r5sdk/r5dev/thirdparty/ea/EAThread/source/libunwind/eathread_callstack_libunwind.cpp
Kawe Mazidjatari b3a68ed095 Add EABase, EAThread and DirtySDK to R5sdk
DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
2024-04-05 18:29:03 +02:00

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1.9 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// Copyright (c) Electronic Arts Inc. All rights reserved.
///////////////////////////////////////////////////////////////////////////////
#include <EABase/eabase.h>
#include <eathread/eathread.h>
#include <eathread/eathread_atomic.h>
#include <eathread/eathread_callstack.h>
#include <eathread/eathread_callstack_context.h>
#include <eathread/eathread_storage.h>
#include <string.h>
#include <pthread.h>
#include <unistd.h>
#include <unwind.h>
namespace EA
{
namespace Thread
{
EA::Thread::ThreadLocalStorage sStackBase;
///////////////////////////////////////////////////////////////////////////////
// SetStackBase
//
EATHREADLIB_API void SetStackBase(void* pStackBase)
{
if(pStackBase)
sStackBase.SetValue(pStackBase);
else
{
pStackBase = __builtin_frame_address(0);
if(pStackBase)
SetStackBase(pStackBase);
// Else failure; do nothing.
}
}
///////////////////////////////////////////////////////////////////////////////
// GetStackBase
//
EATHREADLIB_API void* GetStackBase()
{
void* pBase;
if(GetPthreadStackInfo(&pBase, NULL))
return pBase;
// Else we require the user to have set this previously, usually via a call
// to SetStackBase() in the start function of this currently executing
// thread (or main for the main thread).
pBase = sStackBase.GetValue();
if(pBase == NULL)
pBase = (void*)(((uintptr_t)&pBase + 4095) & ~4095); // Make a guess, round up to next 4096.
return pBase;
}
///////////////////////////////////////////////////////////////////////////////
// GetStackLimit
//
EATHREADLIB_API void* GetStackLimit()
{
void* pLimit;
if(GetPthreadStackInfo(NULL, &pLimit))
return pLimit;
pLimit = __builtin_frame_address(0);
return (void*)((uintptr_t)pLimit & ~4095); // Round down to nearest page, as the stack grows downward.
}
} // namespace Thread
} // namespace EA