Files
goldeneye-pc-port/port/fast3d
James Dansereau 416396e504 D302/D304/D225/D164/D252/D305: perf regression, F10 menu overhaul, small fixes pass
- D302: fix a reintroduced D250-class perf regression -- 4 uncached getenv()
  calls added by D236 diagnostic passes 10/12/14/16 were running on every
  triangle draw in gfx_sp_tri1; cached with the established pattern.
- D304: F10 mouse-sensitivity menu overhaul -- widened Input.AimModeSens'
  clamp to match Input.MouseTurnSpeed, then collapsed both plus the
  aim/turn link toggle into a single Input.MouseSensitivity control per
  user request (avoids decoupling into a confusing state). Fixed two real
  overlay bugs found along the way: overlayUpdateScroll() bottom-anchored
  the clicked row on every click (not just when off-screen), and
  overlayRowAtY()'s hit-test scanned rows past the last one actually drawn,
  letting a click near a scroll boundary silently hit the wrong row
  (reproduced as "All unlocked" triggering "Quit to desktop" instead).
- D225: GE_DEBUG_UNLOCKALL=1 dev-tooling toggle (file2.c), default off.
- D164/D76: docs-only correction -- the legal-screen one-line fix was
  already committed 8dfc578f4; findings.md just never caught up.
- D252: root-caused and fixed a 6+-session-old rainbow-particle bug --
  explosionRenderPart() wrote 5 vertices into a 4-vertex allocation,
  corrupting the next particle/effect's data in the shared vertex pool.
  User-confirmed live: "Rainbow went away."
- D305: Steam Deck SIGSEGV recurrence past D285's own fix -- sndHandleEvent's
  preempt-scan dereferenced its list-walk pointer before checking it for
  NULL. Added the missing guard. User-verified crash-free on the Deck
  across multiple sessions, including toggling Game.AllUnlocked off/on.

D236 pass-16 diagnostic (GE_D236RAW, bg.c) carried along from a prior
session's in-progress investigation; unchanged, env-gated, zero-cost unset.
2026-09-18 09:56:23 -04:00
..
2026-09-01 19:28:59 -04:00
2026-09-01 19:28:59 -04:00

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.