rename gpu_senquack to gpu_unai
[pcsx_rearmed.git] / plugins / gpu_unai / gpu_command.h
diff --git a/plugins/gpu_unai/gpu_command.h b/plugins/gpu_unai/gpu_command.h
new file mode 100644 (file)
index 0000000..d052ae8
--- /dev/null
@@ -0,0 +1,621 @@
+/***************************************************************************
+*   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__ */