mirror of
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499 lines
20 KiB
C#
499 lines
20 KiB
C#
using System;
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using System.Linq;
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using BinaryObjectScanner.Models.Compression.Quantum;
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using BinaryObjectScanner.Models.MicrosoftCabinet;
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namespace BinaryObjectScanner.Compression.Quantum
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{
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/// <see href="https://github.com/wine-mirror/wine/blob/master/dlls/cabinet/cabinet.h"/>
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/// <see href="https://github.com/wine-mirror/wine/blob/master/dlls/cabinet/fdi.c"/>
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/// <see href="https://github.com/wine-mirror/wine/blob/master/include/fdi.h"/>
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/// <see href="http://www.russotto.net/quantumcomp.html"/>
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public static class Decompressor
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{
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/// <summary>
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/// Decompress a byte array using a given State
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/// </summary>
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public static int Decompress(State state, int inlen, byte[] inbuf, int outlen, byte[] outbuf)
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{
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int inpos = 0, outpos = 0; // inbuf[0], outbuf[0]
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int window = 0; // state.Window[0]
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int runsrc, rundest;
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uint windowPosition = state.WindowPosition;
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uint windowSize = state.WindowSize;
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int extra, togo = outlen, matchLength = 0, copyLength;
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byte selector, sym;
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uint matchOffset = 0;
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// Make local copies of state variables
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uint bitBuffer = state.BitBuffer;
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int bitsLeft = state.BitsLeft;
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ushort H = 0xFFFF, L = 0;
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// Read initial value of C
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ushort C = (ushort)Q_READ_BITS(16, inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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// Apply 2^x-1 mask
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windowPosition &= windowSize - 1;
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while (togo > 0)
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{
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selector = (byte)GET_SYMBOL(state.SelectorModel, ref H, ref L, ref C, inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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switch (selector)
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{
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// Selector 0 = literal model, 64 entries, 0x00-0x3F
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case 0:
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sym = (byte)GET_SYMBOL(state.Model0, ref H, ref L, ref C, inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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state.Window[window + windowPosition++] = sym;
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togo--;
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break;
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// Selector 1 = literal model, 64 entries, 0x40-0x7F
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case 1:
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sym = (byte)GET_SYMBOL(state.Model1, ref H, ref L, ref C, inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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state.Window[window + windowPosition++] = sym;
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togo--;
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break;
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// Selector 2 = literal model, 64 entries, 0x80-0xBF
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case 2:
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sym = (byte)GET_SYMBOL(state.Model2, ref H, ref L, ref C, inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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state.Window[window + windowPosition++] = sym;
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togo--;
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break;
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// Selector 3 = literal model, 64 entries, 0xC0-0xFF
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case 3:
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sym = (byte)GET_SYMBOL(state.Model3, ref H, ref L, ref C, inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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state.Window[window + windowPosition++] = sym;
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togo--;
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break;
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// Selector 4 = fixed length of 3
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case 4:
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sym = (byte)GET_SYMBOL(state.Model4, ref H, ref L, ref C, inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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extra = (int)Q_READ_BITS(state.ExtraBits[sym], inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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matchOffset = (uint)(state.PositionSlotBases[sym] + extra + 1);
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matchLength = 3;
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break;
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// Selector 5 = fixed length of 4
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case 5:
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sym = (byte)GET_SYMBOL(state.Model5, ref H, ref L, ref C, inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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extra = (int)Q_READ_BITS(state.ExtraBits[sym], inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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matchOffset = (uint)(state.PositionSlotBases[sym] + extra + 1);
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matchLength = 4;
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break;
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// Selector 6 = variable length
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case 6:
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sym = (byte)GET_SYMBOL(state.Model6Length, ref H, ref L, ref C, inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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extra = (int)Q_READ_BITS(state.LengthExtraBits[sym], inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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matchLength = state.LengthBases[sym] + extra + 5;
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sym = (byte)GET_SYMBOL(state.Model6Position, ref H, ref L, ref C, inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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extra = (int)Q_READ_BITS(state.ExtraBits[sym], inbuf, ref inpos, ref bitsLeft, ref bitBuffer);
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matchOffset = (uint)(state.PositionSlotBases[sym] + extra + 1);
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break;
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default:
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return inpos;
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}
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// If this is a match
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if (selector >= 4)
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{
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rundest = (int)(window + windowPosition);
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togo -= matchLength;
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// Copy any wrapped around source data
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if (windowPosition >= matchOffset)
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{
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// No wrap
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runsrc = (int)(rundest - matchOffset);
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}
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else
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{
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runsrc = (int)(rundest + (windowSize - matchOffset));
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copyLength = (int)(matchOffset - windowPosition);
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if (copyLength < matchLength)
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{
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matchLength -= copyLength;
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windowPosition += (uint)copyLength;
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while (copyLength-- > 0)
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{
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state.Window[rundest++] = state.Window[rundest++];
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}
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runsrc = window;
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}
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}
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windowPosition += (uint)matchLength;
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// Copy match data - no worries about destination wraps
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while (matchLength-- > 0)
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{
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state.Window[rundest++] = state.Window[runsrc++];
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// Handle wraparounds that aren't supposed to happen
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if (rundest >= state.Window.Length)
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rundest = 0;
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if (runsrc >= state.Window.Length)
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runsrc = 0;
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}
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}
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// If we hit the end of the window, copy to the output and wrap
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if (windowPosition >= state.Window.Length)
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{
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Array.Copy(state.Window, 0, outbuf, outpos, Math.Min(windowSize, outlen));
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outpos += (int)Math.Min(windowSize, outlen);
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outlen -= (int)Math.Min(windowSize, outlen);
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windowPosition = 0;
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}
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}
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if (togo > 0)
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return inpos;
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if (outlen > 0)
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{
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int sourceIndex = (int)((windowPosition == 0 ? windowSize : windowPosition) - outlen);
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Array.Copy(state.Window, sourceIndex, outbuf, outpos, outlen);
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}
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// Cache the decompression state variables
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state.BitBuffer = bitBuffer;
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state.BitsLeft = bitsLeft;
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state.WindowPosition = windowPosition;
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return inpos;
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}
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/// <summary>
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/// Initialize a Quantum decompressor state
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/// </summary>
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public static bool InitState(State state, CFFOLDER folder)
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{
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int window = ((ushort)folder.CompressionType >> 8) & 0x1f;
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int level = ((ushort)folder.CompressionType >> 4) & 0xF;
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return InitState(state, window, level);
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}
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/// <summary>
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/// Initialize a Quantum decompressor state
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/// </summary>
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public static bool InitState(State state, int window, int level)
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{
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uint windowSize = (uint)(1 << window);
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int maxSize = window * 2;
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// QTM supports window sizes of 2^10 (1Kb) through 2^21 (2Mb)
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// If a previously allocated window is big enough, keep it
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if (window < 10 || window > 21)
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return false;
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// If we don't have the proper window size
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if (state.ActualSize < windowSize)
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state.Window = null;
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// If we have no window
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if (state.Window == null)
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{
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state.Window = new byte[windowSize];
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state.ActualSize = windowSize;
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}
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// Set the window size and position
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state.WindowSize = windowSize;
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state.WindowPosition = 0;
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// Initialize arithmetic coding models
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state.SelectorModel = CreateModel(state.SelectorModelSymbols, 7, 0);
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state.Model0 = CreateModel(state.Model0Symbols, 0x40, 0x00);
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state.Model1 = CreateModel(state.Model1Symbols, 0x40, 0x40);
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state.Model2 = CreateModel(state.Model2Symbols, 0x40, 0x80);
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state.Model3 = CreateModel(state.Model3Symbols, 0x40, 0xC0);
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// Model 4 depends on table size, ranges from 20 to 24
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state.Model4 = CreateModel(state.Model4Symbols, (maxSize < 24) ? maxSize : 24, 0);
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// Model 5 depends on table size, ranges from 20 to 36
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state.Model5 = CreateModel(symbols: state.Model5Symbols, (maxSize < 36) ? maxSize : 36, 0);
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// Model 6 Position depends on table size, ranges from 20 to 42
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state.Model6Position = CreateModel(state.Model6PositionSymbols, (maxSize < 42) ? maxSize : 42, 0);
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state.Model6Length = CreateModel(state.Model6LengthSymbols, 27, 0);
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return true;
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}
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/// <summary>
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/// Initialize a Quantum model that decodes symbols from s to (s + n - 1)
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/// </summary>
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private static Model CreateModel(ModelSymbol[] symbols, int entryCount, int initialSymbol)
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{
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// Set the basic values
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Model model = new Model
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{
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TimeToReorder = 4,
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Entries = entryCount,
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Symbols = symbols,
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};
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// Clear out the look-up table
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model.LookupTable = Enumerable.Repeat<ushort>(0xFFFF, model.LookupTable.Length).ToArray();
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// Loop through and build the look-up table
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for (ushort i = 0; i < entryCount; i++)
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{
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// Set up a look-up entry for symbol
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model.LookupTable[i + initialSymbol] = i;
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// Create the symbol in the table
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model.Symbols[i] = new ModelSymbol
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{
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Symbol = (ushort)(i + initialSymbol),
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CumulativeFrequency = (ushort)(entryCount - i),
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};
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}
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// Set the last symbol frequency to 0
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model.Symbols[entryCount] = new ModelSymbol { CumulativeFrequency = 0 };
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return model;
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}
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/// <summary>
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/// Update the Quantum model for a particular symbol
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/// </summary>
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private static void UpdateModel(Model model, int symbol)
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{
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// Update the cumulative frequency for all symbols less than the provided
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for (int i = 0; i < symbol; i++)
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{
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model.Symbols[i].CumulativeFrequency += 8;
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}
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// If the first symbol still has a cumulative frequency under 3800
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if (model.Symbols[0].CumulativeFrequency <= 3800)
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return;
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// If we have more than 1 shift left in the model
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if (--model.TimeToReorder != 0)
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{
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// Loop through the entries from highest to lowest,
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// performing the shift on the cumulative frequencies
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for (int i = model.Entries - 1; i >= 0; i--)
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{
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// -1, not -2; the 0 entry saves this
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model.Symbols[i].CumulativeFrequency >>= 1;
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if (model.Symbols[i].CumulativeFrequency <= model.Symbols[i + 1].CumulativeFrequency)
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model.Symbols[i].CumulativeFrequency = (ushort)(model.Symbols[i + 1].CumulativeFrequency + 1);
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}
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}
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// If we have no shifts left in the model
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else
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{
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// Reset the shifts left value to 50
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model.TimeToReorder = 50;
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// Loop through the entries setting the cumulative frequencies
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for (int i = 0; i < model.Entries; i++)
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{
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// No -1, want to include the 0 entry
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// This converts cumfreqs into frequencies, then shifts right
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model.Symbols[i].CumulativeFrequency -= model.Symbols[i + 1].CumulativeFrequency;
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model.Symbols[i].CumulativeFrequency++; // Avoid losing things entirely
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model.Symbols[i].CumulativeFrequency >>= 1;
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}
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// Now sort by frequencies, decreasing order -- this must be an
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// inplace selection sort, or a sort with the same (in)stability
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// characteristics
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for (int i = 0; i < model.Entries - 1; i++)
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{
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for (int j = i + 1; j < model.Entries; j++)
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{
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if (model.Symbols[i].CumulativeFrequency < model.Symbols[j].CumulativeFrequency)
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{
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var temp = model.Symbols[i];
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model.Symbols[i] = model.Symbols[j];
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model.Symbols[j] = temp;
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}
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}
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}
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// Then convert frequencies back to cumfreq
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for (int i = model.Entries - 1; i >= 0; i--)
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{
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model.Symbols[i].CumulativeFrequency += model.Symbols[i + 1].CumulativeFrequency;
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}
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// Then update the other part of the table
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for (ushort i = 0; i < model.Entries; i++)
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{
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model.LookupTable[model.Symbols[i].Symbol] = i;
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}
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}
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}
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// Bitstream reading macros (Quantum / normal byte order)
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#region Macros
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/*
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* These bit access routines work by using the area beyond the MSB and the
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* LSB as a free source of zeroes. This avoids having to mask any bits.
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* So we have to know the bit width of the bitbuffer variable. This is
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* defined as Uint_BITS.
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*
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* Uint_BITS should be at least 16 bits. Unlike LZX's Huffman decoding,
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* Quantum's arithmetic decoding only needs 1 bit at a time, it doesn't
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* need an assured number. Retrieving larger bitstrings can be done with
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* multiple reads and fills of the bitbuffer. The code should work fine
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* for machines where Uint >= 32 bits.
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*
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* Also note that Quantum reads bytes in normal order; LZX is in
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* little-endian order.
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*/
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/// <summary>
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/// Should be used first to set up the system
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/// </summary>
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private static void Q_INIT_BITSTREAM(out int bitsleft, out uint bitbuf)
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{
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bitsleft = 0;
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bitbuf = 0;
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}
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/// <summary>
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/// Adds more data to the bit buffer, if there is room for another 16 bits.
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/// </summary>
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private static void Q_FILL_BUFFER(byte[] inbuf, ref int inpos, ref int bitsleft, ref uint bitbuf)
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{
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if (bitsleft > 8)
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return;
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byte b0 = inpos + 0 < inbuf.Length ? inbuf[inpos + 0] : (byte)0;
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byte b1 = inpos + 1 < inbuf.Length ? inbuf[inpos + 1] : (byte)0;
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bitbuf |= (uint)(((b0 << 8) | b1) << (16 - bitsleft));
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bitsleft += 16;
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inpos += 2;
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}
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/// <summary>
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/// Extracts (without removing) N bits from the bit buffer
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/// </summary>
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private static uint Q_PEEK_BITS(int n, uint bitbuf)
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{
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return bitbuf >> (32 - n);
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}
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/// <summary>
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/// Removes N bits from the bit buffer
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/// </summary>
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private static void Q_REMOVE_BITS(int n, ref int bitsleft, ref uint bitbuf)
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{
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bitbuf <<= n;
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bitsleft -= n;
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}
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/// <summary>
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/// Takes N bits from the buffer and puts them in v. Unlike LZX, this can loop
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/// several times to get the requisite number of bits.
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/// </summary>
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private static uint Q_READ_BITS(int n, byte[] inbuf, ref int inpos, ref int bitsleft, ref uint bitbuf)
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{
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uint v = 0; int bitrun;
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for (int bitsneed = n; bitsneed != 0; bitsneed -= bitrun)
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{
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Q_FILL_BUFFER(inbuf, ref inpos, ref bitsleft, ref bitbuf);
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bitrun = (bitsneed > bitsleft) ? bitsleft : bitsneed;
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v = (v << bitrun) | Q_PEEK_BITS(bitrun, bitbuf);
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Q_REMOVE_BITS(bitrun, ref bitsleft, ref bitbuf);
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}
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return v;
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}
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/// <summary>
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/// Fetches the next symbol from the stated model and puts it in symbol.
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/// It may need to read the bitstream to do this.
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/// </summary>
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private static ushort GET_SYMBOL(Model model, ref ushort H, ref ushort L, ref ushort C, byte[] inbuf, ref int inpos, ref int bitsleft, ref uint bitbuf)
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{
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ushort symf = GetFrequency(model.Symbols[0].CumulativeFrequency, H, L, C);
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int i;
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for (i = 1; i < model.Entries; i++)
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{
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if (model.Symbols[i].CumulativeFrequency <= symf)
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break;
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}
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ushort symbol = model.Symbols[i - 1].Symbol;
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GetCode(model.Symbols[i - 1].CumulativeFrequency,
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model.Symbols[i].CumulativeFrequency,
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model.Symbols[0].CumulativeFrequency,
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ref H, ref L, ref C,
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inbuf, ref inpos, ref bitsleft, ref bitbuf);
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UpdateModel(model, i);
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return symbol;
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}
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/// <summary>
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/// Get the frequency for a given range and total frequency
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/// </summary>
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private static ushort GetFrequency(ushort totalFrequency, ushort H, ushort L, ushort C)
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{
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uint range = (uint)(((H - L) & 0xFFFF) + 1);
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uint freq = (uint)(((C - L + 1) * totalFrequency - 1) / range);
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return (ushort)(freq & 0xFFFF);
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}
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/// <summary>
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/// The decoder renormalization loop
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/// </summary>
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private static void GetCode(int previousFrequency,
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int cumulativeFrequency,
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int totalFrequency,
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ref ushort H,
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ref ushort L,
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ref ushort C,
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byte[] inbuf,
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ref int inpos,
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ref int bitsleft,
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ref uint bitbuf)
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{
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uint range = (uint)((H - L) + 1);
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H = (ushort)(L + ((previousFrequency * range) / totalFrequency) - 1);
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L = (ushort)(L + (cumulativeFrequency * range) / totalFrequency);
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while (true)
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{
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if ((L & 0x8000) != (H & 0x8000))
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{
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if ((L & 0x4000) == 0 || (H & 0x4000) != 0)
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break;
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// Underflow case
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C ^= 0x4000;
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L &= 0x3FFF;
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H |= 0x4000;
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}
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L <<= 1;
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H = (ushort)((H << 1) | 1);
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C = (ushort)((C << 1) | Q_READ_BITS(1, inbuf, ref inpos, ref bitsleft, ref bitbuf));
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}
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}
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#endregion
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|
}
|
|
} |