+ memset((void*)&gpu_unai, 0, sizeof(gpu_unai));
+ gpu_unai.vram = (le16_t *)gpu.vram;
+
+ // Original standalone gpu_unai initialized TextureWindow[]. I added the
+ // same behavior here, since it seems unsafe to leave [2],[3] unset when
+ // using HLE and Rearmed gpu_neon sets this similarly on init. -senquack
+ gpu_unai.TextureWindow[0] = 0;
+ gpu_unai.TextureWindow[1] = 0;
+ gpu_unai.TextureWindow[2] = 255;
+ gpu_unai.TextureWindow[3] = 255;
+ //senquack - new vars must be updated whenever texture window is changed:
+ // (used for polygon-drawing in gpu_inner.h, gpu_raster_polygon.h)
+ const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4
+ gpu_unai.u_msk = (((u32)gpu_unai.TextureWindow[2]) << fb) | ((1 << fb) - 1);
+ gpu_unai.v_msk = (((u32)gpu_unai.TextureWindow[3]) << fb) | ((1 << fb) - 1);
+
+ // Configuration options
+ gpu_unai.config = gpu_unai_config_ext;
+ //senquack - disabled, not sure this is needed and would require modifying
+ // sprite-span functions, perhaps unnecessarily. No Abe Oddysey hack was
+ // present in latest PCSX4ALL sources we were using.
+ //gpu_unai.config.enableAbbeyHack = gpu_unai_config_ext.abe_hack;
+ gpu_unai.ilace_mask = gpu_unai.config.ilace_force;
+
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+ // s_invTable
+ for(int i=1;i<=(1<<TABLE_BITS);++i)
+ {
+ double v = 1.0 / double(i);
+#ifdef GPU_TABLE_10_BITS
+ v *= double(0xffffffff>>1);
+#else
+ v *= double(0x80000000);
+#endif
+ s_invTable[i-1]=s32(v);
+ }
+#endif
+
+ SetupLightLUT();
+ SetupDitheringConstants();
+
+ if (gpu_unai.config.scale_hires) {
+ map_downscale_buffer();
+ }
+
+ return 0;
+}
+
+void renderer_finish(void)
+{
+ unmap_downscale_buffer();
+}
+
+void renderer_notify_res_change(void)
+{
+ if (PixelSkipEnabled()) {
+ // Set blit_mask for high horizontal resolutions. This allows skipping
+ // rendering pixels that would never get displayed on low-resolution
+ // platforms that use simple pixel-dropping scaler.
+
+ switch (gpu.screen.hres)
+ {
+ case 512: gpu_unai.blit_mask = 0xa4; break; // GPU_BlitWWSWWSWS
+ case 640: gpu_unai.blit_mask = 0xaa; break; // GPU_BlitWS
+ default: gpu_unai.blit_mask = 0; break;
+ }
+ } else {
+ gpu_unai.blit_mask = 0;
+ }
+
+ if (LineSkipEnabled()) {
+ // Set rendering line-skip (only render every other line in high-res
+ // 480 vertical mode, or, optionally, force it for all video modes)
+
+ if (gpu.screen.vres == 480) {
+ if (gpu_unai.config.ilace_force) {
+ gpu_unai.ilace_mask = 3; // Only need 1/4 of lines
+ } else {
+ gpu_unai.ilace_mask = 1; // Only need 1/2 of lines
+ }
+ } else {
+ // Vert resolution changed from 480 to lower one
+ gpu_unai.ilace_mask = gpu_unai.config.ilace_force;
+ }
+ } else {
+ gpu_unai.ilace_mask = 0;
+ }
+
+ /*
+ printf("res change hres: %d vres: %d depth: %d ilace_mask: %d\n",
+ gpu.screen.hres, gpu.screen.vres, (gpu.status & PSX_GPU_STATUS_RGB24) ? 24 : 15,
+ gpu_unai.ilace_mask);
+ */
+}
+
+void renderer_notify_scanout_change(int x, int y)
+{
+}
+
+#ifdef USE_GPULIB
+// Handles GP0 draw settings commands 0xE1...0xE6
+static void gpuGP0Cmd_0xEx(gpu_unai_t &gpu_unai, u32 cmd_word)
+{
+ // Assume incoming GP0 command is 0xE1..0xE6, convert to 1..6
+ u8 num = (cmd_word >> 24) & 7;
+ gpu.ex_regs[num] = cmd_word; // Update gpulib register
+ switch (num) {
+ case 1: {
+ // GP0(E1h) - Draw Mode setting (aka "Texpage")
+ u32 cur_texpage = gpu_unai.GPU_GP1 & 0x7FF;
+ u32 new_texpage = cmd_word & 0x7FF;
+ if (cur_texpage != new_texpage) {
+ gpu_unai.GPU_GP1 = (gpu_unai.GPU_GP1 & ~0x7FF) | new_texpage;
+ gpuSetTexture(gpu_unai.GPU_GP1);
+ }
+ } break;
+
+ case 2: {
+ // GP0(E2h) - Texture Window setting
+ if (cmd_word != gpu_unai.TextureWindowCur) {
+ static const u8 TextureMask[32] = {
+ 255, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7,
+ 127, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7
+ };
+ gpu_unai.TextureWindowCur = cmd_word;
+ gpu_unai.TextureWindow[0] = ((cmd_word >> 10) & 0x1F) << 3;
+ gpu_unai.TextureWindow[1] = ((cmd_word >> 15) & 0x1F) << 3;
+ gpu_unai.TextureWindow[2] = TextureMask[(cmd_word >> 0) & 0x1F];
+ gpu_unai.TextureWindow[3] = TextureMask[(cmd_word >> 5) & 0x1F];
+ gpu_unai.TextureWindow[0] &= ~gpu_unai.TextureWindow[2];
+ gpu_unai.TextureWindow[1] &= ~gpu_unai.TextureWindow[3];
+
+ // Inner loop vars must be updated whenever texture window is changed:
+ const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4
+ gpu_unai.u_msk = (((u32)gpu_unai.TextureWindow[2]) << fb) | ((1 << fb) - 1);
+ gpu_unai.v_msk = (((u32)gpu_unai.TextureWindow[3]) << fb) | ((1 << fb) - 1);
+
+ gpuSetTexture(gpu_unai.GPU_GP1);
+ }
+ } break;
+
+ case 3: {
+ // GP0(E3h) - Set Drawing Area top left (X1,Y1)
+ gpu_unai.DrawingArea[0] = cmd_word & 0x3FF;
+ gpu_unai.DrawingArea[1] = (cmd_word >> 10) & 0x3FF;
+ } break;
+
+ case 4: {
+ // GP0(E4h) - Set Drawing Area bottom right (X2,Y2)
+ gpu_unai.DrawingArea[2] = (cmd_word & 0x3FF) + 1;
+ gpu_unai.DrawingArea[3] = ((cmd_word >> 10) & 0x3FF) + 1;
+ } break;
+
+ case 5: {
+ // GP0(E5h) - Set Drawing Offset (X,Y)
+ gpu_unai.DrawingOffset[0] = ((s32)cmd_word<<(32-11))>>(32-11);
+ gpu_unai.DrawingOffset[1] = ((s32)cmd_word<<(32-22))>>(32-11);
+ } break;
+
+ case 6: {
+ // GP0(E6h) - Mask Bit Setting
+ gpu_unai.Masking = (cmd_word & 0x2) << 1;
+ gpu_unai.PixelMSB = (cmd_word & 0x1) << 8;
+ } break;
+ }