SDL_CONTROLLERDEVICEADDED / REMOVED are dequeued by whichever of the two event pumps polls first; fast3d's gfx_sdl_handle_events had no case for them and dropped them, so inputRescanPads never ran after a replug (the stale handle later aborted in malloc). Both pumps now post a request and inputUpdate() consumes it on the pad-reading thread. Findings D435. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
fast3d — software RSP
A C++ interpreter that consumes the Gfx display list the game builds each
frame and emits OpenGL calls, replacing the Nintendo 64's Reality Signal
Processor and Reality Display Processor.
Origin and license
This code is adapted from the Perfect Dark PC
port (port/fast3d/), which in
turn is the Ship of Harkinian /
libultraship fast3d, itself descended from
sm64-port.
LICENSE.txt in this directory (MIT, © 2020 Emill, MaikelChan) covers that
lineage. glad/ is generated by glad
(© David Herberth, MIT). GoldenEye-specific changes in this directory are
under the repository's top-level MIT license.
Files
| File | Role |
|---|---|
gfx_pc.cpp |
the RSP interpreter — matrices, lights, fog, G_TRI1/G_TRI4, vtx |
gfx_opengl.cpp |
OpenGL backend — shaders, textures, z-buffer, framebuffers |
gfx_cc.cpp |
color-combiner equation -> GLSL shader |
gfx_sdl2.cpp |
SDL2 window-manager backend |
gfx_api.h |
public API (gfx_init / gfx_run / gfx_start_frame / ...) |
gbiex.h |
GoldenEye custom GBI command definitions |
glad/ |
OpenGL loader |
GoldenEye-specific work
The PD fast3d already handles G_TRI4 (GoldenEye uses it too). The GE additions
are the custom color-combiner / render modes and the handling of GE's GBI
extension commands. rsp/graphics/gmain.s (GE's real RSP microcode, in the
repo root) is the ground truth for the exact command encodings.