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.
merge-requests/60/head
Yuri Kunde Schlesner 2017-05-07 14:56:23 +07:00
parent 4af2a1a3d7
commit 6577bbc3c5
5 changed files with 2 additions and 55 deletions

@ -38,7 +38,6 @@
#include "common/scm_rev.h"
#include "common/scope_exit.h"
#include "common/string_util.h"
#include "core/arm/disassembler/load_symbol_map.h"
#include "core/core.h"
#include "core/file_sys/archive_source_sd_savedata.h"
#include "core/gdbstub/gdbstub.h"
@ -253,8 +252,6 @@ void GMainWindow::ConnectWidgetEvents() {
void GMainWindow::ConnectMenuEvents() {
// File
connect(ui.action_Load_File, &QAction::triggered, this, &GMainWindow::OnMenuLoadFile);
connect(ui.action_Load_Symbol_Map, &QAction::triggered, this,
&GMainWindow::OnMenuLoadSymbolMap);
connect(ui.action_Select_Game_List_Root, &QAction::triggered, this,
&GMainWindow::OnMenuSelectGameListRoot);
connect(ui.action_Exit, &QAction::triggered, this, &QMainWindow::close);
@ -506,16 +503,6 @@ void GMainWindow::OnMenuLoadFile() {
}
}
void GMainWindow::OnMenuLoadSymbolMap() {
QString filename = QFileDialog::getOpenFileName(
this, tr("Load Symbol Map"), UISettings::values.symbols_path, tr("Symbol Map (*.*)"));
if (!filename.isEmpty()) {
UISettings::values.symbols_path = QFileInfo(filename).path();
LoadSymbolMap(filename.toStdString());
}
}
void GMainWindow::OnMenuSelectGameListRoot() {
QString dir_path = QFileDialog::getExistingDirectory(this, tr("Select Directory"));
if (!dir_path.isEmpty()) {

@ -116,7 +116,6 @@ private slots:
void OnGameListLoadFile(QString game_path);
void OnGameListOpenSaveFolder(u64 program_id);
void OnMenuLoadFile();
void OnMenuLoadSymbolMap();
/// Called whenever a user selects the "File->Select Game List Root" menu item
void OnMenuSelectGameListRoot();
void OnMenuRecentFile();

@ -58,7 +58,6 @@
</property>
</widget>
<addaction name="action_Load_File"/>
<addaction name="action_Load_Symbol_Map"/>
<addaction name="separator"/>
<addaction name="action_Select_Game_List_Root"/>
<addaction name="menu_recent_files"/>

@ -2,12 +2,12 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cinttypes>
#include <map>
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "common/scope_exit.h"
#include "common/string_util.h"
#include "common/symbols.h"
#include "core/arm/arm_interface.h"
#include "core/core_timing.h"
#include "core/hle/function_wrappers.h"
@ -524,13 +524,7 @@ static ResultCode CreateThread(Kernel::Handle* out_handle, s32 priority, u32 ent
u32 stack_top, s32 processor_id) {
using Kernel::Thread;
std::string name;
if (Symbols::HasSymbol(entry_point)) {
TSymbol symbol = Symbols::GetSymbol(entry_point);
name = symbol.name;
} else {
name = Common::StringFromFormat("unknown-%08x", entry_point);
}
std::string name = Common::StringFromFormat("unknown-%08" PRIX32, entry_point);
if (priority > THREADPRIO_LOWEST) {
return ResultCode(ErrorDescription::OutOfRange, ErrorModule::OS,

@ -8,7 +8,6 @@
#include "common/common_types.h"
#include "common/file_util.h"
#include "common/logging/log.h"
#include "common/symbols.h"
#include "core/hle/kernel/process.h"
#include "core/hle/kernel/resource_limit.h"
#include "core/loader/elf.h"
@ -210,7 +209,6 @@ public:
return (u32)(header->e_flags);
}
SharedPtr<CodeSet> LoadInto(u32 vaddr);
bool LoadSymbols();
int GetNumSegments() const {
return (int)(header->e_phnum);
@ -258,8 +256,6 @@ ElfReader::ElfReader(void* ptr) {
sections = (Elf32_Shdr*)(base + header->e_shoff);
entryPoint = header->e_entry;
LoadSymbols();
}
const char* ElfReader::GetSectionName(int section) const {
@ -362,34 +358,6 @@ SectionID ElfReader::GetSectionByName(const char* name, int firstSection) const
return -1;
}
bool ElfReader::LoadSymbols() {
bool hasSymbols = false;
SectionID sec = GetSectionByName(".symtab");
if (sec != -1) {
int stringSection = sections[sec].sh_link;
const char* stringBase = reinterpret_cast<const char*>(GetSectionDataPtr(stringSection));
// We have a symbol table!
const Elf32_Sym* symtab = reinterpret_cast<const Elf32_Sym*>(GetSectionDataPtr(sec));
unsigned int numSymbols = sections[sec].sh_size / sizeof(Elf32_Sym);
for (unsigned sym = 0; sym < numSymbols; sym++) {
int size = symtab[sym].st_size;
if (size == 0)
continue;
int type = symtab[sym].st_info & 0xF;
const char* name = stringBase + symtab[sym].st_name;
Symbols::Add(symtab[sym].st_value, name, size, type);
hasSymbols = true;
}
}
return hasSymbols;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Loader namespace