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blockaction.hh
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blockaction.hh
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/* ###
* IP: GHIDRA
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __BLOCKACTION_HH__
#define __BLOCKACTION_HH__
/// \file blockaction.hh
/// \brief Actions and classes associated with transforming and structuring the control-flow graph
#include "action.hh"
namespace ghidra {
/// \brief Class for holding an edge while the underlying graph is being manipulated
///
/// The original FlowBlock nodes that define the end-points of the edge may get
/// collapsed, but the edge may still exist between higher level components.
/// The edge can still be retrieved via the getCurrentEdge() method.
class FloatingEdge {
FlowBlock *top; ///< Starting FlowBlock of the edge
FlowBlock *bottom; ///< Ending FlowBlock of the edge
public:
FloatingEdge(FlowBlock *t,FlowBlock *b) { top = t; bottom = b; } ///< Construct given end points
FlowBlock *getTop(void) const { return top; } ///< Get the starting FlowBlock
FlowBlock *getBottom(void) const { return bottom; } ///< Get the ending FlowBlock
FlowBlock *getCurrentEdge(int4 &outedge,FlowBlock *graph); ///< Get the current form of the edge
};
/// \brief A description of the body of a loop.
///
/// Following Tarjan, assuming there are no \e irreducible edges, a loop body is defined
/// by the \e head (or entry-point) and 1 or more tails, which each have a \e back \e edge into
/// the head.
class LoopBody {
FlowBlock *head; ///< head of the loop
vector<FlowBlock *> tails; ///< (Possibly multiple) nodes with back edge returning to the head
int4 depth; ///< Nested depth of this loop
int4 uniquecount; ///< Total number of unique head and tail nodes
FlowBlock *exitblock; ///< Official exit block from loop, or NULL
list<FloatingEdge> exitedges; ///< Edges that exit to the formal exit block
LoopBody *immed_container; ///< Immediately containing loop body, or NULL
void extendToContainer(const LoopBody &container,vector<FlowBlock *> &body) const;
public:
LoopBody(FlowBlock *h) { head=h; immed_container = (LoopBody *)0; depth=0; } ///< Construct with a loop head
FlowBlock *getHead(void) const { return head; } ///< Return the head FlowBlock of the loop
FlowBlock *getCurrentBounds(FlowBlock **top,FlowBlock *graph); ///< Return current loop bounds (\b head and \b bottom).
void addTail(FlowBlock *bl) { tails.push_back(bl); } ///< Add a \e tail to the loop
FlowBlock *getExitBlock(void) const { return exitblock; } ///< Get the exit FlowBlock or NULL
void findBase(vector<FlowBlock *> &body); ///< Mark the body FlowBlocks of \b this loop
void extend(vector<FlowBlock *> &body) const; ///< Extend body (to blocks that never exit)
void findExit(const vector<FlowBlock *> &body); ///< Choose the exit block for \b this loop
void orderTails(void); ///< Find preferred \b tail
void labelExitEdges(const vector<FlowBlock *> &body); ///< Label edges that exit the loop
void labelContainments(const vector<FlowBlock *> &body,const vector<LoopBody *> &looporder);
void emitLikelyEdges(list<FloatingEdge> &likely,FlowBlock *graph); ///< Collect likely \e unstructured edges
void setExitMarks(FlowBlock *graph); ///< Mark all the exits to this loop
void clearExitMarks(FlowBlock *graph); ///< Clear the mark on all the exits to this loop
bool operator<(const LoopBody &op2) const { return (depth > op2.depth); } ///< Order loop bodies by depth
static void mergeIdenticalHeads(vector<LoopBody *> &looporder); ///< Merge loop bodies that share the same \e head
static bool compare_ends(LoopBody *a,LoopBody *b); ///< Compare the \b head then \b tail
static int4 compare_head(LoopBody *a,FlowBlock *looptop); ///< Compare just the \b head
static LoopBody *find(FlowBlock *looptop,const vector<LoopBody *> &looporder); ///< Find a LoopBody
static void clearMarks(vector<FlowBlock *> &body); ///< Clear the body marks
};
/// \brief Algorithm for selecting unstructured edges based an Directed Acyclic Graphs (DAG)
///
/// With the exception of the back edges in loops, structured code tends to form a DAG.
/// Within the DAG, all building blocks of structured code have a single node entry point
/// and (at most) one exit block. Given root points, this class traces edges with this kind of
/// structure. Paths can recursively split at any point, starting a new \e active BranchPoint, but
/// the BranchPoint can't be \e retired until all paths emanating from its start either terminate
/// or come back together at the same FlowBlock node. Once a BranchPoint is retired, all the edges
/// traversed from the start FlowBlock to the end FlowBlock are likely structurable. After pushing
/// the traces as far as possible and retiring as much as possible, any \e active edge left
/// is a candidate for an unstructured branch.
///
/// Ultimately this produces a list of \e likely \e gotos, which is used whenever the structuring
/// algorithm (ActionBlockStructure) gets stuck.
///
/// The tracing can be restricted to a \e loopbody by setting the top FlowBlock of the loop as
/// the root, and the loop exit block as the finish block. Additionally, any edges that
/// exit the loop should be marked using LoopBody::setExitMarks().
class TraceDAG {
struct BlockTrace;
/// A node in the control-flow graph with multiple outgoing edges in the DAG. Ideally, all
/// these paths eventually merge at the same node.
struct BranchPoint {
BranchPoint *parent; ///< The parent BranchPoint along which \b this is only one path
int4 pathout; ///< Index (of the out edge from the parent) of the path along which \b this lies
FlowBlock *top; ///< FlowBlock that embodies the branch point
vector<BlockTrace *> paths; ///< BlockTrace for each possible path out of \b this BlockPoint
int4 depth; ///< Depth of BranchPoints from the root
bool ismark; ///< Possible mark
void createTraces(void); ///< Given the BlockTrace objects, given a new BranchPoint
public:
void markPath(void); ///< Mark a path from \b this up to the root BranchPoint
int4 distance(BranchPoint *op2); ///< Calculate distance between two BranchPoints
FlowBlock *getPathStart(int4 i); ///< Get the start of the i-th BlockTrace
BranchPoint(void); ///< Create the (unique) root branch point
BranchPoint(BlockTrace *parenttrace); ///< Construct given a parent BlockTrace
~BranchPoint(void); ///< BranchPoint owns its BlockTraces
};
/// \brief A trace of a single path out of a BranchPoint
///
/// Once a BranchPoint is retired with 1 outgoing edge, the multiple paths coming out of
/// the BranchPoint are considered a single path for the parent BlockTrace.
struct BlockTrace {
enum {
f_active = 1, ///< This BlockTrace is \e active.
f_terminal = 2 ///< All paths from this point exit (without merging back to parent)
};
uint4 flags; ///< Properties of the BlockTrace
BranchPoint *top; ///< Parent BranchPoint for which this is a path
int4 pathout; ///< Index of the out-edge for this path (relative to the parent BranchPoint)
FlowBlock *bottom; ///< Current node being traversed along 1 path from decision point
FlowBlock *destnode; ///< Next FlowBlock node \b this BlockTrace will try to push into
int4 edgelump; ///< If >1, edge to \b destnode is "virtual" representing multiple edges coming together
list<BlockTrace *>::iterator activeiter; ///< Position of \b this in the active trace list
BranchPoint *derivedbp; ///< BranchPoint blocker \b this traces into
public:
BlockTrace(BranchPoint *t,int4 po,int4 eo); ///< Construct given a parent BranchPoint and path index
BlockTrace(BranchPoint *root,int4 po,FlowBlock *bl); ///< Construct a root BlockTrace
bool isActive(void) const { return ((flags & f_active)!=0); } ///< Return \b true if \b this is active
bool isTerminal(void) const { return ((flags & f_terminal)!=0); } ///< Return \b true is \b this terminates
};
/// \brief Record for scoring a BlockTrace for suitability as an unstructured branch
///
/// This class holds various metrics about BlockTraces that are used to sort them.
struct BadEdgeScore {
FlowBlock *exitproto; ///< Putative exit block for the BlockTrace
BlockTrace *trace; ///< The active BlockTrace being considered
int4 distance; ///< Minimum distance crossed by \b this and any other BlockTrace sharing same exit block
int4 terminal; ///< 1 if BlockTrace destination has no exit, 0 otherwise
int4 siblingedge; ///< Number of active BlockTraces with same BranchPoint and exit as \b this
bool compareFinal(const BadEdgeScore &op2) const; ///< Compare BadEdgeScore for unstructured suitability
bool operator<(const BadEdgeScore &op2) const; ///< Compare for grouping
};
list<FloatingEdge> &likelygoto; ///< A reference to the list of likely goto edges being produced
vector<FlowBlock *> rootlist; ///< List of root FlowBlocks to trace from
vector<BranchPoint *> branchlist; ///< Current set of BranchPoints that have been traced
int4 activecount; ///< Number of active BlockTrace objects
int4 missedactivecount; ///< Current number of active BlockTraces that can't be pushed further
list<BlockTrace *> activetrace; ///< The list of \e active BlockTrace objects
list<BlockTrace *>::iterator current_activeiter; ///< The current \e active BlockTrace being pushed
FlowBlock *finishblock; ///< Designated exit block for the DAG (or null)
void removeTrace(BlockTrace *trace); ///< Remove the indicated BlockTrace
void processExitConflict(list<BadEdgeScore>::iterator start,list<BadEdgeScore>::iterator end);
BlockTrace *selectBadEdge(void); ///< Select the the most likely unstructured edge from active BlockTraces
void insertActive(BlockTrace *trace); ///< Move a BlockTrace into the \e active category
void removeActive(BlockTrace *trace); ///< Remove a BlockTrace from the \e active category
bool checkOpen(BlockTrace *trace); ///< Check if we can push the given BlockTrace into its next node
list<BlockTrace *>::iterator openBranch(BlockTrace *parent); ///< Open a new BranchPoint along a given BlockTrace
bool checkRetirement(BlockTrace *trace,FlowBlock *&exitblock); ///< Check if a given BlockTrace can be retired
list<BlockTrace *>::iterator retireBranch(BranchPoint *bp,FlowBlock *exitblock);
void clearVisitCount(void); /// Clear the \b visitcount field of any FlowBlock we have modified
public:
TraceDAG(list<FloatingEdge> &lg); ///< Construct given the container for likely unstructured edges
~TraceDAG(void); ///< Destructor
void addRoot(FlowBlock *root) { rootlist.push_back(root); } ///< Add a root FlowBlock to the trace
void initialize(void); ///< Create the initial BranchPoint and BlockTrace objects
void pushBranches(void); ///< Push the trace through, removing edges as necessary
void setFinishBlock(FlowBlock *bl) { finishblock = bl; } ///< Mark an exit point not to trace beyond
};
/// \brief Build a code structure from a control-flow graph (BlockGraph).
///
/// This class manages the main control-flow structuring algorithm for the decompiler.
/// In short:
/// - Start with a control-flow graph of basic blocks.
/// - Repeatedly apply:
/// - Search for sub-graphs matching specific code structure elements.
/// - Note the structure element and collapse the component nodes to a single node.
/// - If the process gets stuck, remove appropriate edges, marking them as unstructured.
class CollapseStructure {
bool finaltrace; ///< Have we a made search for unstructured edges in the final DAG
bool likelylistfull; ///< Have we generated a \e likely \e goto list for the current innermost loop
list<FloatingEdge> likelygoto; ///< The current \e likely \e goto list
list<FloatingEdge>::iterator likelyiter; ///< Iterator to the next most \e likely \e goto edge
list<LoopBody> loopbody; ///< The list of loop bodies for this control-flow graph
list<LoopBody>::iterator loopbodyiter; ///< Current (innermost) loop being structured
BlockGraph &graph; ///< The control-flow graph
int4 dataflow_changecount; ///< Number of data-flow changes made during structuring
bool checkSwitchSkips(FlowBlock *switchbl,FlowBlock *exitblock);
void onlyReachableFromRoot(FlowBlock *root,vector<FlowBlock *> &body);
int4 markExitsAsGotos(vector<FlowBlock *> &body); ///< Mark edges exiting the body as \e unstructured gotos
bool clipExtraRoots(void); ///< Mark edges between root components as \e unstructured gotos
void labelLoops(vector<LoopBody *> &looporder); ///< Identify all the loops in this graph
void orderLoopBodies(void); ///< Identify and label all loop structure for this graph
bool updateLoopBody(void); ///< Find likely \e unstructured edges within the innermost loop body
FlowBlock *selectGoto(void); ///< Select an edge to mark as \e unstructured
bool ruleBlockGoto(FlowBlock *bl); ///< Attempt to apply the BlockGoto structure
bool ruleBlockCat(FlowBlock *bl); ///< Attempt to apply a BlockList structure
bool ruleBlockOr(FlowBlock *bl); ///< Attempt to apply a BlockCondition structure
bool ruleBlockProperIf(FlowBlock *bl); ///< Attempt to apply a 2 component form of BlockIf
bool ruleBlockIfElse(FlowBlock *bl); ///< Attempt to apply a 3 component form of BlockIf
bool ruleBlockIfNoExit(FlowBlock *bl); ///< Attempt to apply BlockIf where the body does not exit
bool ruleBlockWhileDo(FlowBlock *bl); ///< Attempt to apply the BlockWhileDo structure
bool ruleBlockDoWhile(FlowBlock *bl); ///< Attempt to apply the BlockDoWhile structure
bool ruleBlockInfLoop(FlowBlock *bl); ///< Attempt to apply the BlockInfLoop structure
bool ruleBlockSwitch(FlowBlock *bl); ///< Attempt to apply the BlockSwitch structure
bool ruleCaseFallthru(FlowBlock *bl); ///< Attempt to one switch case falling through to another
int4 collapseInternal(FlowBlock *targetbl); ///< The main collapsing loop
void collapseConditions(void); ///< Simplify conditionals
public:
CollapseStructure(BlockGraph &g); ///< Construct given a control-flow graph
int4 getChangeCount(void) const { return dataflow_changecount; } ///< Get number of data-flow changes
void collapseAll(void); ///< Run the whole algorithm
};
/// \brief Discover and eliminate \e split conditions
///
/// A \b split condition is when a conditional expression, resulting in a CBRANCH,
/// is duplicated across two blocks that would otherwise merge.
/// Instead of a single conditional in a merged block,
/// there are two copies of the conditional, two splitting blocks and no direct merge.
class ConditionalJoin {
/// \brief A pair of Varnode objects that have been split (and should be merged)
struct MergePair {
Varnode *side1; ///< Varnode coming from block1
Varnode *side2; ///< Varnode coming from block2
MergePair(Varnode *s1,Varnode *s2) { side1 = s1; side2 = s2; } ///< Construct from Varnode objects
bool operator<(const MergePair &op2) const; ///< Lexicographic comparator
};
Funcdata &data; ///< The function being analyzed
BlockBasic *block1; ///< Side 1 of the (putative) split
BlockBasic *block2; ///< Side 2 of the (putative) split
BlockBasic *exita; ///< First (common) exit point
BlockBasic *exitb; ///< Second (common) exit point
int4 a_in1; ///< In edge of \b exita coming from \b block1
int4 a_in2; ///< In edge of \b exita coming from \b block2
int4 b_in1; ///< In edge of \b exitb coming from \b block1
int4 b_in2; ///< In edge of \b exitb coming from \b block2
PcodeOp *cbranch1; ///< CBRANCH at bottom of \b block1
PcodeOp *cbranch2; ///< CBRANCH at bottom of \b block2
BlockBasic *joinblock; ///< The new joined condition block
map<MergePair,Varnode *> mergeneed; ///< Map from the MergePair of Varnodes to the merged Varnode
bool findDups(void); ///< Search for duplicate conditional expressions
void checkExitBlock(BlockBasic *exit,int4 in1,int4 in2);
void cutDownMultiequals(BlockBasic *exit,int4 in1,int4 in2);
void setupMultiequals(void); ///< Join the Varnodes in the new \b joinblock
void moveCbranch(void); //< Move one of the duplicated CBRANCHs into the new \b joinblock
public:
ConditionalJoin(Funcdata &fd) : data(fd) { } ///< Constructor
bool match(BlockBasic *b1,BlockBasic *b2); ///< Test blocks for the merge condition
void execute(void); ///< Execute the merge
void clear(void); ///< Clear for a new test
};
/// \brief Give each control-flow structure an opportunity to make a final transform
///
/// This is currently used to set up \e for loops via BlockWhileDo
class ActionStructureTransform : public Action {
public:
ActionStructureTransform(const string &g) : Action(0,"structuretransform",g) {} ///< Constructor
virtual Action *clone(const ActionGroupList &grouplist) const {
if (!grouplist.contains(getGroup())) return (Action *)0;
return new ActionStructureTransform(getGroup());
}
virtual int4 apply(Funcdata &data);
};
/// \brief Flip conditional control-flow so that \e preferred comparison operators are used
///
/// This is used as an alternative to the standard algorithm that structures control-flow, when
/// normalization of the data-flow is important but structured source code doesn't need to be emitted.
class ActionNormalizeBranches : public Action {
public:
ActionNormalizeBranches(const string &g) : Action(0,"normalizebranches",g) {} ///< Constructor
virtual Action *clone(const ActionGroupList &grouplist) const {
if (!grouplist.contains(getGroup())) return (Action *)0;
return new ActionNormalizeBranches(getGroup());
}
virtual int4 apply(Funcdata &data);
};
/// \brief Attempt to normalize symmetric block structures.
///
/// This is used in conjunction with the action ActionBlockStructure
/// to make the most natural choice, when there is a choice in how code is structured.
/// This uses the preferComplement() method on structured FlowBlocks to choose between symmetric
/// structurings, such as an if/else where the \b true and \b false blocks can be swapped.
class ActionPreferComplement : public Action {
public:
ActionPreferComplement(const string &g) : Action(0,"prefercomplement",g) {} ///< Constructor
virtual Action *clone(const ActionGroupList &grouplist) const {
if (!grouplist.contains(getGroup())) return (Action *)0;
return new ActionPreferComplement(getGroup());
}
virtual int4 apply(Funcdata &data);
};
/// \brief Structure control-flow using standard high-level code constructs.
class ActionBlockStructure : public Action {
public:
ActionBlockStructure(const string &g) : Action(0,"blockstructure",g) {} ///< Constructor
virtual Action *clone(const ActionGroupList &grouplist) const {
if (!grouplist.contains(getGroup())) return (Action *)0;
return new ActionBlockStructure(getGroup());
}
virtual int4 apply(Funcdata &data);
};
/// \brief Perform final organization of the control-flow structure
///
/// Label unstructured edges, order switch cases, and order disjoint components of the control-flow
class ActionFinalStructure : public Action {
public:
ActionFinalStructure(const string &g) : Action(0,"finalstructure",g) {} ///< Constructor
virtual Action *clone(const ActionGroupList &grouplist) const {
if (!grouplist.contains(getGroup())) return (Action *)0;
return new ActionFinalStructure(getGroup());
}
virtual int4 apply(Funcdata &data);
};
/// \brief Split the epilog code of the function
///
/// Introduce RETURN operations corresponding to individual branches flowing to the epilog.
class ActionReturnSplit : public Action {
static void gatherReturnGotos(FlowBlock *parent,vector<FlowBlock *> &vec);
static bool isSplittable(BlockBasic *b); ///< Determine if a RETURN block can be split
public:
ActionReturnSplit(const string &g) : Action(0,"returnsplit",g) {} ///< Constructor
virtual Action *clone(const ActionGroupList &grouplist) const {
if (!grouplist.contains(getGroup())) return (Action *)0;
return new ActionReturnSplit(getGroup());
}
virtual int4 apply(Funcdata &data);
};
/// \brief Look for conditional branch expressions that have been split and rejoin them
class ActionNodeJoin : public Action {
public:
ActionNodeJoin(const string &g) : Action(0,"nodejoin",g) {} ///< Constructor
virtual Action *clone(const ActionGroupList &grouplist) const {
if (!grouplist.contains(getGroup())) return (Action *)0;
return new ActionNodeJoin(getGroup());
}
virtual int4 apply(Funcdata &data);
};
} // End namespace ghidra
#endif