Don't allocate memory for TLS slots, and copy the default TLS data at the start, rather than offset by the TLS slot size, which seems to be more correct.
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@ -191,7 +191,10 @@ X_STATUS XThread::Create() {
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}
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// Allocate both the slots and the extended data.
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uint32_t tls_slot_size = tls_slots * 4;
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// HACK: we're currently not using the extra memory allocated for TLS slots
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// and instead relying on native TLS slots, so don't allocate anything for
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// the slots.
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uint32_t tls_slot_size = 0; // tls_slots * 4;
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uint32_t tls_total_size = tls_slot_size + tls_extended_size;
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tls_address_ = memory()->SystemHeapAlloc(tls_total_size);
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if (!tls_address_) {
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@ -205,8 +208,7 @@ X_STATUS XThread::Create() {
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// If game has extended data, copy in the default values.
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const xe_xex2_header_t* header = module->xex_header();
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assert_not_zero(header->tls_info.raw_data_address);
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// TODO(benvanik): verify location relative to slots.
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memory()->Copy(tls_address_ + tls_slot_size,
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memory()->Copy(tls_address_,
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header->tls_info.raw_data_address,
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header->tls_info.raw_data_size);
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}
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