Fixing (or at least improving) TLS.
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319402a11a
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21474970b2
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@ -173,28 +173,35 @@ X_STATUS XThread::Create() {
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scratch_address_ = memory()->SystemHeapAlloc(scratch_size_);
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// Allocate TLS block.
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uint32_t tls_size = 32; // Default 32 (is this OK?)
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// Games will specify a certain number of 4b slots that each thread will get.
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const uint32_t kDefaultTlsSlotCount = 32;
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uint32_t tls_slots = 0;
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uint32_t tls_extended_size = 0;
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if (module && module->xex_header()) {
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const xe_xex2_header_t* header = module->xex_header();
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// FIXME: Is this correct?
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tls_size = header->tls_info.data_size;
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tls_slots = header->tls_info.slot_count ? header->tls_info.slot_count : kDefaultTlsSlotCount;
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tls_extended_size = header->tls_info.data_size;
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} else {
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tls_slots = kDefaultTlsSlotCount;
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}
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// Allocate both the slots and the extended data.
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uint32_t tls_size = tls_slots * 4 + tls_extended_size;
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tls_address_ = memory()->SystemHeapAlloc(tls_size);
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if (!tls_address_) {
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XELOGW("Unable to allocate thread local storage block");
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return X_STATUS_NO_MEMORY;
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}
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// Copy in default TLS info (or zero it out)
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if (module && module->xex_header()) {
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// Zero all of TLS.
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memory()->Fill(tls_address_, tls_size, 0);
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if (tls_extended_size) {
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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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// Copy in default TLS info.
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memory()->Copy(tls_address_, header->tls_info.raw_data_address, header->tls_info.data_size);
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} else {
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memory()->Fill(tls_address_, tls_size, 0);
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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_size, header->tls_info.raw_data_address,
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header->tls_info.raw_data_size);
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}
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// Allocate processor thread state.
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