I recently got DRM working on sparc64, and this means I had to of course test it :-)
I played around with ioquake3 and it worked just fine. This was in a way exciting since I have devoured many hours of my life into this game on x86.
One aspect of quake3 is that it has a virtual machine. You can write a MOD for quake3 and replace pretty much any aspect of the game outside of the rendering engine. But to keep MOD authors from eating people's home directories, sending your password out to some rogue collection system, and things of that nature the interfaces are tightly controlled and the MOD code runs in a JIT'd VM.
The only way you can get into the JIT is to make a "system call". And the only way to get out is to either return or make such a system call into another module. The system call is the main entrypoint into the module, it takes an integer command and 0 or more integer arguments.
All memory accesses done by the JIT'd code are masked so that it is impossible for the JIT to touch memory outside of that allocated explicitly for it by the VM.
Ben H. kiddingly said to me that I should write the Sparc JIT since there is one for x86 and PowerPC already. One should never kid about such things...
It's pretty neat stuff, although the stack machine VM code output by the LCC compiler they used is horribly inefficient. Some code for a function might look like:
OPCODE[ OP_ENTER] IMM4[0x0000001c] ! ENTER function, 0x1c of stack OPCODE[ OP_LOCAL] IMM4[0x00000024] ! PUSH stack offset 0x24 (first arg) OPCODE[ OP_LOAD4] ! LOAD from "stack + 0x24" OPCODE[ OP_LEAVE] IMM4[0x0000001c] ! LEAVE function, return LOAD resultOperations push entries onto the "register stack", and consume entries on the top of that stack. This might emit some sparc code like:
save %sp, -64, %sp ! OP_ENTER sub %g3, 0x1c, %g3 add %g3, 0x24, %l0 ! OP_LOCAL and %l0, %g5, %l0 ! OP_LOAD4 ld [%g4 + %l0], %l0 add %g3, 0x1c, %g3 ! OP_LEAVE ret restore %l0, %g0, %o0We use several fixed registers, "%g3" is the stack pointer, "%g5" is the VM data segment offset mask, "%g4" is the data segment base address. So every load or store address formation is "mask with %g5 and add to %g4".
It's there in the ioquake3 repo right now and will be in the next release. There are lots of things that can be improved but it works very well and most of the quake3 MODS I've tried (CPMA, UrbanTerror, etc.) work. I've also been playing the base game online extensively, you know, for stress testing.