Set the locale per-thread instead of globally when generating shaders. Add cross-compatible versions of newlocale, uselocale and freelocale.

This commit fixes a rare race condition when generating shaders because setlocale is global.
This commit is contained in:
Armada
2013-06-15 13:21:57 +02:00
parent 825c5ca09a
commit fc7099a905
5 changed files with 68 additions and 8 deletions

View File

@ -4,6 +4,10 @@
#include <map>
#include <set>
#include <locale.h>
#ifdef __APPLE__
#include <xlocale.h>
#endif
#include "Common.h"
#include "Hash.h"
@ -155,7 +159,8 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
// this should create the same shaders as before (plus some extras added for DF16), just... more manageably than listing the full program for each combination
char text[3072];
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
locale_t locale = newlocale(LC_NUMERIC_MASK, "C", NULL); // New locale for compilation
locale_t old_locale = uselocale(locale); // Apply the locale for this thread
text[sizeof(text) - 1] = 0x7C; // canary
char* p = text;
@ -215,7 +220,8 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("PixelShaderCache copy shader generator - buffer too small, canary has been eaten!");
setlocale(LC_NUMERIC, ""); // restore locale
uselocale(old_locale); // restore locale
freelocale(locale);
return D3D::CompileAndCreatePixelShader(text, (int)strlen(text));
}