Experimental stack allocation.

This commit is contained in:
gibbed 2015-05-14 10:12:33 -05:00
parent 5660d348ea
commit a3621fd11b
1 changed files with 14 additions and 2 deletions

View File

@ -14,6 +14,8 @@
#include "xenia/cpu/processor.h" #include "xenia/cpu/processor.h"
#include "xenia/debug/debugger.h" #include "xenia/debug/debugger.h"
#include "xenia/xbox.h"
namespace xe { namespace xe {
namespace cpu { namespace cpu {
@ -41,11 +43,21 @@ ThreadState::ThreadState(Processor* processor, uint32_t thread_id,
} }
backend_data_ = processor->backend()->AllocThreadData(); backend_data_ = processor->backend()->AllocThreadData();
uint32_t stack_position;
if (!stack_address) { if (!stack_address) {
stack_address_ = memory()->SystemHeapAlloc(stack_size); stack_size = (stack_size + 0xFFF) & 0xFFFFF000;
uint32_t stack_alignment = (stack_size & 0xF000) ? 0x1000 : 0x10000;
uint32_t stack_padding = stack_alignment * 1;
uint32_t actual_stack_size = stack_padding + stack_size;
stack_address_ = memory()->SystemHeapAlloc(actual_stack_size, stack_alignment);
assert_true(!(stack_address & 0xFFF)); // just to be safe
stack_position = stack_address_ + actual_stack_size;
stack_allocated_ = true; stack_allocated_ = true;
memset(memory()->TranslateVirtual(stack_address_), 0xBE, actual_stack_size);
memory()->Protect(stack_address_, stack_padding, X_PAGE_NOACCESS);
} else { } else {
stack_address_ = stack_address; stack_address_ = stack_address;
stack_position = stack_address_ + stack_size;
stack_allocated_ = false; stack_allocated_ = false;
} }
assert_not_zero(stack_address_); assert_not_zero(stack_address_);
@ -66,7 +78,7 @@ ThreadState::ThreadState(Processor* processor, uint32_t thread_id,
context_->thread_id = thread_id_; context_->thread_id = thread_id_;
// Set initial registers. // Set initial registers.
context_->r[1] = stack_address_ + stack_size; context_->r[1] = stack_position;
context_->r[13] = thread_state_address_; context_->r[13] = thread_state_address_;
// Pad out stack a bit, as some games seem to overwrite the caller by about // Pad out stack a bit, as some games seem to overwrite the caller by about