Starting to clean up thread state.
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@@ -28,14 +28,14 @@ thread_local ThreadState* thread_state_ = nullptr;
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ThreadState::ThreadState(Processor* processor, uint32_t thread_id,
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uint32_t stack_address, uint32_t stack_size,
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uint32_t thread_state_address)
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uint32_t pcr_address)
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: processor_(processor),
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memory_(processor->memory()),
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thread_id_(thread_id),
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name_(""),
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backend_data_(0),
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stack_size_(stack_size),
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thread_state_address_(thread_state_address) {
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pcr_address_(pcr_address) {
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if (thread_id_ == UINT_MAX) {
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// System thread. Assign the system thread ID with a high bit
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// set so people know what's up.
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@@ -87,7 +87,7 @@ ThreadState::ThreadState(Processor* processor, uint32_t thread_id,
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// Set initial registers.
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context_->r[1] = stack_position;
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context_->r[13] = thread_state_address_;
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context_->r[13] = pcr_address_;
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// Pad out stack a bit, as some games seem to overwrite the caller by about
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// 16 to 32b.
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