code wiki / _hdl_build / nx_d3d_readiness_census.nx
nx_d3d_readiness_census.nx
buildroot/runtime/_hdl_build/nx_d3d_readiness_census.nx
about
nx_d3d_readiness_census.nx -- the DRIVING INSTRUMENT for the REAL DirectX goal (operator 2026-07-12: "successful
when I can play my Steam games on our native directx-type library, NishiOS + Windows, superior perf, + a SOTA plan").
Pointed at the ACTUAL pipeline to run a D3D game (the DXVK/vkd3d-proton model), not the rendering-foundation proxy:
API surface -> shader bytecode -> translation -> command/state -> backend exec -> presentation -> process host ->
a game renders. CRITIC = liar-kill (a claimed layer must cite a real organ file). ADVERSARY = the PROXY TRAP: the
graphics-foundation census reads high (688) but GAME-READINESS is far lower -- do NOT mistake the backend proxy for
the target. Emits the foundation-first ladder + the RACI gap (no d3d-runtime owner). license_tier: ORIGINAL expect_exit: 0
dependencies 1 imports · 0 importers
imports: nx_syscalls.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
| 9 | const K_MAGIC_65536: i64 = 65536 |
functions
| 11 | 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 } |
| 12 | 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 } |
| 13 | func slen(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} return n } called by 1: layer |
| 14 | func fexists(path: *u8) -> i64 |
| 21 | func ocat(o: *u8, at: i64, s: *u8) -> i64 { var i: i64=0; var a: i64=at; while s[i]!=(0 as u8){o[a]=s[i]; a=a+1; i=i+1} return a } |
| 24 | func layer(rep: *u8, ro: *i64, name: *u8, solf: *u8, status: i64, note: *u8, sums: *i64) -> i64 |
| 46 | func main() -> i64 |