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https://github.com/jkdansereau/goldeneye-pc-port.git
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- Replace setjmp/longjmp green threads with real pthreads (8MB stacks); PortQueue side table (mutex+condvar) for OSMesgQueue; dedicated tick thread posts VI retrace + services timers (D24). - Dual-mapped N64 DRAM: one 8MB store at V1 0x70000000 (s32-safe, all game RAM symbols) and V2 0x80000000 (KSEG0 mirror for offset|0x80000000 rebuilds). Windows: CreateFileMappingW + MapViewOfFileEx; POSIX: memfd + MAP_FIXED. dram_syms.s pins cfb_16/_bssSegmentEnd/tlb block (D25). - Address-width shims: PHYS_TO_K0 identity, OS_K0_TO_PHYSICAL = offset from V1 base, OS_PHYSICAL_TO_K0 identity; fast3d seg_addr() remaps small offsets into V2 (D26). - ASLR off (-Wl,--disable-dynamicbase): absolute symbols referenced through pointer-typed externs (.refptr + BASE reloc) must not rebase; startup sanity check on image base 0x140000000 (D27). - osPiStartDma posts its completion message on every path (fixes romReceiveMesg deadlock) (D29). - SEH-free crash handler: raw fault log first, validated manual EBP-chain walk second (-fno-omit-frame-pointer), TerminateProcess; crashDumpThreads via Toolhelp32 for heartbeat hang dumps (D30). - PD fast3d integrated (port/fast3d/), replaces gfxstub.c; real src/sched.c compiled; mainproc runs as a real pthread, host thread pumps SDL events. - Docs: findings D24-D31 + Phase 2 status (section F/G). Current state: boots through bossInitMainthreadData to langInit(), then SIGSEGVs on the first file load — stack frame clobbered by a table of truncated s32 pointers (D31, open). Next: attribute the write with 'set scheduler-locking on' + hardware watchpoint.
60 lines
2.9 KiB
C++
60 lines
2.9 KiB
C++
#include "gfx_cc.h"
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void gfx_cc_get_features(uint64_t shader_id0, uint32_t shader_id1, struct CCFeatures* cc_features) {
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for (int i = 0; i < 2; i++) {
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for (int j = 0; j < 2; j++) {
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for (int k = 0; k < 4; k++) {
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cc_features->c[i][j][k] = (shader_id0 >> (i * 32 + j * 16 + k * 4)) & 0xf;
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}
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}
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}
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cc_features->opt_alpha = (shader_id1 & SHADER_OPT_ALPHA) != 0;
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cc_features->opt_fog = (shader_id1 & SHADER_OPT_FOG) != 0;
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cc_features->opt_texture_edge = (shader_id1 & SHADER_OPT_TEXTURE_EDGE) != 0;
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cc_features->opt_noise = (shader_id1 & SHADER_OPT_NOISE) != 0;
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cc_features->opt_2cyc = (shader_id1 & SHADER_OPT_2CYC) != 0;
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cc_features->opt_alpha_threshold = (shader_id1 & SHADER_OPT_ALPHA_THRESHOLD) != 0;
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cc_features->opt_invisible = (shader_id1 & SHADER_OPT_INVISIBLE) != 0;
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cc_features->opt_grayscale = (shader_id1 & SHADER_OPT_GRAYSCALE) != 0;
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cc_features->opt_blur = (shader_id1 & SHADER_OPT_BLUR) != 0;
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cc_features->clamp[0][0] = (shader_id1 & SHADER_OPT_TEXEL0_CLAMP_S);
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cc_features->clamp[0][1] = (shader_id1 & SHADER_OPT_TEXEL0_CLAMP_T);
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cc_features->clamp[1][0] = (shader_id1 & SHADER_OPT_TEXEL1_CLAMP_S);
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cc_features->clamp[1][1] = (shader_id1 & SHADER_OPT_TEXEL1_CLAMP_T);
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cc_features->used_textures[0] = false;
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cc_features->used_textures[1] = false;
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cc_features->num_inputs = 0;
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for (int c = 0; c < 2; c++) {
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for (int i = 0; i < 2; i++) {
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for (int j = 0; j < 4; j++) {
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if (cc_features->c[c][i][j] >= SHADER_INPUT_1 && cc_features->c[c][i][j] <= SHADER_INPUT_7) {
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if (cc_features->c[c][i][j] > cc_features->num_inputs) {
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cc_features->num_inputs = cc_features->c[c][i][j];
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}
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}
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if (cc_features->c[c][i][j] == SHADER_TEXEL0 || cc_features->c[c][i][j] == SHADER_TEXEL0A) {
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cc_features->used_textures[0] = true;
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}
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if (cc_features->c[c][i][j] == SHADER_TEXEL1 || cc_features->c[c][i][j] == SHADER_TEXEL1A) {
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cc_features->used_textures[1] = true;
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}
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}
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}
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}
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for (int c = 0; c < 2; c++) {
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cc_features->do_single[c][0] = cc_features->c[c][0][2] == SHADER_0;
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cc_features->do_single[c][1] = cc_features->c[c][1][2] == SHADER_0;
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cc_features->do_multiply[c][0] = cc_features->c[c][0][1] == SHADER_0 && cc_features->c[c][0][3] == SHADER_0;
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cc_features->do_multiply[c][1] = cc_features->c[c][1][1] == SHADER_0 && cc_features->c[c][1][3] == SHADER_0;
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cc_features->do_mix[c][0] = cc_features->c[c][0][1] == cc_features->c[c][0][3];
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cc_features->do_mix[c][1] = cc_features->c[c][1][1] == cc_features->c[c][1][3];
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cc_features->color_alpha_same[c] =
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((shader_id0 >> c * 32) & 0xffff) == ((shader_id0 >> (c * 32 + 16)) & 0xffff);
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}
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}
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