hl2_src-leak-2017/src/utils/shadercompile/subprocess.h

105 lines
2.5 KiB
C++

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