forked from Ports/goldeneye-pc-port
D131: restore truncated module ptr in seg_addr (Jungle -level_37) explosionRenderPropSmoke passes a compiled .bss matrix symbol (&dword_CODE_bss_8007A100) through osVirtualToPhysical() -- a u32-returning shim -- into gSPMatrix, truncating the 0x1_00000000 module high word. w1 lands as 0x40xxxxxx and seg_addr() returns it raw -> wild deref in gfx_sp_matrix when the first explosion draws (~frame 300). Fix: seg_addr() restores the module high word for any fallthrough w1 in [0x40000000, 0x70000000) (module fixed-based at 0x140000000, no ASLR; DRAM/KSEG0/segmented/phys are all handled in earlier branches). Covers the ~30 latent osVirtualToPhysical(<compiled matrix/vtx symbol>) sites in explosion/glass/blood/bondview2. Verified: Jungle renders to frame 1500-2400+ crash-free at 91.7% content; -level_20/-level_24 unregressed. Sweep 18->19/21 (note: -level_09 has a separate pre-existing boot crash regressed since M-18 -- see HANDOFF). @
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.