mirror of
https://github.com/yuzu-emu/yuzu-mainline.git
synced 2024-12-12 20:54:22 +01:00
Remove ability to load symbol maps
This was now mostly unused except by thread creation, which used a symbol of the entrypoint, if available, to name the thread.
This commit is contained in:
parent
4af2a1a3d7
commit
6577bbc3c5
@ -38,7 +38,6 @@
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#include "common/scm_rev.h"
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#include "common/scope_exit.h"
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#include "common/string_util.h"
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#include "core/arm/disassembler/load_symbol_map.h"
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#include "core/core.h"
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#include "core/file_sys/archive_source_sd_savedata.h"
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#include "core/gdbstub/gdbstub.h"
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@ -253,8 +252,6 @@ void GMainWindow::ConnectWidgetEvents() {
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void GMainWindow::ConnectMenuEvents() {
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// File
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connect(ui.action_Load_File, &QAction::triggered, this, &GMainWindow::OnMenuLoadFile);
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connect(ui.action_Load_Symbol_Map, &QAction::triggered, this,
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&GMainWindow::OnMenuLoadSymbolMap);
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connect(ui.action_Select_Game_List_Root, &QAction::triggered, this,
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&GMainWindow::OnMenuSelectGameListRoot);
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connect(ui.action_Exit, &QAction::triggered, this, &QMainWindow::close);
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@ -506,16 +503,6 @@ void GMainWindow::OnMenuLoadFile() {
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}
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}
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void GMainWindow::OnMenuLoadSymbolMap() {
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QString filename = QFileDialog::getOpenFileName(
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this, tr("Load Symbol Map"), UISettings::values.symbols_path, tr("Symbol Map (*.*)"));
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if (!filename.isEmpty()) {
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UISettings::values.symbols_path = QFileInfo(filename).path();
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LoadSymbolMap(filename.toStdString());
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}
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}
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void GMainWindow::OnMenuSelectGameListRoot() {
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QString dir_path = QFileDialog::getExistingDirectory(this, tr("Select Directory"));
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if (!dir_path.isEmpty()) {
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@ -116,7 +116,6 @@ private slots:
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void OnGameListLoadFile(QString game_path);
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void OnGameListOpenSaveFolder(u64 program_id);
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void OnMenuLoadFile();
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void OnMenuLoadSymbolMap();
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/// Called whenever a user selects the "File->Select Game List Root" menu item
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void OnMenuSelectGameListRoot();
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void OnMenuRecentFile();
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@ -58,7 +58,6 @@
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</property>
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</widget>
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<addaction name="action_Load_File"/>
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<addaction name="action_Load_Symbol_Map"/>
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<addaction name="separator"/>
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<addaction name="action_Select_Game_List_Root"/>
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<addaction name="menu_recent_files"/>
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@ -2,12 +2,12 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cinttypes>
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#include <map>
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "common/scope_exit.h"
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#include "common/string_util.h"
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#include "common/symbols.h"
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#include "core/arm/arm_interface.h"
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#include "core/core_timing.h"
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#include "core/hle/function_wrappers.h"
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@ -524,13 +524,7 @@ static ResultCode CreateThread(Kernel::Handle* out_handle, s32 priority, u32 ent
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u32 stack_top, s32 processor_id) {
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using Kernel::Thread;
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std::string name;
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if (Symbols::HasSymbol(entry_point)) {
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TSymbol symbol = Symbols::GetSymbol(entry_point);
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name = symbol.name;
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} else {
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name = Common::StringFromFormat("unknown-%08x", entry_point);
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}
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std::string name = Common::StringFromFormat("unknown-%08" PRIX32, entry_point);
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if (priority > THREADPRIO_LOWEST) {
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return ResultCode(ErrorDescription::OutOfRange, ErrorModule::OS,
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@ -8,7 +8,6 @@
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#include "common/common_types.h"
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#include "common/file_util.h"
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#include "common/logging/log.h"
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#include "common/symbols.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/resource_limit.h"
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#include "core/loader/elf.h"
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@ -210,7 +209,6 @@ public:
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return (u32)(header->e_flags);
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}
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SharedPtr<CodeSet> LoadInto(u32 vaddr);
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bool LoadSymbols();
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int GetNumSegments() const {
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return (int)(header->e_phnum);
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@ -258,8 +256,6 @@ ElfReader::ElfReader(void* ptr) {
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sections = (Elf32_Shdr*)(base + header->e_shoff);
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entryPoint = header->e_entry;
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LoadSymbols();
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}
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const char* ElfReader::GetSectionName(int section) const {
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@ -362,34 +358,6 @@ SectionID ElfReader::GetSectionByName(const char* name, int firstSection) const
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return -1;
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}
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bool ElfReader::LoadSymbols() {
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bool hasSymbols = false;
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SectionID sec = GetSectionByName(".symtab");
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if (sec != -1) {
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int stringSection = sections[sec].sh_link;
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const char* stringBase = reinterpret_cast<const char*>(GetSectionDataPtr(stringSection));
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// We have a symbol table!
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const Elf32_Sym* symtab = reinterpret_cast<const Elf32_Sym*>(GetSectionDataPtr(sec));
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unsigned int numSymbols = sections[sec].sh_size / sizeof(Elf32_Sym);
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for (unsigned sym = 0; sym < numSymbols; sym++) {
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int size = symtab[sym].st_size;
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if (size == 0)
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continue;
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int type = symtab[sym].st_info & 0xF;
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const char* name = stringBase + symtab[sym].st_name;
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Symbols::Add(symtab[sym].st_value, name, size, type);
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hasSymbols = true;
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}
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}
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return hasSymbols;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Loader namespace
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