
            if ((flags & SpectrumSpecificDisassemblyFlags.Spectrum128Rst28) != 0 &&
                item.OpCodes.Trim() == "EF")
            {
                _spectMode       = SpectrumSpecificMode.Spectrum128Rst8;
                item.HardComment = "(Call Spectrum 48 ROM)";
                return(true);
            }

            return(false);
        }
Beispiel #2
0
 /// <summary>
 ///   Disassembles a region of a compiled HLSL code back into textual source.
 /// </summary>
 /// <param name="flags">The flags.</param>
 /// <param name="comments">The comments.</param>
 /// <param name="startByteOffset">The start byte offset.</param>
 /// <param name="numberOfInstructions">The number of instructions.</param>
 /// <param name="finishByteOffsetRef">The finish byte offset ref.</param>
 /// <returns>The textual source of the shader or effect.</returns>
 /// <unmanaged>HRESULT D3DDisassembleRegion([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In, Optional] const char* szComments,[In] SIZE_T StartByteOffset,[In] SIZE_T NumInsts,[Out, Optional] SIZE_T* pFinishByteOffset,[Out] ID3D10Blob** ppDisassembly)</unmanaged>	
 public unsafe string DisassembleRegion(DisassemblyFlags flags, string comments, PointerSize startByteOffset, PointerSize numberOfInstructions, out SharpDX.PointerSize finishByteOffsetRef)
 {
     Blob output;
     fixed (void* bufferPtr = Data)
         D3D.DisassembleRegion((IntPtr)bufferPtr, Data.Length, (int)flags, comments, startByteOffset, numberOfInstructions, out finishByteOffsetRef, out output);
     return Utilities.BlobToString(output);
 }
Beispiel #3
0
 /// <summary>
 ///   Disassembles compiled HLSL code back into textual source.
 /// </summary>
 /// <param name = "flags">Flags affecting the output of the disassembly.</param>
 /// <param name = "comments">Commenting information to embed in the disassembly.</param>
 /// <returns>The textual source of the shader or effect.</returns>
 public unsafe string Disassemble(DisassemblyFlags flags, string comments)
 {
     Blob output;
     fixed (void* bufferPtr = Data)
         D3D.Disassemble((IntPtr)bufferPtr, Data.Length, flags, comments, out output);
     return Utilities.BlobToString(output);
 }
Beispiel #4
0
 /// <summary>
 ///   Disassembles compiled HLSL code back into textual source.
 /// </summary>
 /// <param name = "flags">Flags affecting the output of the disassembly.</param>
 /// <returns>The textual source of the shader or effect.</returns>
 public string Disassemble(DisassemblyFlags flags)
 {
     return this.Disassemble(flags, null);
 }