So here's an explanation of many implementation questions. For high performance, direct pixel manipulation via a writeable bitmap and backbuffer is used. This is done specifically to eliminate heavy Windows rendering. The zero-allocation pipeline means the program doesn't create new objects, but reuses memory. This approach results in the absence of a garbage collector. The program also folds zeros to avoid cluttering everything with zero bytes and to provide a clean interface.
To briefly describe the functions of DisassemblyEngine.cs:
SetTarget binds the engine to a specific memory location on the stack or heap to write text and colors in a single click without unnecessary copying.
Write manually maps token types from the Iced library to your internal colors and fills the array character by character, eliminating allocations on the managed heap.
ReadByte implements the shortest possible path from a byte in a file to the decoder via pointer incrementation, which is critical when processing millions of instructions per second.
DecodeVisible Cycles the decoder and formatter to fill the string structure, including automatic hex code generation for broken bytes so that the listing is never interrupted.
CountInstructions Uses dry decoding without translating to text to quickly calculate how many instructions will fit in the buffer or on the screen.
SkipInstructions Skip bytes, taking into account the variable length of x86 instructions, allowing you to accurately jump ten instructions ahead without knowing their size in advance.
GetSyncOffset Uses heuristic analysis of instruction chains and enumeration of starting offsets to find the entry point where bytes begin to form meaningful code rather than random garbage.
To use the disassembler, press Ctrl+D. This module requires iced and the absence of allocations is necessary for high program performance.