code wiki / _hdl_build / nx_d3d_shade_gate.nx
nx_d3d_shade_gate.nx
buildroot/runtime/_hdl_build/nx_d3d_shade_gate.nx
about
nx_d3d_shade_gate.nx -- D3: SHADE a rasterized triangle by EXECUTING a real shader, graded pixel-exact vs WARP.
Composes the sovereign pieces: nx_dxbc_exec (run the real fxc shader -> fragment color) + our barycentric rasterizer
(WARP-perfect coverage) -> a shaded frame. Graded against WARP's actual output (knowledge/warp_shaded.ppm). API-
agnostic backend (serves D3D or Vulkan). WARP/fxc = benchmark oracles only; the stack is 100% NishiLang. license_tier: ORIGINAL expect_exit: 0
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_dxbc.nxnx_dxbc_exec.nxnx_f32_hw.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 10 | func hw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 11 | func pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } |
| 12 | func edge(ax: i64, ay: i64, bx: i64, by: i64, px: i64, py: i64) -> i64 { return (bx-ax)*(py-ay) - (by-ay)*(px-ax) } |
| 13 | func tri_in(px: i64, py: i64, sgn: i64) -> i64 |
| 22 | func to_unorm(bits: i64) -> i64 { return f32_int(f32_add(f32_mul(bits, f32_of(255)), f32_div(f32_of(1), f32_of(2)))) } |
| 24 | func main() -> i64 |