The old one was reverse engineered from a handful of symbols and got the
shape of the format wrong - it required a digit right after the kind
character, which most real symbols don't have. Measured against a PSP
executable that shipped with its symbol table intact, it decoded 238 of
4662 mangled symbols, most of those incorrectly.
Worked out properly from that binary, the format turns out to be:
__0 <kind> <name...> <params> [_ <return type>] [<qualifier>]
where the kind character (member function, free function, operator, data)
is the only thing that says how many name components follow, since nothing
separates the last one from the first parameter. Lengths are letters
(A = 0, a = 26); "5" marks an enclosing namespace; "7...._" is a template
argument list, with "4" plus a compact integer for a non-type argument and
"9<index>A" for a back-reference to one; "T<index>" and "N<count><index>"
repeat an earlier parameter; a trailing "K" is const and a trailing "T" is
a static member function. Also handles __TID_/__T_ (the two halves of a
class's RTTI) and __sti__ (a translation unit's static initializers).
That decodes 4661 of the 4662. The one holdout is an STL symbol whose
template argument is a reference to a member of another template.
Declarator wrapping is shared with the CodeWarrior demangler now, so
pointers to arrays come out as "short (**)[64]" in both.
docs/SNSystemsMangling.md describes the format, marking what's inferred
rather than attested.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SF5eS5QDNexLksRDeDZvwY
Checked against two PSP binaries that shipped with intact symbol tables,
which turned up several constructs the format's usual description doesn't
mention:
- Template arguments are written literally inside the length-prefixed name
("39CList<Q38hlScreen5Brwsr13CContentsUnit>"), not with a "__PT" prefix,
and they nest. Function templates put theirs in the base name instead,
followed by the return type.
- A family of "@"-decorated symbols for things with no C++ name: thunks
("@12@__dt__3SonFv"), string literals, function-local statics and their
guard variables. Plus __vt__/__RTTI__/__sinit_, printed in the same style
as the Itanium special names.
- Types are now built as a split declarator, so a pointer to a function
comes out as "int (*)(int)" rather than "int (int) *".
Also stop the lenient pass from turning plain C names with a "__" in them
into nonsense - "I3dClut__FlushCache" became "I3dClut(long, ...)". It now
requires a class qualifier, which costs nothing: over ~10000 symbols the
lenient pass rescued none and only produced those false positives.
Symbol map names go from 128 to 256 characters, since a demangled name
keeps its parameters and templates make short work of 128.
docs/CodeWarriorMangling.md describes the format, marking the parts that
are inferred from cfront rather than attested in a real binary.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SF5eS5QDNexLksRDeDZvwY
Older PSP binaries weren't built with GCC, so the Itanium demangler doesn't
help with them. Add two more, tried in turn by DemangleSymbolName():
- Metrowerks CodeWarrior, a descendant of the AT&T cfront scheme
("getDistance__6KzUtilFP7st_unitP7st_unit"). Handles Q<n> qualified names,
the cfront type codes including T/N back-references, cv-qualifiers, and the
operator/ctor/dtor name codes.
- SN Systems SNC/ProDG ("__0f5DstdIbad_castEwhatvK"), which encodes name
component lengths as letters. Reverse engineered from a small sample, so
the parts that are guesses are marked as such - they don't affect the name.
Both are rougher than the Itanium one: they aim for a correctly qualified name
plus a plausible parameter list, and print "..." for a parameter they can't
decode rather than throwing the name away. Results come back as a
DemangledSymbol with the name, parameters, return type and qualifiers kept
separate, in case a caller wants more than the printed string.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EFV5DUTc9ZYAKgsCMZGwX8
C++ homebrew has an unreadable symbol table -
everything is _ZN10PxRenderer7DrawImmE... - which makes the disassembly and
symbol list nearly useless. Add an Itanium C++ ABI demangler and run ELF
symbols through it on load, in both ElfReader::LoadSymbols (unstripped EXECs,
which is what a CMake pspdev EBOOT actually contains) and the companion-ELF
path.
The demangling standard is called Itanium for historical reasons - it
was defined for Itanium but ended up being almost universally
applicable.
Written from scratch rather than using __cxa_demangle, which doesn't exist on
MSVC/UWP, or vendoring LLVM's demangler, whose license doesn't fit. Anything
unrecognized (arbitrary constant expressions, decltype) aborts the parse and
the caller gets the original mangled name back, so a caller never sees a
half-parsed result. Recursion is depth-capped since the input comes from a
file we didn't write.
Checked against c++filt as an oracle: of 1089 mangled symbols in a real C++
homebrew EBOOT, one differs; of 55189 from libstdc++/libLLVM/cc1plus, 22
differ and 413 are declined. Fuzzed with 220k mutated and random inputs under
ASan/UBSan.
Also adds a right-click menu to the ImDebugger symbol list.
Note that SymbolMap stores names in char[128], so the longest STL names get
truncated in the UI. Still far more readable than the mangled form.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X3DbkJ8ShYiXU7q5Tv1LZu
* Improve a couple of on-screen buttons (menu, fastforward)
* Fix the new continue button, oops
* Add some missing translations
* Split a translation string to make portrait look better
* More GameScreen redesign
* Don't accidentally go into game-specific mode
* Fix layout issue with popupscreens, fix context menu positioning
* One more icon
We haven't activated it for a long time, and nowadays PPSSPP has a completely
different level of compatibility and performance compared to back when
we added the upgrade reminder.
Also I'm no longer a fan of HTTP requests on startup, even if only every
10 times like we did.
So, away it goes.
Moved the potentially useful translation strings into [Dialog].
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
This fixes an issue when you create two sections consecutively and
retain pointers to them, and then modify them, such as happens in the
postshader ini initialization. Previously, one of the section pointers
could get invalidated since the section vector got resized. Now, the
pointed-to sections don't move around in memory, only the list of them
does.