#ifndef GPU_UNAI_GPU_H
#define GPU_UNAI_GPU_H
-struct gpu_senquack_config_t {
+struct gpu_unai_config_t {
uint8_t pixel_skip:1; // If 1, allows skipping rendering pixels that
// would not be visible when a high horizontal
// resolution PS1 video mode is set.
uint8_t ilace_force:3; // Option to force skipping rendering of lines,
// for very slow platforms. Value will be
- // assigned to 'ilace_mask' in gpu_senquack struct.
+ // assigned to 'ilace_mask' in gpu_unai struct.
// Normally 0. Value '1' will skip rendering
// odd lines.
uint8_t blending:1;
uint8_t dithering:1;
- //senquack Only PCSX Rearmed's version of gpu_senquack had this, and I
+ //senquack Only PCSX Rearmed's version of gpu_unai had this, and I
// don't think it's necessary. It would require adding 'AH' flag to
// gpuSpriteSpanFn() increasing size of sprite span function array.
//uint8_t enableAbbeyHack:1; // Abe's Odyssey hack
////////////////////////////////////////////////////////////////////////////
- // Variables used only by older standalone version of gpu_senquack (gpu.cpp)
+ // Variables used only by older standalone version of gpu_unai (gpu.cpp)
#ifndef USE_GPULIB
uint8_t prog_ilace:1; // Progressive interlace option (old option)
// This option was somewhat oddly named:
#endif
};
-extern gpu_senquack_config_t gpu_senquack_config_ext;
+extern gpu_unai_config_t gpu_unai_config_ext;
// TODO: clean up show_fps frontend option
extern bool show_fps;