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I accidentally managed to reproduce an issue which has been plaguing users for a while, where glslang throws an assert after closing a game (and starting a new one). pthread_setspecific was somehow failing with an EINVAL call, despite the key never having been freed. I suspect some kind of corruption happening when dynamic libraries are unloaded, but I doubt this is a bug in either RetroArch or glslang per-se. My workaround here is to tear down all TLS use in glslang after we're done compiling. Somehow this works around the problem for me, and I don't really see another viable fix. Valgrind does not say anything about the issue, so doubt it's memory corruption either. I had to fix a minor TLS leak in glslang as DetachProcess does not free the PoolIndex TLS.