Files
goldeneye-pc-port/port
James Dansereau 650ac57fc6 fix(D233): fast3d trivial-reject drops visible triangles with a behind-camera vertex (#63)
gfx_sp_tri1's CPU-side trivial-reject AND-test trusted per-vertex outcodes
(x<-w / x>w / y<-w / y>w / z>w) that are only valid half-space tests when
w>0. A vertex that has crossed behind the camera plane (w<0 -- common when
the camera is close to a large room-structure polygon, e.g. walls/ceiling
trusses near a doorway) flips the comparison sense, so its outcode can come
out wrong. When that spurious bit happens to match the other two genuinely
correct vertices' bits, the AND-reduction fired and dropped the whole
triangle before it ever reached OpenGL -- even though GL's own homogeneous
clipper (which handles w<0 correctly) would have rendered the visible part
of it.

This reads exactly like D233 (indoor geometry intermittently vanishing near
doors while props/furniture keep drawing): large near-camera polygons are
far more likely to have a vertex cross behind the eye than small
self-contained prop meshes, and the backface-cull code six lines below
already special-cases this same w-sign hazard for its own cross-product
sign -- the trivial-reject block above it never got the same treatment.

Fix: skip the trivial-reject AND-test whenever any of the triangle's three
vertices has w<0, deferring to GL's clipper instead. This can only ever
send MORE triangles to the GPU than before, never fewer, so it cannot make
anything newly invisible.

Also investigated D234 (Dam guard towers, only the first renders) under
the same M-106 hypothesis that it shares a root cause with D233/D222 --
did not find fast3d-side evidence for it; left open in findings.md with
the ruled-out mechanisms and a next-step recommendation. D222 (FovScale
breaks culling) is a separate, already-characterised game-logic bug in
src/game/fr.c/bondview2.c, out of this fast3d-only fix's scope.

Build verified green (MSYS2 mingw64 cmake+ninja, full link succeeds).
Could not visually verify -- this worktree has no ROM/data and no
interactive display; see docs/dev/findings.md D233 entry for the exact
human verification steps (GE_PCDUMP on a doorway-heavy interior).

docs/dev/findings.md: D233 (FIXED, high confidence on mechanism/unverified
visually) + D234 (OPEN, not root-caused) entries added.
docs/porting-notes.md: generalised the w<0 trivial-reject hazard as a
recurring class for any future CPU-side "skip this triangle" heuristic.
docs/dev/findings-index.csv regenerated.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-12 10:11:51 -04:00
..
2026-09-01 19:28:59 -04:00

GoldenEye 007 — PC port layer

This directory contains the PC port layer: the code that lets the (unmodified) GoldenEye game sources run on a modern host instead of N64 hardware.

It mirrors the layout of the Perfect Dark PC port, which ports the same Rare engine family. See docs/internals.md (repo root) for the full research write-up and phased plan.

Layout

port/
├── fast3d/            # Software RSP: interprets GBI display lists -> OpenGL
│   ├── gfx_pc.cpp     #   RSP interpreter (matrices, lights, tris, fog)
│   ├── gfx_opengl.cpp #   OpenGL rendering backend (shaders, textures, zbuf)
│   ├── gfx_sdl2.cpp   #   SDL2 window-manager backend
│   ├── gfx_cc.cpp     #   color-combiner -> GLSL shader compiler
│   └── ...
├── include/           # port-facing headers
│   ├── audio.h  config.h  fs.h  input.h  mixer.h
│   ├── platform.h  romdata.h  system.h  video.h  utils.h
│   └── versioninfo.h.in
└── src/
    ├── main.c         # PC entry point (replaces boot.s / init())
    ├── libultra.c     # shims for the libultra OS API
    ├── video.c        # SDL2 window + GL context + frame pacing
    ├── audio.c        # SDL audio device, buffer queueing
    ├── mixer.c        # audio mixing
    ├── input.c        # SDL2 keyboard/mouse/gamepad -> N64 controller structs
    ├── fs.c           # filesystem abstraction over the ROM + data dir
    ├── romdata.c      # loads the .z64 ROM from disk, sets up segments
    ├── config.c       # INI config (ge007.ini)
    ├── system.c       # platform primitives (time, logging, paths)
    ├── crash.c        # crash handler / stack traces
    ├── gesched.c      # replacement RCP scheduler that drives the software RSP
    └── utils.c

How it works (short version)

  • The R4300 game code (src/game, src) is compiled unmodified.
  • The RSP is emulated in software (fast3d/): it interprets the Gfx display list the game builds and emits OpenGL calls, bypassing the RDP.
  • The RCP scheduler (gesched.c) replaces src/sched.c's hardware task submission: instead of writing RSP registers it calls gfx_run().
  • libultra OS functions are shimmed in libultra.c (single-threaded, host clock, VI/PI/SI/AI mapped onto the video/audio/fs/input layers).
  • Saves (Memory Pak / EEPROM) are backed by files in the data dir.

GE-specific RSP work

The PD fast3d already handles G_TRI4 (GE's 4-triangle command). The new work for GE is:

  • G_SETTEX — GE's custom texture-bank command (include/gbi_extension.h, gsSPUseTexture). Must be added to the RSP interpreter + GL backend.
  • Verify GE's custom color-combiner modes (G_CC_*FADE*) and render mode (G_RM_CUSTOM_AA_ZB_XLU_SURF) produce correct GLSL / GL state.

Use rsp/graphics/gmain.s (the real GE RSP ucode) as the ground truth for the exact command encodings.

Status

Scaffolding only. The files in src/ and fast3d/ are stubs that define the interfaces and mark the work to be done. The actual implementation is brought in phase by phase (see docs/internals.md §8), largely by adapting the PD port's port/ layer.