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