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nx_steamgfx_research.nx

buildroot/runtime/nx_steamgfx_research.nx

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docsdependenciesstructsconstsfunctions

about

nx_steamgfx_research.nx -- SCOPE THE REAL BAR with the nishi researcher: "swap our sovereign graphics stack in to PLAY A REAL STEAM GAME WITHOUT DirectX." Operator 2026-07-02: the "exceeds DirectX on submission-path-depth" claim is bullshit -- the real test is running an actual Steam game on our stack, and I never scoped it. This banks the real requirement surface: what a Steam game actually calls (Direct3D/DXGI/Win32), how it runs WITHOUT native DirectX today (Wine/Proton + DXVK/vkd3d translating D3D->Vulkan), and the Vulkan/SPIR-V/WDDM target our sovereign path must actually EXECUTE (not just encode). Composes nx_research_engine (sovereign TLS). ORIGINAL. expect_exit:0

dependencies 1 imports · 0 importers

nx_research_engine.nx nx_steamgfx_research.nx

imports: nx_research_engine.nx

imported by: nobody (leaf or entry point)

call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown

main rf_init nx_trust_store_load_from_c sys_mmap nxa_die sys_write sys_exit nxa_lock_take nxa_lock_addr sys_write ↻ nxa_lock_give nxa_lock_addr ↻ nxa_report_overrun sys_write ↻ nxa_dump_printable sys_write ↻ nxa_dump_sizes sys_write ↻ sys_read_file sys_openat_rd sys_lseek sys_mmap ↻ sys_read sys_munmap sys_close nx_nss_certdata_parse sys_mmap ↻ _pat_class_cert _pat_value_octal _pat_end _find_newline _starts_with _parse_octal_line sys_mmap ↻ _is_space _decode_octal_escape _is_octal sys_mkdir rf_puts sys_write ↻

structs

none

consts

8const K_MAGIC_8388608: i64 = 8388608

functions

10func main() -> i64