--- /dev/null
+/***************************************************************************
+* Copyright (C) 2010 PCSX4ALL Team *
+* Copyright (C) 2010 Unai *
+* Copyright (C) 2016 Senquack (dansilsby <AT> gmail <DOT> com) *
+* *
+* This program is free software; you can redistribute it and/or modify *
+* it under the terms of the GNU General Public License as published by *
+* the Free Software Foundation; either version 2 of the License, or *
+* (at your option) any later version. *
+* *
+* This program is distributed in the hope that it will be useful, *
+* but WITHOUT ANY WARRANTY; without even the implied warranty of *
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+* GNU General Public License for more details. *
+* *
+* You should have received a copy of the GNU General Public License *
+* along with this program; if not, write to the *
+* Free Software Foundation, Inc., *
+* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
+***************************************************************************/
+
+#ifndef __GPU_UNAI_GPU_COMMAND_H__
+#define __GPU_UNAI_GPU_COMMAND_H__
+
+///////////////////////////////////////////////////////////////////////////////
+void gpuSetTexture(u16 tpage)
+{
+ u32 tmode, tx, ty;
+ gpu_senquack.GPU_GP1 = (gpu_senquack.GPU_GP1 & ~0x1FF) | (tpage & 0x1FF);
+ gpu_senquack.TextureWindow[0]&= ~gpu_senquack.TextureWindow[2];
+ gpu_senquack.TextureWindow[1]&= ~gpu_senquack.TextureWindow[3];
+
+ tmode = (tpage >> 7) & 3; // 16bpp, 8bpp, or 4bpp texture colors?
+ // 0: 4bpp 1: 8bpp 2/3: 16bpp
+
+ // Nocash PSX docs state setting of 3 is same as setting of 2 (16bpp):
+ // Note: DrHell assumes 3 is same as 0.. TODO: verify which is correct?
+ if (tmode == 3) tmode = 2;
+
+ tx = (tpage & 0x0F) << 6;
+ ty = (tpage & 0x10) << 4;
+
+ tx += (gpu_senquack.TextureWindow[0] >> (2 - tmode));
+ ty += gpu_senquack.TextureWindow[1];
+
+ gpu_senquack.BLEND_MODE = ((tpage>>5) & 3) << 3;
+ gpu_senquack.TEXT_MODE = (tmode + 1) << 5; // gpu_senquack.TEXT_MODE should be values 1..3, so add one
+ gpu_senquack.TBA = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(tx, ty)];
+}
+
+///////////////////////////////////////////////////////////////////////////////
+INLINE void gpuSetCLUT(u16 clut)
+{
+ gpu_senquack.CBA = &((u16*)gpu_senquack.vram)[(clut & 0x7FFF) << 4];
+}
+
+#ifdef ENABLE_GPU_NULL_SUPPORT
+#define NULL_GPU() break
+#else
+#define NULL_GPU()
+#endif
+
+#ifdef ENABLE_GPU_LOG_SUPPORT
+#define DO_LOG(expr) printf expr
+#else
+#define DO_LOG(expr) {}
+#endif
+
+#define Blending (((PRIM&0x2) && BlendingEnabled()) ? (PRIM&0x2) : 0)
+#define Blending_Mode (((PRIM&0x2) && BlendingEnabled()) ? gpu_senquack.BLEND_MODE : 0)
+#define Lighting (((~PRIM)&0x1) && LightingEnabled())
+// Dithering applies only to Gouraud-shaded polys or texture-blended polys:
+#define Dithering (((((~PRIM)&0x1) || (PRIM&0x10)) && DitheringEnabled()) ? \
+ (ForcedDitheringEnabled() ? (1<<9) : (gpu_senquack.GPU_GP1 & (1 << 9))) \
+ : 0)
+
+///////////////////////////////////////////////////////////////////////////////
+//Now handled by Rearmed's gpulib and gpu_senquack/gpulib_if.cpp:
+///////////////////////////////////////////////////////////////////////////////
+#ifndef USE_GPULIB
+
+// Handles GP0 draw settings commands 0xE1...0xE6
+static void gpuGP0Cmd_0xEx(gpu_senquack_t &gpu_senquack, u32 cmd_word)
+{
+ // Assume incoming GP0 command is 0xE1..0xE6, convert to 1..6
+ u8 num = (cmd_word >> 24) & 7;
+ switch (num) {
+ case 1: {
+ // GP0(E1h) - Draw Mode setting (aka "Texpage")
+ DO_LOG(("GP0(0xE1) DrawMode TexPage(0x%x)\n", cmd_word));
+ u32 cur_texpage = gpu_senquack.GPU_GP1 & 0x7FF;
+ u32 new_texpage = cmd_word & 0x7FF;
+ if (cur_texpage != new_texpage) {
+ gpu_senquack.GPU_GP1 = (gpu_senquack.GPU_GP1 & ~0x7FF) | new_texpage;
+ gpuSetTexture(gpu_senquack.GPU_GP1);
+ }
+ } break;
+
+ case 2: {
+ // GP0(E2h) - Texture Window setting
+ DO_LOG(("GP0(0xE2) TextureWindow(0x%x)\n", cmd_word));
+ if (cmd_word != gpu_senquack.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_senquack.TextureWindowCur = cmd_word;
+ gpu_senquack.TextureWindow[0] = ((cmd_word >> 10) & 0x1F) << 3;
+ gpu_senquack.TextureWindow[1] = ((cmd_word >> 15) & 0x1F) << 3;
+ gpu_senquack.TextureWindow[2] = TextureMask[(cmd_word >> 0) & 0x1F];
+ gpu_senquack.TextureWindow[3] = TextureMask[(cmd_word >> 5) & 0x1F];
+ gpu_senquack.TextureWindow[0] &= ~gpu_senquack.TextureWindow[2];
+ gpu_senquack.TextureWindow[1] &= ~gpu_senquack.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_senquack.u_msk = (((u32)gpu_senquack.TextureWindow[2]) << fb) | ((1 << fb) - 1);
+ gpu_senquack.v_msk = (((u32)gpu_senquack.TextureWindow[3]) << fb) | ((1 << fb) - 1);
+
+ gpuSetTexture(gpu_senquack.GPU_GP1);
+ }
+ } break;
+
+ case 3: {
+ // GP0(E3h) - Set Drawing Area top left (X1,Y1)
+ DO_LOG(("GP0(0xE3) DrawingArea Pos(0x%x)\n", cmd_word));
+ gpu_senquack.DrawingArea[0] = cmd_word & 0x3FF;
+ gpu_senquack.DrawingArea[1] = (cmd_word >> 10) & 0x3FF;
+ } break;
+
+ case 4: {
+ // GP0(E4h) - Set Drawing Area bottom right (X2,Y2)
+ DO_LOG(("GP0(0xE4) DrawingArea Size(0x%x)\n", cmd_word));
+ gpu_senquack.DrawingArea[2] = (cmd_word & 0x3FF) + 1;
+ gpu_senquack.DrawingArea[3] = ((cmd_word >> 10) & 0x3FF) + 1;
+ } break;
+
+ case 5: {
+ // GP0(E5h) - Set Drawing Offset (X,Y)
+ DO_LOG(("GP0(0xE5) DrawingOffset(0x%x)\n", cmd_word));
+ gpu_senquack.DrawingOffset[0] = ((s32)cmd_word<<(32-11))>>(32-11);
+ gpu_senquack.DrawingOffset[1] = ((s32)cmd_word<<(32-22))>>(32-11);
+ } break;
+
+ case 6: {
+ // GP0(E6h) - Mask Bit Setting
+ DO_LOG(("GP0(0xE6) SetMask(0x%x)\n", cmd_word));
+ gpu_senquack.Masking = (cmd_word & 0x2) << 1;
+ gpu_senquack.PixelMSB = (cmd_word & 0x1) << 8;
+ } break;
+ }
+}
+
+void gpuSendPacketFunction(const int PRIM)
+{
+ //printf("0x%x\n",PRIM);
+
+ //senquack - TODO: optimize this (packet pointer union as prim draw parameter
+ // introduced as optimization for gpulib command-list processing)
+ PtrUnion packet = { .ptr = (void*)&gpu_senquack.PacketBuffer };
+
+ switch (PRIM)
+ {
+ case 0x02: {
+ NULL_GPU();
+ gpuClearImage(packet); // prim handles updateLace && skip
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuClearImage(0x%x)\n",PRIM));
+ } break;
+
+ case 0x20:
+ case 0x21:
+ case 0x22:
+ case 0x23: { // Monochrome 3-pt poly
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Blending_Mode |
+ gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyF(packet, driver, false);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawPolyF(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x24:
+ case 0x25:
+ case 0x26:
+ case 0x27: { // Textured 3-pt poly
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ gpuSetTexture (gpu_senquack.PacketBuffer.U4[4] >> 16);
+
+ u32 driver_idx =
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode | gpu_senquack.TEXT_MODE |
+ gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB;
+
+ if (!FastLightingEnabled()) {
+ driver_idx |= Lighting;
+ } else {
+ if (!((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F)))
+ driver_idx |= Lighting;
+ }
+
+ PP driver = gpuPolySpanDrivers[driver_idx];
+ gpuDrawPolyFT(packet, driver, false);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawPolyFT(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x28:
+ case 0x29:
+ case 0x2A:
+ case 0x2B: { // Monochrome 4-pt poly
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Blending_Mode |
+ gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyF(packet, driver, true); // is_quad = true
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawPolyF(0x%x) (4-pt QUAD)\n",PRIM));
+ }
+ } break;
+
+ case 0x2C:
+ case 0x2D:
+ case 0x2E:
+ case 0x2F: { // Textured 4-pt poly
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ gpuSetTexture (gpu_senquack.PacketBuffer.U4[4] >> 16);
+
+ u32 driver_idx =
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode | gpu_senquack.TEXT_MODE |
+ gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB;
+
+ if (!FastLightingEnabled()) {
+ driver_idx |= Lighting;
+ } else {
+ if (!((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F)))
+ driver_idx |= Lighting;
+ }
+
+ PP driver = gpuPolySpanDrivers[driver_idx];
+ gpuDrawPolyFT(packet, driver, true); // is_quad = true
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawPolyFT(0x%x) (4-pt QUAD)\n",PRIM));
+ }
+ } break;
+
+ case 0x30:
+ case 0x31:
+ case 0x32:
+ case 0x33: { // Gouraud-shaded 3-pt poly
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ //NOTE: The '129' here is CF_GOURAUD | CF_LIGHT, however
+ // this is an untextured poly, so CF_LIGHT (texture blend)
+ // shouldn't apply. Until the original array of template
+ // instantiation ptrs is fixed, we're stuck with this. (TODO)
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode |
+ gpu_senquack.Masking | Blending | 129 | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyG(packet, driver, false);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawPolyG(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x34:
+ case 0x35:
+ case 0x36:
+ case 0x37: { // Gouraud-shaded, textured 3-pt poly
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ gpuSetTexture (gpu_senquack.PacketBuffer.U4[5] >> 16);
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode | gpu_senquack.TEXT_MODE |
+ gpu_senquack.Masking | Blending | ((Lighting)?129:0) | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyGT(packet, driver, false);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawPolyGT(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x38:
+ case 0x39:
+ case 0x3A:
+ case 0x3B: { // Gouraud-shaded 4-pt poly
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ // See notes regarding '129' for 0x30..0x33 further above -senquack
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode |
+ gpu_senquack.Masking | Blending | 129 | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyG(packet, driver, true); // is_quad = true
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawPolyG(0x%x) (4-pt QUAD)\n",PRIM));
+ }
+ } break;
+
+ case 0x3C:
+ case 0x3D:
+ case 0x3E:
+ case 0x3F: { // Gouraud-shaded, textured 4-pt poly
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ gpuSetTexture (gpu_senquack.PacketBuffer.U4[5] >> 16);
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode | gpu_senquack.TEXT_MODE |
+ gpu_senquack.Masking | Blending | ((Lighting)?129:0) | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyGT(packet, driver, true); // is_quad = true
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawPolyGT(0x%x) (4-pt QUAD)\n",PRIM));
+ }
+ } break;
+
+ case 0x40:
+ case 0x41:
+ case 0x42:
+ case 0x43: { // Monochrome line
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ // Shift index right by one, as untextured prims don't use lighting
+ u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
+ PSD driver = gpuPixelSpanDrivers[driver_idx];
+ gpuDrawLineF(packet, driver);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawLineF(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x48:
+ case 0x49:
+ case 0x4A:
+ case 0x4B:
+ case 0x4C:
+ case 0x4D:
+ case 0x4E:
+ case 0x4F: { // Monochrome line strip
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ // Shift index right by one, as untextured prims don't use lighting
+ u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
+ PSD driver = gpuPixelSpanDrivers[driver_idx];
+ gpuDrawLineF(packet, driver);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawLineF(0x%x)\n",PRIM));
+ }
+ if ((gpu_senquack.PacketBuffer.U4[3] & 0xF000F000) != 0x50005000)
+ {
+ gpu_senquack.PacketBuffer.U4[1] = gpu_senquack.PacketBuffer.U4[2];
+ gpu_senquack.PacketBuffer.U4[2] = gpu_senquack.PacketBuffer.U4[3];
+ gpu_senquack.PacketCount = 1;
+ gpu_senquack.PacketIndex = 3;
+ }
+ } break;
+
+ case 0x50:
+ case 0x51:
+ case 0x52:
+ case 0x53: { // Gouraud-shaded line
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ // Shift index right by one, as untextured prims don't use lighting
+ u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
+ // Index MSB selects Gouraud-shaded PixelSpanDriver:
+ driver_idx |= (1 << 5);
+ PSD driver = gpuPixelSpanDrivers[driver_idx];
+ gpuDrawLineG(packet, driver);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawLineG(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x58:
+ case 0x59:
+ case 0x5A:
+ case 0x5B:
+ case 0x5C:
+ case 0x5D:
+ case 0x5E:
+ case 0x5F: { // Gouraud-shaded line strip
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ // Shift index right by one, as untextured prims don't use lighting
+ u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
+ // Index MSB selects Gouraud-shaded PixelSpanDriver:
+ driver_idx |= (1 << 5);
+ PSD driver = gpuPixelSpanDrivers[driver_idx];
+ gpuDrawLineG(packet, driver);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawLineG(0x%x)\n",PRIM));
+ }
+ if ((gpu_senquack.PacketBuffer.U4[4] & 0xF000F000) != 0x50005000)
+ {
+ gpu_senquack.PacketBuffer.U1[3 + (2 * 4)] = gpu_senquack.PacketBuffer.U1[3 + (0 * 4)];
+ gpu_senquack.PacketBuffer.U4[0] = gpu_senquack.PacketBuffer.U4[2];
+ gpu_senquack.PacketBuffer.U4[1] = gpu_senquack.PacketBuffer.U4[3];
+ gpu_senquack.PacketBuffer.U4[2] = gpu_senquack.PacketBuffer.U4[4];
+ gpu_senquack.PacketCount = 2;
+ gpu_senquack.PacketIndex = 3;
+ }
+ } break;
+
+ case 0x60:
+ case 0x61:
+ case 0x62:
+ case 0x63: { // Monochrome rectangle (variable size)
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+ gpuDrawT(packet, driver);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawT(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x64:
+ case 0x65:
+ case 0x66:
+ case 0x67: { // Textured rectangle (variable size)
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1);
+
+ // This fixes Silent Hill running animation on loading screens:
+ // (On PSX, color values 0x00-0x7F darken the source texture's color,
+ // 0x81-FF lighten textures (ultimately clamped to 0x1F),
+ // 0x80 leaves source texture color unchanged, HOWEVER,
+ // gpu_senquack uses a simple lighting LUT whereby only the upper
+ // 5 bits of an 8-bit color are used, so 0x80-0x87 all behave as
+ // 0x80.
+ //
+ // NOTE: I've changed all textured sprite draw commands here and
+ // elsewhere to use proper behavior, but left poly commands
+ // alone, I don't want to slow rendering down too much. (TODO)
+ //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F))
+ // Strip lower 3 bits of each color and determine if lighting should be used:
+ if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
+ driver_idx |= Lighting;
+ PS driver = gpuSpriteSpanDrivers[driver_idx];
+ gpuDrawS(packet, driver);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawS(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x68:
+ case 0x69:
+ case 0x6A:
+ case 0x6B: { // Monochrome rectangle (1x1 dot)
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ gpu_senquack.PacketBuffer.U4[2] = 0x00010001;
+ PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+ gpuDrawT(packet, driver);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawT(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x70:
+ case 0x71:
+ case 0x72:
+ case 0x73: { // Monochrome rectangle (8x8)
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ gpu_senquack.PacketBuffer.U4[2] = 0x00080008;
+ PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+ gpuDrawT(packet, driver);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawT(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x74:
+ case 0x75:
+ case 0x76:
+ case 0x77: { // Textured rectangle (8x8)
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ gpu_senquack.PacketBuffer.U4[3] = 0x00080008;
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1);
+
+ //senquack - Only color 808080h-878787h allows skipping lighting calculation:
+ //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F))
+ // Strip lower 3 bits of each color and determine if lighting should be used:
+ if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
+ driver_idx |= Lighting;
+ PS driver = gpuSpriteSpanDrivers[driver_idx];
+ gpuDrawS(packet, driver);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawS(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x78:
+ case 0x79:
+ case 0x7A:
+ case 0x7B: { // Monochrome rectangle (16x16)
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ gpu_senquack.PacketBuffer.U4[2] = 0x00100010;
+ PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+ gpuDrawT(packet, driver);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawT(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x7C:
+ case 0x7D:
+ #ifdef __arm__
+ /* Notaz 4bit sprites optimization */
+ if ((!gpu_senquack.frameskip.skipGPU) && (!(gpu_senquack.GPU_GP1&0x180)) && (!(gpu_senquack.Masking|gpu_senquack.PixelMSB)))
+ {
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ gpuDrawS16(packet);
+ gpu_senquack.fb_dirty = true;
+ break;
+ }
+ #endif
+ case 0x7E:
+ case 0x7F: { // Textured rectangle (16x16)
+ if (!gpu_senquack.frameskip.skipGPU)
+ {
+ NULL_GPU();
+ gpu_senquack.PacketBuffer.U4[3] = 0x00100010;
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1);
+
+ //senquack - Only color 808080h-878787h allows skipping lighting calculation:
+ //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F))
+ // Strip lower 3 bits of each color and determine if lighting should be used:
+ if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
+ driver_idx |= Lighting;
+ PS driver = gpuSpriteSpanDrivers[driver_idx];
+ gpuDrawS(packet, driver);
+ gpu_senquack.fb_dirty = true;
+ DO_LOG(("gpuDrawS(0x%x)\n",PRIM));
+ }
+ } break;
+
+ case 0x80: // vid -> vid
+ gpuMoveImage(packet); // prim handles updateLace && skip
+ if ((!gpu_senquack.frameskip.skipCount) && (gpu_senquack.DisplayArea[3] == 480)) // Tekken 3 hack
+ {
+ if (!gpu_senquack.frameskip.skipGPU) gpu_senquack.fb_dirty = true;
+ }
+ else
+ {
+ gpu_senquack.fb_dirty = true;
+ }
+ DO_LOG(("gpuMoveImage(0x%x)\n",PRIM));
+ break;
+ case 0xA0: // sys ->vid
+ gpuLoadImage(packet); // prim handles updateLace && skip
+ DO_LOG(("gpuLoadImage(0x%x)\n",PRIM));
+ break;
+ case 0xC0: // vid -> sys
+ gpuStoreImage(packet); // prim handles updateLace && skip
+ DO_LOG(("gpuStoreImage(0x%x)\n",PRIM));
+ break;
+ case 0xE1 ... 0xE6: { // Draw settings
+ gpuGP0Cmd_0xEx(gpu_senquack, gpu_senquack.PacketBuffer.U4[0]);
+ } break;
+ }
+}
+#endif //!USE_GPULIB
+///////////////////////////////////////////////////////////////////////////////
+// End of code specific to non-gpulib standalone version of gpu_senquack
+///////////////////////////////////////////////////////////////////////////////
+
+#endif /* __GPU_UNAI_GPU_COMMAND_H__ */