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* Make all structs readonly when applicable. It should reduce amount of needless defensive copies * Make structs with trivial boilerplate equality code record structs * Remove unnecessary readonly modifiers from TextureCreateInfo * Make BitMap structs readonly too
85 lines
2.3 KiB
C#
85 lines
2.3 KiB
C#
using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace ARMeilleure.Diagnostics
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{
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static class Symbols
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{
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private readonly struct RangedSymbol
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{
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public readonly ulong Start;
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public readonly ulong End;
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public readonly ulong ElementSize;
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public readonly string Name;
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public RangedSymbol(ulong start, ulong end, ulong elemSize, string name)
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{
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Start = start;
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End = end;
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ElementSize = elemSize;
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Name = name;
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}
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}
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private static readonly ConcurrentDictionary<ulong, string> _symbols;
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private static readonly List<RangedSymbol> _rangedSymbols;
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static Symbols()
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{
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_symbols = new ConcurrentDictionary<ulong, string>();
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_rangedSymbols = new List<RangedSymbol>();
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}
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public static string Get(ulong address)
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{
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string result;
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if (_symbols.TryGetValue(address, out result))
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{
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return result;
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}
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lock (_rangedSymbols)
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{
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foreach (RangedSymbol symbol in _rangedSymbols)
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{
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if (address >= symbol.Start && address <= symbol.End)
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{
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ulong diff = address - symbol.Start;
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ulong rem = diff % symbol.ElementSize;
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result = symbol.Name + "_" + diff / symbol.ElementSize;
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if (rem != 0)
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{
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result += "+" + rem;
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}
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_symbols.TryAdd(address, result);
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return result;
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}
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}
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}
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return null;
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}
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[Conditional("M_DEBUG")]
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public static void Add(ulong address, string name)
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{
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_symbols.TryAdd(address, name);
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}
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[Conditional("M_DEBUG")]
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public static void Add(ulong address, ulong size, ulong elemSize, string name)
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{
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lock (_rangedSymbols)
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{
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_rangedSymbols.Add(new RangedSymbol(address, address + size, elemSize, name));
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}
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}
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}
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}
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