forked from Ports/goldeneye-pc-port
- 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.
fast3d — software RSP for the GE PC port
This directory will hold the software RSP: a C++ interpreter that consumes the Gfx display list the game builds and emits OpenGL calls, bypassing the N64 RDP entirely.
Source: adapt from the Perfect Dark PC port
The PD port ships a complete, working fast3d at
perfect-dark-pc-port/perfect_dark/port/fast3d/:
| File | Role | ~Lines |
|---|---|---|
gfx_pc.cpp |
The RSP interpreter: matrices, lights, fog, tri1/tri4, vtx | 2800 |
gfx_opengl.cpp |
OpenGL backend: shaders, textures, zbuf, framebuffers | 1300 |
gfx_cc.cpp |
Color-combiner equation -> GLSL shader compiler | 60 |
gfx_sdl2.cpp |
SDL2 window-manager backend | 460 |
gfx_api.h |
Public API (gfx_init/run/start_frame/end_frame/...) |
58 |
gfx_pc.h |
Internal state (RSP struct, texture cache, combiner pool) | 60 |
gfx_rendering_api.h |
Rendering-API vtable (GL backend implements this) | 61 |
gfx_window_manager_api.h |
Window-manager vtable (SDL2 implements this) | 54 |
glad/ |
GL loader | — |
The PD fast3d already handles G_TRI4 (GE's 4-triangle command) — the PD
game uses it too. So the bulk of the RSP work is done; we adapt, not rewrite.
GE-specific work to add
G_SETTEX(opcode0xc0) — GE's custom texture-bank command (include/gbi_extension.h,gsSPUseTexture). Add a case in thegfx_pc.cppdispatch and a corresponding texture-bank selection in the GL backend. Reverse the exact semantics fromrsp/graphics/gmain.s+src/game/tex.c/initmttex.c.- Verify custom color-combiner modes —
G_CC_MODULATEIFADE,G_CC_FADE,G_CC_DECALFADE,G_CC_BLENDRGBFADEA, etc. Thegfx_cc.cppcompiler handles arbitrary CC equations; confirm each GE mode compiles to correct GLSL. - Verify the custom render mode —
G_RM_CUSTOM_AA_ZB_XLU_SURF(AA_ZB_XLU withZ_UPD). gDPLoadTLUT06/07— map onto the existingG_LOADTLUTpath.
Ground truth
rsp/graphics/gmain.s (repo root) is the real GE RSP ucode. We do not run
it on PC, but it is the authoritative reference for the exact command
encodings GE emits — use it to validate the software RSP's decoding.
Status
Empty (scaffolding). Populate during Phase 2 by adapting the PD fast3d and adding the GE-specific commands above.