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__