code wiki / _hdl_build / nx_d3d11_min_gate.nx
nx_d3d11_min_gate.nx
buildroot/runtime/_hdl_build/nx_d3d11_min_gate.nx
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nx_d3d11_min_gate.nx -- D0 spine proof: run the D3D11 frame-0 call sequence a game makes (CreateDeviceAndSwapChain
-> ClearRenderTargetView -> draw region -> Present) through OUR backend (nx_swgpu) + present (nx_swapchain), and
verify a real presented frame. This is the first rung genuinely on the D3D-GAME ladder. license_tier: ORIGINAL expect_exit: 0
dependencies 2 imports · 0 importers
imports: nx_syscalls.nxnx_d3d11_min.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
| 7 | 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 } |
| 8 | 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 } |
| 10 | func main() -> i64 |