264 lines
7.7 KiB
C++
264 lines
7.7 KiB
C++
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///////////////////////////////////////////////////////////////////////////////
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// Copyright (C) Microsoft Corporation, 2000.
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//
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// debugmon.cpp
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//
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// Direct3D Debug Monitor
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//
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///////////////////////////////////////////////////////////////////////////////
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/*
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WORKLIST
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- vertex shader source <-> debugger
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*/
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#include "pch.cpp"
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#pragma hdrstop
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#include <process.h>
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#include "d3ddm.hpp"
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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D3DDebugMonitor::D3DDebugMonitor( void )
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{
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// get pid and create DebugTargetContext sharedmem
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int pid = _getpid();
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m_pTgtCtxSM = new D3DSharedMem( sizeof(DebugTargetContext), D3DDM_TGTCTX_SM "%d", pid );
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if( m_pTgtCtxSM == NULL )
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{
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DPFERR( "new D3DSharedMem failed" );
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m_pTgtCtx = NULL;
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m_pTgtCtxSM = NULL;
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m_hTgtEventBP = NULL;
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m_hTgtEventAck = NULL;
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goto Error_Return;
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}
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m_pTgtCtx = (DebugTargetContext*)(m_pTgtCtxSM->GetPtr());
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memset( m_pTgtCtx, 0x0, sizeof(DebugTargetContext) );
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m_pTgtCtx->ProcessID = pid;
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m_pTgtCtx->Version = D3DDM_VERSION;
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// create target events
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char name[128];
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_snprintf( name, 128, D3DDM_TGT_EVENTBP "%d", m_pTgtCtx->ProcessID );
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m_hTgtEventBP = CreateEvent( NULL, FALSE, FALSE, name );
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_ASSERT( m_hTgtEventBP ,"CreateEvent for target event BP failed")
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_snprintf( name, 128, D3DDM_TGT_EVENTACK "%d", m_pTgtCtx->ProcessID );
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m_hTgtEventAck = CreateEvent( NULL, FALSE, FALSE, name );
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_ASSERT( m_hTgtEventAck ,"CreateEvent for target event ACK failed");
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Error_Return:
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// null out monitor connections
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m_pMonCtx = NULL;
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m_pMonCtxSM = NULL;
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m_pCmdData = NULL;
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m_pCmdDataSM = NULL;
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m_hMonEventCmd = 0;
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return;
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}
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//-----------------------------------------------------------------------------
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D3DDebugMonitor::~D3DDebugMonitor( void )
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{
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// send disconnect event to monitor
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m_pTgtCtx->EventStatus = D3DDM_EVENT_TARGETEXIT;
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SetEvent( m_hTgtEventBP );
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DetachMonitorConnection();
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CloseHandle( m_hTgtEventBP );
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CloseHandle( m_hTgtEventAck );
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delete m_pTgtCtxSM;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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HRESULT
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D3DDebugMonitor::AttachToMonitor( int iMon )
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{
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#if(D3D_DEBUGMON>0x00)
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if (iMon < 1) return E_FAIL;
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if (MonitorConnected() || !m_bDbgMonConnectionEnabled)
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{
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return E_FAIL;
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}
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// attach to monitor context
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m_pMonCtxSM = new D3DSharedMem( sizeof(DebugMonitorContext), D3DDM_MONCTX_SM "%d", iMon );
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if ( (m_pMonCtxSM == NULL) || !m_pMonCtxSM->AlreadyExisted() ) goto _fail_return; // monitor not there
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// get pointer to monitor context bits
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m_pMonCtx = (const DebugMonitorContext*)m_pMonCtxSM->GetPtr();
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if (m_pMonCtx->TargetID) goto _fail_return; // monitor already taken
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// request attachment to this context (cast to non-const just this once...)
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((DebugMonitorContext*)m_pMonCtx)->TargetIDRequest = m_pTgtCtx->ProcessID;
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// attach to monitor event acknowledge
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char name[128];
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_snprintf( name, 128, D3DDM_MON_EVENTCMD "%d", iMon );
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m_hMonEventCmd = OpenEvent( EVENT_ALL_ACCESS, NULL, name );
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// signal monitor via it's own event (just this once) and wait for reply on our ack
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DPFINFO("D3DDebugTarget - attempting to attach to monitor");
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SignalObjectAndWait( m_hMonEventCmd, m_hTgtEventAck, INFINITE, FALSE );
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if ( m_pMonCtx->TargetID != m_pTgtCtx->ProcessID ) goto _fail_return;
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// monitor is attached to this target
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m_pTgtCtx->MonitorID = iMon;
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// attach to command data SM
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m_pCmdDataSM = new D3DSharedMem( D3DDM_CMDDATA_SIZE,
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D3DDM_CMDDATA_SM "%d", m_pTgtCtx->MonitorID );
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m_pCmdData = (DebugMonitorContext*)(m_pCmdDataSM->GetPtr());
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// tell monitor that we are done attaching
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SetEvent( m_hTgtEventBP );
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DPFINFO("D3DDebugTarget - debug monitor attached");
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return S_OK;
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_fail_return:
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if (m_pMonCtxSM) delete m_pMonCtxSM;
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m_pMonCtxSM = NULL;
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m_pMonCtx = NULL;
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if (m_hMonEventCmd) CloseHandle( m_hMonEventCmd ); m_hMonEventCmd = 0;
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return E_FAIL;
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#else
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return E_FAIL;
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#endif
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}
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//-----------------------------------------------------------------------------
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// drop connection
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//-----------------------------------------------------------------------------
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void
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D3DDebugMonitor::DetachMonitorConnection( void )
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{
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#if(D3D_DEBUGMON>0x00)
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if (MonitorConnected())
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DPFINFO("D3DDebugTarget - debug monitor detached");
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// drop attachment to monitor and delete monitor context attachment
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m_pTgtCtx->MonitorID = 0; // let monitor know it is being dropped
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if (NULL != m_pMonCtxSM) delete m_pMonCtxSM; m_pMonCtxSM = NULL;
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m_pMonCtx = NULL;
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if (NULL != m_pCmdDataSM) delete m_pCmdDataSM; m_pCmdDataSM = NULL;
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m_pCmdData = NULL;
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ResetEvent( m_hMonEventCmd );
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if (m_hMonEventCmd) CloseHandle( m_hMonEventCmd ); m_hMonEventCmd = NULL;
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#endif
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}
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//-----------------------------------------------------------------------------
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// check for lost monitor connection, and clean up if necessary
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//-----------------------------------------------------------------------------
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BOOL
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D3DDebugMonitor::CheckLostMonitorConnection( void )
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{
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#if(D3D_DEBUGMON>0x00)
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if ( !m_pMonCtx )
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{
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// not connected
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return TRUE;
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}
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if ( m_pMonCtx->TargetID != m_pTgtCtx->ProcessID )
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{
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// we have been disconnected
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DetachMonitorConnection();
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return TRUE;
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}
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return FALSE;
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#else
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return TRUE;
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#endif
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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BOOL
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D3DDebugMonitor::IsEventBreak( UINT32 EventType )
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{
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BOOL bReturn = FALSE;
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#define _D3DDM_EVENT_CASE( _Event) \
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case D3DDM_EVENT_##_Event: if (MonitorEventBP() & D3DDM_EVENT_##_Event) { bReturn = TRUE; } break
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// keep this as single line per event - convenient place to set debugger breakpoints
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switch ( EventType )
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{
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_D3DDM_EVENT_CASE(RSTOKEN);
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_D3DDM_EVENT_CASE(BEGINSCENE);
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_D3DDM_EVENT_CASE(ENDSCENE);
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_D3DDM_EVENT_CASE(VERTEX);
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_D3DDM_EVENT_CASE(VERTEXSHADERINST);
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_D3DDM_EVENT_CASE(PRIMITIVE);
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_D3DDM_EVENT_CASE(PIXEL);
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_D3DDM_EVENT_CASE(PIXELSHADERINST);
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default: break;
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}
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return bReturn;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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HRESULT
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D3DDebugMonitor::MonitorBreakpoint( void )
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{
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CheckLostMonitorConnection();
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if ( !MonitorConnected() ) return S_OK;
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// tell monitor that we are at an event breakpoint
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SetEvent( m_hTgtEventBP );
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DPFINFO("D3DDebugTarget - stopped in debug monitor");
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// spin here responding to commands until command given to go
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BOOL bResume = FALSE;
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while ( !bResume )
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{
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// wait for command to be issued (or monitor dropped)
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WaitForSingleObject( m_hMonEventCmd, INFINITE );
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if ( CheckLostMonitorConnection() )
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{
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bResume = TRUE;
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break;
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}
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// process command
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switch ( m_pMonCtx->Command & D3DDM_CMD_MASK )
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{
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case D3DDM_CMD_GO:
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m_pTgtCtx->CommandBufferSize = 0;
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bResume = TRUE;
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break;
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default:
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ProcessMonitorCommand();
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break;
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}
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// acknowledge command processing done
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SetEvent( m_hTgtEventAck );
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}
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DPFINFO("D3DDebugTarget - resumed");
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return S_OK;
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}
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///////////////////////////////////////////////////////////////////////////////
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// end
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