VG_(startup)();
}
+/* While we're at it ... hook our own startup function into this
+ game. */
+__asm__ (
+ ".section .init\n"
+ "\tcall vgPlain_startup"
+);
+
static
__attribute__((noreturn))
__attribute__((weak))
void __pthread_initialize ( void )
{
- static int moans = N_MOANS;
- if (moans-- > 0)
- ignored("__pthread_initialize");
+ ensure_valgrind("__pthread_initialize");
}
VG_(startup)();
}
+/* While we're at it ... hook our own startup function into this
+ game. */
+__asm__ (
+ ".section .init\n"
+ "\tcall vgPlain_startup"
+);
+
static
__attribute__((noreturn))
__attribute__((weak))
void __pthread_initialize ( void )
{
- static int moans = N_MOANS;
- if (moans-- > 0)
- ignored("__pthread_initialize");
+ ensure_valgrind("__pthread_initialize");
}
VG_(startup)();
}
+/* While we're at it ... hook our own startup function into this
+ game. */
+__asm__ (
+ ".section .init\n"
+ "\tcall vgPlain_startup"
+);
+
static
__attribute__((noreturn))
__attribute__((weak))
void __pthread_initialize ( void )
{
- static int moans = N_MOANS;
- if (moans-- > 0)
- ignored("__pthread_initialize");
+ ensure_valgrind("__pthread_initialize");
}