code wiki / _hdl_build / nx_dxbc_gate.nx
nx_dxbc_gate.nx
buildroot/runtime/_hdl_build/nx_dxbc_gate.nx
about
nx_dxbc_gate.nx -- D1 proof: parse a byte-exact, SPEC-FAITHFUL DXBC container + decode its SM5 shader tokens.
The fixture is hand-built to the documented DXBC layout (magic/checksum/offset-table/SHEX-chunk) with a real token
stream (dcl_temps, mov, mad, dp3, sample, ret at correct opcode+length encodings). Proves the container walk +
chunk-find + instruction classification. Neg-control: non-DXBC bytes are rejected. HONEST: fixture is spec-built,
not a shipped game's shader (D1b = feed a real .dxbc). license_tier: ORIGINAL expect_exit: 0
dependencies 2 imports · 0 importers
imports: nx_syscalls.nxnx_dxbc.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
| 9 | 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 } |
| 10 | 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 } |
| 11 | func w32(buf: *u8, off: i64, v: i64) -> i64 called by 1: main |
| 18 | func tok(op: i64, len: i64) -> i64 { return op | (len << 24) } called by 1: main |
| 20 | func main() -> i64 |