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104
utils/shadercompile/subprocess.h
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104
utils/shadercompile/subprocess.h
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//========= Copyright 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 SUBPROCESS_H
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#define SUBPROCESS_H
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#ifdef _WIN32
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#pragma once
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#endif
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class SubProcessKernelObjects
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{
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friend class SubProcessKernelObjects_Memory;
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public:
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SubProcessKernelObjects( void );
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~SubProcessKernelObjects( void );
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private:
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SubProcessKernelObjects( SubProcessKernelObjects const & );
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SubProcessKernelObjects & operator =( SubProcessKernelObjects const & );
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protected:
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BOOL Create( char const *szBaseName );
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BOOL Open( char const *szBaseName );
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public:
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BOOL IsValid( void ) const;
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void Close( void );
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protected:
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HANDLE m_hMemorySection;
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HANDLE m_hMutex;
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HANDLE m_hEvent[2];
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DWORD m_dwCookie;
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};
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class SubProcessKernelObjects_Create : public SubProcessKernelObjects
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{
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public:
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SubProcessKernelObjects_Create( char const *szBaseName ) { Create( szBaseName ), m_dwCookie = 1; }
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};
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class SubProcessKernelObjects_Open : public SubProcessKernelObjects
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{
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public:
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SubProcessKernelObjects_Open( char const *szBaseName ) { Open( szBaseName ), m_dwCookie = 0; }
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};
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class SubProcessKernelObjects_Memory
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{
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public:
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SubProcessKernelObjects_Memory( SubProcessKernelObjects *p ) : m_pObjs( p ), m_pLockData( NULL ), m_pMemory( NULL ) { }
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~SubProcessKernelObjects_Memory() { Unlock(); }
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public:
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void * Lock( void );
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BOOL Unlock( void );
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public:
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BOOL IsValid( void ) const { return m_pLockData != NULL; }
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void * GetMemory( void ) const { return m_pMemory; }
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protected:
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void *m_pMemory;
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private:
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SubProcessKernelObjects *m_pObjs;
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void *m_pLockData;
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};
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//
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// Response implementation
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//
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class CSubProcessResponse : public CmdSink::IResponse
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{
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public:
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explicit CSubProcessResponse( void const *pvMemory );
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~CSubProcessResponse( void ) { }
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public:
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virtual bool Succeeded( void ) { return ( 1 == m_dwResult ); }
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virtual size_t GetResultBufferLen( void ) { return ( Succeeded() ? m_dwResultBufferLength : 0 ); }
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virtual const void * GetResultBuffer( void ) { return ( Succeeded() ? m_pvResultBuffer : NULL ); }
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virtual const char * GetListing( void ) { return (const char *) ( ( m_szListing && * m_szListing ) ? m_szListing : NULL ); }
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protected:
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void const *m_pvMemory;
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DWORD m_dwResult;
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DWORD m_dwResultBufferLength;
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void const *m_pvResultBuffer;
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char const *m_szListing;
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};
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int ShaderCompile_Subprocess_Main( char const *szSubProcessData );
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#endif // #ifndef SUBPROCESS_H
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