Leaked source code of windows server 2003
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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 2000.
//
// vshdrval.hpp
//
// Direct3D Reference Device - VertexShader validation
//
///////////////////////////////////////////////////////////////////////////////
#ifndef __VSHDRVAL_HPP__
#define __VSHDRVAL_HPP__
#define VS_INST_TOKEN_RESERVED_MASK 0xffff0000 // bits 16-23, 24-29, 30, 31 must be 0
#define VS_DSTPARAM_TOKEN_RESERVED_MASK 0x0ff0e000 // bits 13-15, 20-23, 24-27 must be 0
#define VS_SRCPARAM_TOKEN_RESERVED_MASK 0x40000000 // bit 30 must be 0
//-----------------------------------------------------------------------------
// CVSInstruction
//-----------------------------------------------------------------------------
class CVSInstruction : public CBaseInstruction { public: CVSInstruction(CVSInstruction* pPrevInst) : CBaseInstruction(pPrevInst) {};
void CalculateComponentReadMasks(DWORD dwVersion); };
//-----------------------------------------------------------------------------
// CVShaderValidator
//-----------------------------------------------------------------------------
class CVShaderValidator : public CBaseShaderValidator { private: void ValidateDeclaration(); const DWORD* m_pDecl; BOOL m_bFixedFunction; DWORD m_dwMaxVertexShaderConst; // d3d8 cap
BOOL m_bIgnoreConstantInitializationChecks;
CRegisterFile* m_pTempRegFile; CRegisterFile* m_pInputRegFile; CRegisterFile* m_pConstRegFile; CRegisterFile* m_pAddrRegFile; CRegisterFile* m_pTexCrdOutputRegFile; CRegisterFile* m_pAttrOutputRegFile; CRegisterFile* m_pRastOutputRegFile;
CBaseInstruction* AllocateNewInstruction(CBaseInstruction*pPrevInst); BOOL DecodeNextInstruction(); BOOL InitValidation(); BOOL ApplyPerInstructionRules(); void ApplyPostInstructionsRules();
BOOL Rule_InstructionRecognized(); BOOL Rule_InstructionSupportedByVersion(); BOOL Rule_ValidParamCount(); BOOL Rule_ValidSrcParams(); BOOL Rule_SrcInitialized(); BOOL Rule_ValidAddressRegWrite(); BOOL Rule_ValidDstParam(); BOOL Rule_ValidFRCInstruction(); BOOL Rule_ValidRegisterPortUsage(); BOOL Rule_ValidInstructionCount(); // Call per instruction AND after all instructions seen
BOOL Rule_oPosWritten(); // Call after all instructions seen
public: CVShaderValidator( const DWORD* pCode, const DWORD* pDecl, const D3DCAPS8* pCaps, DWORD Flags ); ~CVShaderValidator(); };
#endif __VSHDRVAL_HPP__
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