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This commit changes the way Thread::caller_id works. By moving caller_id to the .cpp file we make sure that the TLS variable doesn't get relocated twice causing a crash. Since we build with LTO for release builds (and everyone should be doing that anyway) there is no extra overhead from the non-static method. We do do an extra bool check now there but I don't think this will add much in the way of overhead. This check cannot be avoided if we still want to be able to cache the thread ID hash, as we had to move the setter because of limitations of the WinRT platform. The original workaround for this was in #46813 but this has some unintended consequences. Specifically; threads that never create a Thread object will always return 0 in Thread::get_caller_id() which caused a regression. For instance the editor now freezes when importing large textures. This PR also addresses that. Additionally we now enable ASLR support when building with MingW, this includes a workaround for MingW. MingW refuses to create an appropriate relocation table if no symbols are exported. So we just export the various main() functions in godot_windows.cpp. While ASLR support isn't criticial for Godot, previous versions of Godot just happened to work with a dynamic base 'by accident' and some users run Godot this way. After the thread change the .tls section now needs relocations to make this work. By enabling ASLR at build-time we create these relocations and people who forced ALSR on previously will now get a working Godot again. This fixes #47256 and fixes #47219 This is the 3.x version of this PR. For master a different approach is possible which I will make in the coming days. |
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