Files
goldeneye-pc-port/port/fast3d
James Dansereau bb14baf3bf @
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).
@
2026-08-29 22:13:08 -04:00
..
@
2026-08-29 22:13:08 -04:00

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

  1. G_SETTEX (opcode 0xc0) — GE's custom texture-bank command (include/gbi_extension.h, gsSPUseTexture). Add a case in the gfx_pc.cpp dispatch and a corresponding texture-bank selection in the GL backend. Reverse the exact semantics from rsp/graphics/gmain.s + src/game/tex.c / initmttex.c.
  2. Verify custom color-combiner modes — G_CC_MODULATEIFADE, G_CC_FADE, G_CC_DECALFADE, G_CC_BLENDRGBFADEA, etc. The gfx_cc.cpp compiler handles arbitrary CC equations; confirm each GE mode compiles to correct GLSL.
  3. Verify the custom render mode — G_RM_CUSTOM_AA_ZB_XLU_SURF (AA_ZB_XLU with Z_UPD).
  4. gDPLoadTLUT06/07 — map onto the existing G_LOADTLUT path.

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.