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nx_d3d11_min_gate.nx

buildroot/runtime/_hdl_build/nx_d3d11_min_gate.nx

4100 B68 linesdepth 5pulls 8 transitivereach 0 importersview sourcekind gate/proof
docsdependenciesstructsconstsfunctions

about

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

nx_syscalls.nx nx_d3d11_min.nx nx_d3d11_min_gate.nx

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

main hw sys_write d3d_create_device_and_swap sys_mmap swgpu_bytes sg_reset d3d_width d3d_height pn sys_mmap ↻ sys_write ↻ d3d_clear_rtv d3d_backbuffer sg_fb d3d_pack d3d_pack ↻ d3d_backbuffer ↻ d3d_fill_rect d3d_backbuffer ↻ d3d_pack ↻ sys_mmap ↻ d3d_present nx_swap_present nx_swap_dest_is_valid sys_mmap ↻ nx_swap_extract_rgb_bytes ppm_write_p6 ppm_write_p6_header pwr_put pwr_put_dec sys_mmap ↻ d3d_backbuffer ↻ sys_openat_wr sys_write ↻ sys_close sys_exit

structs

none

consts

none

functions

7func hw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 }
called by 1: main calls 1: sys_write
8func 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 }
called by 1: main calls 2: sys_mmapsys_write
10func main() -> i64