/////////////////////////////////////////////////////////////////////////////// // Copyright (c) Electronic Arts Inc. All rights reserved. /////////////////////////////////////////////////////////////////////////////// #include #include #include #include EA_DISABLE_VC_WARNING(4172) // returning address of local variable or temporary namespace EA { namespace Thread { #if EA_THREADS_AVAILABLE static EA::Thread::ThreadLocalStorage sStackBase; #else static void* sStackBase; #endif /////////////////////////////////////////////////////////////////////////////// // SetStackBase // EATHREADLIB_API void SetStackBase(void* pStackBase) { if(pStackBase) { #if EA_THREADS_AVAILABLE sStackBase.SetValue(pStackBase); #else sStackBase = pStackBase; #endif } else { pStackBase = GetStackBase(); SetStackBase(pStackBase); } } /////////////////////////////////////////////////////////////////////////////// // GetStackBase // EATHREADLIB_API void* GetStackBase() { #if EA_THREADS_AVAILABLE void* pStackBase = sStackBase.GetValue(); #else void* pStackBase = sStackBase; #endif if(!pStackBase) pStackBase = (void*)(((uintptr_t)GetStackLimit() + 4095) & ~4095); // Align up to nearest page, as the stack grows downward. return pStackBase; } /////////////////////////////////////////////////////////////////////////////// // GetStackLimit // EATHREADLIB_API void* GetStackLimit() { void* pStack = NULL; pStack = &pStack; return (void*)((uintptr_t)pStack & ~4095); // Round down to nearest page, as the stack grows downward. } } // namespace Thread } // namespace EA EA_RESTORE_VC_WARNING()