/*++ Copyright (c) Alex Ionescu. All rights reserved. Module Name: rangedec.c Abstract: This module implements the Range Decoder, which is how LZMA describes the arithmetic coder that it uses to represent the binary representation of the LZ77 match length-distance pairs after the initial compression pass. At the implementation level, this coder works with an alphabet of only 2 symbols: the bit "0", and the bit "1", so there are only ever two probability ranges that need to be checked each pass. In LZMA, a probability of 100% encodes a "0", while 0% encodes a "1". Initially, all probabilities are assumed to be 50%. Probabilities are stored using 11-bits (2048 \=\= 100%), and thus use 16 bits of storage. Finally, the range decoder is adaptive, meaning that each time a bit is decoded, the probabilities are updated: each 0 increases the probability of another 0, and each 1 decrases it. The algorithm adapts the probabilities using an exponential moving average with a shift ratio of 5. Author: Alex Ionescu (@aionescu) 15-Apr-2020 - Initial version Environment: Windows & Linux, user mode and kernel mode. --*/ #include "minlzlib.h" // // The range decoder uses 11 probability bits, where 2048 is 100% chance of a 0 // #define LZMA_RC_PROBABILITY_BITS 11 #define LZMA_RC_MAX_PROBABILITY (1 << LZMA_RC_PROBABILITY_BITS) const uint16_t k_LzmaRcHalfProbability = LZMA_RC_MAX_PROBABILITY / 2; // // The range decoder uses an exponential moving average of the last probability // hit (match or miss) with an adaptation rate of 5 bits (which falls in the // middle of its 11 bits used to encode a probability. // #define LZMA_RC_ADAPTATION_RATE_SHIFT 5 // // The range decoder has enough precision for the range only as long as the top // 8 bits are still set. Once it falls below, it needs a renormalization step. // #define LZMA_RC_MIN_RANGE (1 << 24) // // The range decoder must be initialized with 5 bytes, the first of which is // ignored // #define LZMA_RC_INIT_BYTES 5 // // State used for the binary adaptive arithmetic coder (LZMA Range Decoder) // typedef struct _RANGE_DECODER_STATE { // // Start and end location of the current stream's range encoder buffer // uint8_t* Start; uint8_t* Limit; // // Current probability range and 32-bit arithmetic encoded sequence code // uint32_t Range; uint32_t Code; } RANGE_DECODER_STATE, *PRANGE_DECODER_STATE; RANGE_DECODER_STATE RcState; bool RcInitialize ( uint16_t* ChunkSize ) { uint8_t i, rcByte; uint8_t* chunkEnd; // // Make sure that the input buffer has enough space for the requirements of // the range encoder. We (temporarily) seek forward to validate this. // if (!BfSeek(*ChunkSize, &chunkEnd)) { return false; } BfSeek(-*ChunkSize, &chunkEnd); // // The initial probability range is set to its highest value, after which // the next 5 bytes are used to initialize the initial code. Note that the // first byte outputted by the encoder is always going to be zero, so it is // ignored here. // RcState.Range = (uint32_t)-1; RcState.Code = 0; for (i = 0; i < LZMA_RC_INIT_BYTES; i++) { BfRead(&rcByte); RcState.Code = (RcState.Code << 8) | rcByte; } // // Store our current location in the buffer now, and how far we can go on // reading. Then decrease the total chunk size by the count of init bytes, // so that the caller can check, once done (RcIsComplete), if the code has // become 0 exactly when the compressed chunk size has been fully consumed // by the decoder. // BfSeek(0, &RcState.Start); RcState.Limit = RcState.Start + *ChunkSize; *ChunkSize -= LZMA_RC_INIT_BYTES; return true; } bool RcCanRead ( void ) { uint8_t* pos; // // We can keep reading symbols as long as we haven't reached the end of the // input buffer yet. // BfSeek(0, &pos); return pos <= RcState.Limit; } bool RcIsComplete ( uint32_t* BytesProcessed ) { uint8_t* pos; // // When the last symbol has been decoded, the last code should be zero as // there is nothing left to describe. Return the offset in the buffer where // this occurred (which should be equal to the compressed size). // BfSeek(0, &pos); *BytesProcessed = (uint32_t)(pos - RcState.Start); return (RcState.Code == 0); } void RcNormalize ( void ) { uint8_t rcByte; // // Whenever we drop below 24 bits, there is no longer enough precision in // the probability range not to avoid a "stuck" state where we cannot tell // apart the two branches (above/below the probability range) because the // two options appear identical with the number of precision bits that we // have. In this case, shift the state by a byte (8 bits) and read another. // if (RcState.Range < LZMA_RC_MIN_RANGE) { RcState.Range <<= 8; RcState.Code <<= 8; BfRead(&rcByte); RcState.Code |= rcByte; } } void RcAdapt ( bool Miss, uint16_t* Probability ) { // // In the canonical range encoders out there (including this one used by // LZMA, we want the probability to adapt (change) as we read more or less // bits that match our expectation. In order to quickly adapt to change, // use an exponential moving average. The standard way of doing this is to // use an integer based adaptation with a shift that's somewhere between // {1, bits-1}. Since LZMA uses 11 bits for its model, 5 is a nice number // that lands exactly between 1 and 10. // if (Miss) { *Probability -= *Probability >> LZMA_RC_ADAPTATION_RATE_SHIFT; } else { *Probability += (LZMA_RC_MAX_PROBABILITY - *Probability) >> LZMA_RC_ADAPTATION_RATE_SHIFT; } } uint8_t RcIsBitSet ( uint16_t* Probability ) { uint32_t bound; uint8_t bit; // // Always begin by making sure the range has been normalized for precision // RcNormalize(); // // Check if the current arithmetic code is descried by the next calculated // proportionally-divided probability range. Recall that the probabilities // encode the chance of the symbol (bit) being a 0 -- not a 1! // // Therefore, if the next chunk of the code lies outside of this new range, // we are still on the path to our 0. Otherwise, if the code is now part of // the newly defined range (inclusive), then we produce a 1 and limit the // range to produce a new range and code for the next decoding pass. // bound = (RcState.Range >> LZMA_RC_PROBABILITY_BITS) * *Probability; if (RcState.Code < bound) { RcState.Range = bound; bit = 0; } else { RcState.Range -= bound; RcState.Code -= bound; bit = 1; } // // Always finish by adapt the probabilities based on the bit value // RcAdapt(bit, Probability); return bit; } uint8_t RcIsFixedBitSet( void ) { uint8_t bit; // // This is a specialized version of RcIsBitSet with two differences: // // First, there is no adaptive probability -- it is hardcoded to 50%. // // Second, because there are 11 bits per probability, and 50% is 1<<10, // "(LZMA_RC_PROBABILITY_BITS) * Probability" is essentially 1. As such, // we can just shift by 1 (in other words, halving the range). // RcNormalize(); RcState.Range >>= 1; if (RcState.Code < RcState.Range) { bit = 0; } else { RcState.Code -= RcState.Range; bit = 1; } return bit; } uint8_t RcGetBitTree ( uint16_t* BitModel, uint16_t Limit ) { uint16_t symbol; // // Context probability bit trees always begin at index 1. Iterate over each // decoded bit and just keep shifting it in place, until we reach the total // expected number of bits, which should never be over 8 (limit is 0x100). // // Once decoded, always subtract the limit back from the symbol since we go // one bit "past" the limit in the loop, as a side effect of the tree being // off-by-one. // for (symbol = 1; symbol < Limit; ) { symbol = (symbol << 1) | RcIsBitSet(&BitModel[symbol]); } return (symbol - Limit) & 0xFF; } uint8_t RcGetReverseBitTree ( uint16_t* BitModel, uint8_t HighestBit ) { uint16_t symbol; uint8_t i, bit, result; // // This is the same logic as in RcGetBitTree, but with the bits actually // encoded in reverse order. We keep track of the probability index as the // "symbol" just like RcGetBitTree, but actually decode the result in the // opposite order. // for (i = 0, symbol = 1, result = 0; i < HighestBit; i++) { bit = RcIsBitSet(&BitModel[symbol]); symbol = (symbol << 1) | bit; result |= bit << i; } return result; } uint8_t RcDecodeMatchedBitTree ( uint16_t* BitModel, uint8_t MatchByte ) { uint16_t symbol, bytePos, matchBit; uint8_t bit; // // Parse each bit in the "match byte" (see LzDecodeLiteral), which we call // a "match bit". // // Then, treat this as a special bit tree decoding where two possible trees // are used: one for when the "match bit" is set, and a separate one for // when the "match bit" is not set. Since each tree can encode up to 256 // symbols, each one has 0x100 slots. // // Finally, we have the original bit tree which we'll revert back to once // the match bits are no longer in play, which we parse for the remainder // of the symbol. // for (bytePos = MatchByte, symbol = 1; symbol < 0x100; bytePos <<= 1) { matchBit = (bytePos >> 7) & 1; bit = RcIsBitSet(&BitModel[symbol + (0x100 * (matchBit + 1))]); symbol = (symbol << 1) | bit; if (matchBit != bit) { while (symbol < 0x100) { symbol = (symbol << 1) | RcIsBitSet(&BitModel[symbol]); } break; } } return symbol & 0xFF; } uint32_t RcGetFixed ( uint8_t HighestBit ) { uint32_t symbol; // // Fixed probability bit trees always begin at index 0. Iterate over each // decoded bit and just keep shifting it in place, until we reach the total // expected number of bits (typically never higher than 26 -- the maximum // number of "direct bits" that the distance of a "match" can encode). // symbol = 0; do { symbol = (symbol << 1) | RcIsFixedBitSet(); } while (--HighestBit > 0); return symbol; } void RcSetDefaultProbability ( uint16_t* Probability ) { // // By default, we initialize the probabilities to 0.5 (50% chance). // *Probability = k_LzmaRcHalfProbability; }