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76 lines
2.0 KiB
76 lines
2.0 KiB
//====== Copyright 1996-2010, Valve Corporation, All rights reserved. =======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef TLS_PS3_H
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#define TLS_PS3_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if defined(_PS3) || defined (SN_TARGET_PS3)
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#define MAX_TLS_VALUES 32 //I just checked in ep2 and we were only using 14 so have reduced to a max of 32 - RP
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struct TLSGlobals
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{
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// TLS values/flags
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int nThreadLocalStateIndex;
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void *TLSValues[ MAX_TLS_VALUES ];
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bool TLSFlags[ MAX_TLS_VALUES ];
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bool bWaitObjectsCreated;
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sys_semaphore_t WaitObjectsSemaphore;
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void* pCurThread;
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int nThreadID;
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// Engine TLS data (zip/console/splitslot)
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unsigned int uiEngineZipLastErrorZ;
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bool bEngineConsoleIsInSpew;
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void* pEngineSplitSlot;
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// Malloc debugging TLS data
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void* pMallocDbgInfoStack;
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int nMallocDbgInfoStackDepth;
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// Filesystem read filename buffer
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char* pFileSystemReadFilename;
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// Material system render context
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void* pMaterialSystemRenderContext;
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// Physics virtual mesh frame locks
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void* pPhysicsVirtualMeshFrameLocks;
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// [MAIN] this will get set to true if the game quit normally; otherwise, an error screen will be displayed to account for "dirty disk" situations
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bool bNormalQuitRequested;
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};
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#ifndef _CERT
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extern "C" TLSGlobals *GetTLSGlobals();
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#else
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#define GetTLSGlobals() reinterpret_cast< TLSGlobals * >( (unsigned int)__reg(13) - 0x7000 )
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#endif
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#define g_nThreadLocalStateIndex GetTLSGlobals()->nThreadLocalStateIndex
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#define gTLSValues GetTLSGlobals()->TLSValues
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#define gTLSFlags GetTLSGlobals()->TLSFlags
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#define gbWaitObjectsCreated GetTLSGlobals()->bWaitObjectsCreated
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#define gWaitObjectsSemaphore GetTLSGlobals()->WaitObjectsSemaphore
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#define g_pCurThread GetTLSGlobals()->pCurThread
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#define g_nThreadID GetTLSGlobals()->nThreadID
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// stuffed here just to save having a tiny h file
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class CPs3ContentPathInfo;
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extern CPs3ContentPathInfo *g_pPS3PathInfo;
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#endif // defined(_PS3) || defined (SN_TARGET_PS3)
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#endif // TLS_PS3_H
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