Debugger: Debounce updates to disasm text.

This is a bit slow, so deferring it improves update speed.
This commit is contained in:
Unknown W. Brackets committed 2021-12-12 11:57:24 -08:00
1 parent 045fc0f2b4
commit 7fe9c4e519
3 files changed
+56 -37

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+45 -32
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@@ -87,6 +87,9 @@ LRESULT CALLBACK FuncListProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lPa
return (LRESULT)CallWindowProc((WNDPROC)DefFuncListProc,hDlg,message,wParam,lParam);
}
static constexpr UINT_PTR IDT_UPDATE = 0xC0DE0042;
static constexpr UINT UPDATE_DELAY = 1000 / 60;
CDisasm::CDisasm(HINSTANCE _hInstance, HWND _hParent, DebugInterface *_cpu) : Dialog((LPCSTR)IDD_DISASM, _hInstance, _hParent) {
cpu = _cpu;
lastTicks = PSP_IsInited() ? CoreTiming::GetTicks() : 0;
@@ -236,10 +239,8 @@ void CDisasm::stepInto()
if (vfpudlg)
vfpudlg->Update();
CtrlMemView::getFrom(GetDlgItem(m_hDlg,IDC_DEBUGMEMVIEW))->redraw();
threadList->reloadThreads();
stackTraceView->loadStackTrace();
updateThreadLabel(false);
}
void CDisasm::stepOver()
@@ -678,6 +679,14 @@ BOOL CDisasm::DlgProc(UINT message, WPARAM wParam, LPARAM lParam)
g_activeWindow = WINDOW_CPUDEBUGGER;
}
break;
case WM_TIMER:
if (wParam == IDT_UPDATE) {
ProcessUpdateDialog();
updateDialogScheduled_ = false;
KillTimer(GetDlgHandle(), wParam);
}
break;
}
return FALSE;
}
@@ -786,9 +795,7 @@ void CDisasm::SetDebugMode(bool _bDebug, bool switchPC)
threadList->reloadThreads();
stackTraceView->loadStackTrace();
moduleList->loadModules();
updateThreadLabel(false);
SetDlgItemText(m_hDlg, IDC_STOPGO, L"Go");
EnableWindow(GetDlgItem(hDlg, IDC_STOPGO), TRUE);
EnableWindow(GetDlgItem(hDlg, IDC_STEP), TRUE);
EnableWindow(GetDlgItem(hDlg, IDC_STEPOVER), TRUE);
@@ -802,27 +809,13 @@ void CDisasm::SetDebugMode(bool _bDebug, bool switchPC)
ptr->gotoPC();
ptr->scanFunctions();
CtrlMemView *mem = CtrlMemView::getFrom(GetDlgItem(m_hDlg,IDC_DEBUGMEMVIEW));
mem->redraw();
// update the callstack
//CDisam::blah blah
UpdateDialog();
}
else
{
updateThreadLabel(true);
if (ingame)
{
SetDlgItemText(m_hDlg, IDC_STOPGO, L"Break");
EnableWindow(GetDlgItem(hDlg, IDC_STOPGO), TRUE);
}
else
{
SetDlgItemText(m_hDlg, IDC_STOPGO, L"Go");
EnableWindow(GetDlgItem(hDlg, IDC_STOPGO), FALSE);
}
EnableWindow(GetDlgItem(hDlg, IDC_STEP), FALSE);
EnableWindow(GetDlgItem(hDlg, IDC_STEPOVER), FALSE);
EnableWindow(GetDlgItem(hDlg, IDC_STEPHLE), FALSE);
@@ -832,6 +825,8 @@ void CDisasm::SetDebugMode(bool _bDebug, bool switchPC)
CtrlRegisterList *reglist = CtrlRegisterList::getFrom(GetDlgItem(m_hDlg,IDC_REGLIST));
reglist->redraw();
}
UpdateDialog();
}
void CDisasm::Show(bool bShow, bool includeToTop) {
@@ -863,8 +858,29 @@ void CDisasm::Goto(u32 addr)
ptr->redraw();
}
void CDisasm::UpdateDialog(bool _bComplete)
{
void CDisasm::UpdateDialog() {
if (!updateDialogScheduled_) {
SetTimer(GetDlgHandle(), IDT_UPDATE, UPDATE_DELAY, nullptr);
updateDialogScheduled_ = true;
}
// Since these update on a delay, it's okay to do them immediately.
CtrlDisAsmView *ptr = CtrlDisAsmView::getFrom(GetDlgItem(m_hDlg, IDC_DISASMVIEW));
ptr->redraw();
CtrlRegisterList *rl = CtrlRegisterList::getFrom(GetDlgItem(m_hDlg, IDC_REGLIST));
rl->redraw();
// Repaint windows at the bottom. only the memory view needs to be forced to redraw.
// All others are updated manually
CtrlMemView *memview = CtrlMemView::getFrom(GetDlgItem(m_hDlg, IDC_DEBUGMEMVIEW));
memview->redraw();
// Update memory window too.
if (memoryWindow)
memoryWindow->Update();
}
void CDisasm::ProcessUpdateDialog() {
/*
HWND gotoInt = GetDlgItem(m_hDlg, IDC_GOTOINT);
ComboBox_ResetContent(gotoInt);
@@ -878,23 +894,20 @@ void CDisasm::UpdateDialog(bool _bComplete)
ComboBox_SetItemData(gotoInt,0,0xFFFFFFFF);
ComboBox_SetCurSel(gotoInt,0);
*/
CtrlDisAsmView *ptr = CtrlDisAsmView::getFrom(GetDlgItem(m_hDlg,IDC_DISASMVIEW));
ptr->redraw();
CtrlRegisterList *rl = CtrlRegisterList::getFrom(GetDlgItem(m_hDlg,IDC_REGLIST));
rl->redraw();
// Update Debug Counter
wchar_t tempTicks[24];
if (PSP_IsInited()) {
wchar_t tempTicks[24];
_snwprintf(tempTicks, 24, L"%lld", CoreTiming::GetTicks() - lastTicks);
SetDlgItemText(m_hDlg, IDC_DEBUG_COUNT, tempTicks);
}
// Update memory window
if (memoryWindow)
memoryWindow->Update();
bool ingame = (GetUIState() == UISTATE_INGAME || GetUIState() == UISTATE_EXCEPTION) && PSP_IsInited();
if (Core_IsStepping() || !ingame) {
SetDlgItemText(m_hDlg, IDC_STOPGO, L"Go");
} else {
SetDlgItemText(m_hDlg, IDC_STOPGO, L"Break");
}
// repaint windows at the bottom. only the memory view needs to be forced to
// redraw. all others are updated manually
CtrlMemView *memview = CtrlMemView::getFrom(GetDlgItem(m_hDlg, IDC_DEBUGMEMVIEW));
memview->redraw();
updateThreadLabel(!ingame || !Core_IsStepping());
}