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//-----------------------------------------------------------------------------
// Name: worker.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include <Logging/consolehandler.h>
#include <Logging/filehandler.h>
#include <Logging/logdata.h>
#include <Internal/common.h>
#include <Internal/error_response.h>
#include <Compat/processpool.h>
#include <Graphics/converttexture.h>
#include <Memory/allocation.h>
#include <cstdlib>
using std::endl;
Allocation alloc;
ErrorResponse DisplayError(const char* title, const char* contents, ErrorType type, bool allow_repetition) {
return _continue;
}
// Replacement for the main program version of the same fucntion
void FatalError(const char* title, const char* fmt, ...) {
static const int kBufSize = 1024;
char err_buf[kBufSize];
va_list args;
va_start(args, fmt);
VFormatString(err_buf, kBufSize, fmt, args);
va_end(args);
LOGF << title << "," << err_buf << endl;
exit(10);
}
int ConvertTexture(int argc, const char* argv[]) {
ConvertImage(argv[0], argv[1], argv[2], TextureData::Nice);
return 0;
}
int main(int argc, char* argv[]) {
alloc.Init();
ConsoleHandler consoleHandler;
LogSystem::RegisterLogHandler(
LogSystem::info | LogSystem::warning | LogSystem::error | LogSystem::fatal,
&consoleHandler);
if (!ProcessPool::AmIAWorkerProcess(argc, argv)) {
exit(1);
}
ProcessPool::JobMap jobs;
jobs["ConvertTexture"] = &ConvertTexture;
int ret = ProcessPool::WorkerProcessMain(jobs);
LogSystem::DeregisterLogHandler(&consoleHandler);
alloc.Dispose();
return ret;
}
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