nx_pe_dll_d3d11.nx
buildroot/runtime/nx_pe_dll_d3d11.nx
about
nx_pe_dll_d3d11.nx -- the REAL game entry point. Superset of nx_pe_dll_id3d11: same data-driven 43-slot ID3D11Device
vtable (compiled IUnknown+GetFeatureLevel bodies) PLUS the actual export D3D11CreateDeviceAndSwapChain (the literal
first function a game calls). That export is MS-x64 glue that reads the out-params from the STACK (args 8-11 at
[rsp+0x48..0x60] -- proving stack-arg access) and returns a STATIC device (real D3D allocates internally; a singleton
static device in a new RW .data section is the honest minimal form). Verified against Microsoft's own
PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN typedef so the arg->stack mapping comes from <d3d11.h>, not us.
Method bodies = sovereign nx_cc NishiLang; vtable+glue = sovereign emitter (NO C++). ⚠static vtable/device baked @ fixed
base 0x180000000 (.reloc TODO). Input /tmp/nishi_export_lib.s Output knowledge/nishi_d3d11.dll license_tier: ORIGINAL expect_exit: 0
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_itoa_lib.nxnxasm_x86.nxnx_pe_writer.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
| 14 | const N_SLOTS: i64 = 43 |
functions
| 16 | func d11_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 21 | func d11_putn(v: i64) -> i64 { nxi_out(v); return 0 } |
| 22 | func d11_wstr(buf: *u8, off: i64, s: *u8) -> i64 { var i: i64=0; while s[i]!=(0 as u8){ buf[off+i]=s[i]; i=i+1 } buf[off+i]=0 as u8; return i+1 } called by 1: d11_emit |
| 24 | func d11_assemble(src: *u8, n: i64, out: *u8, out_cap: i64, names: *i64, offs: *i64, cnt: i64) -> i64 |
| 54 | func d11_thunk(buf: *u8, tco: i64, moff: i64) -> i64 |
| 68 | func d11_slot_method(slot: i64) -> i64 called by 1: d11_emit |
| 76 | func d11_emit(buf: *u8, code: *u8, code_len: i64, offs: *i64) -> i64 |
| 183 | func main() -> i64 |