namespace X86Disassembler.X86.Handlers.Group1;
///
/// Handler for AND r/m32, imm8 (sign-extended) instruction (0x83 /4)
///
public class AndImmWithRm32SignExtendedHandler : InstructionHandler
{
///
/// Initializes a new instance of the AndImmWithRm32SignExtendedHandler class
///
/// The buffer containing the code to decode
/// The instruction decoder that owns this handler
/// The length of the buffer
public AndImmWithRm32SignExtendedHandler(byte[] codeBuffer, InstructionDecoder decoder, int length)
: base(codeBuffer, decoder, length)
{
}
///
/// Checks if this handler can decode the given opcode
///
/// The opcode to check
/// True if this handler can decode the opcode
public override bool CanHandle(byte opcode)
{
if (opcode != 0x83)
return false;
// Check if the reg field of the ModR/M byte is 4 (AND)
int position = Decoder.GetPosition();
if (position >= Length)
return false;
byte modRM = CodeBuffer[position];
byte reg = (byte)((modRM & 0x38) >> 3);
return reg == 4; // 4 = AND
}
///
/// Decodes an AND r/m32, imm8 (sign-extended) instruction
///
/// The opcode of the instruction
/// The instruction object to populate
/// True if the instruction was successfully decoded
public override bool Decode(byte opcode, Instruction instruction)
{
// Set the mnemonic
instruction.Mnemonic = "and";
int position = Decoder.GetPosition();
if (position >= Length)
{
return false;
}
// Read the ModR/M byte
byte modRM = CodeBuffer[position++];
Decoder.SetPosition(position);
// Extract the fields from the ModR/M byte
byte mod = (byte)((modRM & 0xC0) >> 6);
byte reg = (byte)((modRM & 0x38) >> 3); // Should be 4 for AND
byte rm = (byte)(modRM & 0x07);
// Decode the destination operand
string destOperand = ModRMDecoder.DecodeModRM(mod, rm, false);
// Read the immediate value (sign-extended from 8 to 32 bits)
if (position >= Length)
{
return false;
}
sbyte imm8 = (sbyte)CodeBuffer[position];
int imm32 = imm8; // Sign-extend to 32 bits
Decoder.SetPosition(position + 1);
// Set the operands
instruction.Operands = $"{destOperand}, 0x{imm32:X8}";
return true;
}
}