rename gpu_senquack to gpu_unai
[pcsx_rearmed.git] / plugins / gpu_unai / gpu_raster_polygon.h
diff --git a/plugins/gpu_unai/gpu_raster_polygon.h b/plugins/gpu_unai/gpu_raster_polygon.h
new file mode 100644 (file)
index 0000000..8638ac4
--- /dev/null
@@ -0,0 +1,1453 @@
+/***************************************************************************
+*   Copyright (C) 2010 PCSX4ALL Team                                      *
+*   Copyright (C) 2010 Unai                                               *
+*                                                                         *
+*   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_RASTER_POLYGON_H__
+#define __GPU_UNAI_GPU_RASTER_POLYGON_H__
+
+//senquack - NOTE: GPU Unai poly routines have been rewritten/adapted
+// from DrHell routines to fix multiple issues. See README_senquack.txt
+
+///////////////////////////////////////////////////////////////////////////////
+// Shared poly vertex buffer, able to handle 3 or 4-pt polys of any type.
+///////////////////////////////////////////////////////////////////////////////
+
+struct PolyVertex {
+       s32 x, y; // Sign-extended 11-bit X,Y coords
+       union {
+               struct { u8 u, v, pad[2]; } tex; // Texture coords (if used)
+               u32 tex_word;
+       };
+       union {
+               struct { u8 r, g, b, pad; } col; // 24-bit RGB color (if used)
+               u32 col_word;
+       };
+};
+
+enum PolyAttribute {
+       POLYATTR_TEXTURE = (1 << 0),
+       POLYATTR_GOURAUD = (1 << 1)
+};
+
+enum PolyType {
+       POLYTYPE_F  = 0,
+       POLYTYPE_FT = (POLYATTR_TEXTURE),
+       POLYTYPE_G  = (POLYATTR_GOURAUD),
+       POLYTYPE_GT = (POLYATTR_TEXTURE | POLYATTR_GOURAUD)
+};
+
+///////////////////////////////////////////////////////////////////////////////
+// polyInitVertexBuffer()
+// Fills vbuf[] array with data from any type of poly draw-command packet.
+///////////////////////////////////////////////////////////////////////////////
+static void polyInitVertexBuffer(PolyVertex *vbuf, const PtrUnion packet, PolyType ptype, u32 is_quad)
+{
+       bool texturing = ptype & POLYATTR_TEXTURE;
+       bool gouraud   = ptype & POLYATTR_GOURAUD;
+
+       int vert_stride = 1; // Stride of vertices in cmd packet, in 32-bit words
+       if (texturing)
+               vert_stride++;
+       if (gouraud)
+               vert_stride++;
+
+       int num_verts = (is_quad) ? 4 : 3;
+       u32 *ptr;
+
+       // X,Y coords, adjusted by draw offsets
+       s32 x_off = gpu_senquack.DrawingOffset[0];
+       s32 y_off = gpu_senquack.DrawingOffset[1];
+       ptr = &packet.U4[1];
+       for (int i=0;  i < num_verts; ++i, ptr += vert_stride) {
+               s16* coord_ptr = (s16*)ptr;
+               vbuf[i].x = GPU_EXPANDSIGN(coord_ptr[0]) + x_off;
+               vbuf[i].y = GPU_EXPANDSIGN(coord_ptr[1]) + y_off;
+       }
+
+       // U,V texture coords (if applicable)
+       if (texturing) {
+               ptr = &packet.U4[2];
+               for (int i=0;  i < num_verts; ++i, ptr += vert_stride)
+                       vbuf[i].tex_word = *ptr;
+       }
+
+       // Colors (if applicable)
+       if (gouraud) {
+               ptr = &packet.U4[0];
+               for (int i=0;  i < num_verts; ++i, ptr += vert_stride)
+                       vbuf[i].col_word = *ptr;
+       }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+//  Helper functions to determine which vertex in a 2 or 3 vertex array
+//   has the highest/lowest X/Y coordinate.
+//   Note: the comparison logic is such that, given a set of vertices with
+//    identical values for a given coordinate, a different index will be
+//    returned from vertIdxOfLeast..() than a call to vertIdxOfHighest..().
+//    This ensures that, during the vertex-ordering phase of rasterization,
+//    all three vertices remain unique.
+///////////////////////////////////////////////////////////////////////////////
+
+template<typename T>
+static inline int vertIdxOfLeastXCoord2(const T *Tptr)
+{
+       return (Tptr[0].x <= Tptr[1].x) ? 0 : 1;
+}
+
+template<typename T>
+static inline int vertIdxOfLeastXCoord3(const T *Tptr)
+{
+       int least_of_v0_v1 = vertIdxOfLeastXCoord2(Tptr);
+       return (Tptr[least_of_v0_v1].x <= Tptr[2].x) ? least_of_v0_v1 : 2;
+}
+
+template<typename T>
+static inline int vertIdxOfLeastYCoord2(const T *Tptr)
+{
+       return (Tptr[0].y <= Tptr[1].y) ? 0 : 1;
+}
+
+template<typename T>
+static inline int vertIdxOfLeastYCoord3(const T *Tptr)
+{
+       int least_of_v0_v1 = vertIdxOfLeastYCoord2(Tptr);
+       return (Tptr[least_of_v0_v1].y <= Tptr[2].y) ? least_of_v0_v1 : 2;
+}
+
+template<typename T>
+static inline int vertIdxOfHighestXCoord2(const T *Tptr)
+{
+       return (Tptr[1].x >= Tptr[0].x) ? 1 : 0;
+}
+
+template<typename T>
+static inline int vertIdxOfHighestXCoord3(const T *Tptr)
+{
+       int highest_of_v0_v1 = vertIdxOfHighestXCoord2(Tptr);
+       return (Tptr[2].x >= Tptr[highest_of_v0_v1].x) ? 2 : highest_of_v0_v1;
+}
+
+template<typename T>
+static inline int vertIdxOfHighestYCoord2(const T *Tptr)
+{
+       return (Tptr[1].y >= Tptr[0].y) ? 1 : 0;
+}
+
+template<typename T>
+static inline int vertIdxOfHighestYCoord3(const T *Tptr)
+{
+       int highest_of_v0_v1 = vertIdxOfHighestYCoord2(Tptr);
+       return (Tptr[2].y >= Tptr[highest_of_v0_v1].y) ? 2 : highest_of_v0_v1;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// polyUseTriangle()
+//  Determines if the specified triangle should be rendered. If so, it
+//  fills the given array of vertex pointers, vert_ptrs, in order of
+//  increasing Y coordinate values, as required by rasterization algorithm.
+//  Parameter 'tri_num' is 0 for first triangle (idx 0,1,2 of vbuf[]),
+//   or 1 for second triangle of a quad (idx 1,2,3 of vbuf[]).
+//  Returns true if triangle should be rendered, false if not.
+///////////////////////////////////////////////////////////////////////////////
+static bool polyUseTriangle(const PolyVertex *vbuf, int tri_num, const PolyVertex **vert_ptrs)
+{
+       // Using verts 0,1,2 or is this the 2nd pass of a quad (verts 1,2,3)?
+       const PolyVertex *tri_ptr = &vbuf[(tri_num == 0) ? 0 : 1];
+
+       // Get indices of highest/lowest X,Y coords within triangle
+       int idx_lowest_x  = vertIdxOfLeastXCoord3(tri_ptr);
+       int idx_highest_x = vertIdxOfHighestXCoord3(tri_ptr);
+       int idx_lowest_y  = vertIdxOfLeastYCoord3(tri_ptr);
+       int idx_highest_y = vertIdxOfHighestYCoord3(tri_ptr);
+
+       // Maximum absolute distance between any two X coordinates is 1023,
+       //  and for Y coordinates is 511 (PS1 hardware limitation)
+       int lowest_x  = tri_ptr[idx_lowest_x].x;
+       int highest_x = tri_ptr[idx_highest_x].x;
+       int lowest_y  = tri_ptr[idx_lowest_y].y;
+       int highest_y = tri_ptr[idx_highest_y].y;
+       if ((highest_x - lowest_x) >= CHKMAX_X ||
+           (highest_y - lowest_y) >= CHKMAX_Y)
+               return false;
+
+       // Determine if triangle is completely outside clipping range
+       int xmin, xmax, ymin, ymax;
+       xmin = gpu_senquack.DrawingArea[0];  xmax = gpu_senquack.DrawingArea[2];
+       ymin = gpu_senquack.DrawingArea[1];  ymax = gpu_senquack.DrawingArea[3];
+       int clipped_lowest_x  = Max2(xmin,lowest_x);
+       int clipped_lowest_y  = Max2(ymin,lowest_y);
+       int clipped_highest_x = Min2(xmax,highest_x);
+       int clipped_highest_y = Min2(ymax,highest_y);
+       if (clipped_lowest_x >= clipped_highest_x ||
+           clipped_lowest_y >= clipped_highest_y)
+               return false;
+
+       // Order vertex ptrs by increasing y value (draw routines need this).
+       // The middle index is deduced by a binary math trick that depends
+       //  on index range always being between 0..2
+       vert_ptrs[0] = tri_ptr + idx_lowest_y;
+       vert_ptrs[1] = tri_ptr + ((idx_lowest_y + idx_highest_y) ^ 3);
+       vert_ptrs[2] = tri_ptr + idx_highest_y;
+       return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+//  GPU internal polygon drawing functions
+///////////////////////////////////////////////////////////////////////////////
+
+/*----------------------------------------------------------------------
+gpuDrawPolyF - Flat-shaded, untextured poly
+----------------------------------------------------------------------*/
+void gpuDrawPolyF(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad)
+{
+       // Set up bgr555 color to be used across calls in inner driver
+       gpu_senquack.PixelData = GPU_RGB16(packet.U4[0]);
+
+       PolyVertex vbuf[4];
+       polyInitVertexBuffer(vbuf, packet, POLYTYPE_F, is_quad);
+
+       int total_passes = is_quad ? 2 : 1;
+       int cur_pass = 0;
+       do
+       {
+               const PolyVertex* vptrs[3];
+               if (polyUseTriangle(vbuf, cur_pass, vptrs) == false)
+                       continue;
+
+               s32 xa, xb, ya, yb;
+               s32 x3, dx3, x4, dx4, dx;
+               s32 x0, x1, x2, y0, y1, y2;
+
+               x0 = vptrs[0]->x;  y0 = vptrs[0]->y;
+               x1 = vptrs[1]->x;  y1 = vptrs[1]->y;
+               x2 = vptrs[2]->x;  y2 = vptrs[2]->y;
+
+               ya = y2 - y0;
+               yb = y2 - y1;
+               dx = (x2 - x1) * ya - (x2 - x0) * yb;
+
+               for (int loop0 = 2; loop0; loop0--) {
+                       if (loop0 == 2) {
+                               ya = y0;  yb = y1;
+                               x3 = x4 = i2x(x0);
+                               if (dx < 0) {
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       dx3 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
+                                       dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
+#else
+                                       dx3 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0;
+                                       dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       dx3 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0;
+                                       dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0;
+#else
+                                       dx3 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0;
+                                       dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0;
+#endif
+#endif
+                               } else {
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       dx3 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
+                                       dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
+#else
+                                       dx3 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0;
+                                       dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       dx3 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0;
+                                       dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0;
+#else
+                                       dx3 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0;
+                                       dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0;
+#endif
+#endif
+                               }
+                       } else {
+                               //senquack - break out of final loop if nothing to be drawn (1st loop
+                               //           must always be taken to setup dx3/dx4)
+                               if (y1 == y2) break;
+
+                               ya = y1;  yb = y2;
+
+                               if (dx < 0) {
+                                       x3 = i2x(x0) + (dx3 * (y1 - y0));
+                                       x4 = i2x(x1);
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
+#else
+                                       dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       dx4 = ((y2 - y1) != 0) ? xLoDivx ((x2 - x1), (y2 - y1)) : 0;
+#else
+                                       dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0;
+#endif
+#endif
+                               } else {
+                                       x3 = i2x(x1);
+                                       x4 = i2x(x0) + (dx4 * (y1 - y0));
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       dx3 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
+#else
+                                       dx3 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       dx3 = ((y2 - y1) != 0) ? xLoDivx ((x2 - x1), (y2 - y1)) : 0;
+#else
+                                       dx3 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0;
+#endif
+#endif
+                               }
+                       }
+
+                       s32 xmin, xmax, ymin, ymax;
+                       xmin = gpu_senquack.DrawingArea[0];  xmax = gpu_senquack.DrawingArea[2];
+                       ymin = gpu_senquack.DrawingArea[1];  ymax = gpu_senquack.DrawingArea[3];
+
+                       if ((ymin - ya) > 0) {
+                               x3 += (dx3 * (ymin - ya));
+                               x4 += (dx4 * (ymin - ya));
+                               ya = ymin;
+                       }
+
+                       if (yb > ymax) yb = ymax;
+
+                       int loop1 = yb - ya;
+                       if (loop1 <= 0)
+                               continue;
+
+                       u16* PixelBase = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(0, ya)];
+                       int li=gpu_senquack.ilace_mask;
+                       int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
+                       int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
+
+                       for (; loop1; --loop1, ya++, PixelBase += FRAME_WIDTH,
+                                       x3 += dx3, x4 += dx4 )
+                       {
+                               if (ya&li) continue;
+                               if ((ya&pi)==pif) continue;
+
+                               xa = FixedCeilToInt(x3);  xb = FixedCeilToInt(x4);
+                               if ((xmin - xa) > 0) xa = xmin;
+                               if (xb > xmax) xb = xmax;
+                               if ((xb - xa) > 0)
+                                       gpuPolySpanDriver(gpu_senquack, PixelBase + xa, (xb - xa));
+                       }
+               }
+       } while (++cur_pass < total_passes);
+}
+
+/*----------------------------------------------------------------------
+gpuDrawPolyFT - Flat-shaded, textured poly
+----------------------------------------------------------------------*/
+void gpuDrawPolyFT(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad)
+{
+       // r8/g8/b8 used if texture-blending & dithering is applied (24-bit light)
+       gpu_senquack.r8 = packet.U1[0];
+       gpu_senquack.g8 = packet.U1[1];
+       gpu_senquack.b8 = packet.U1[2];
+       // r5/g5/b5 used if just texture-blending is applied (15-bit light)
+       gpu_senquack.r5 = packet.U1[0] >> 3;
+       gpu_senquack.g5 = packet.U1[1] >> 3;
+       gpu_senquack.b5 = packet.U1[2] >> 3;
+
+       PolyVertex vbuf[4];
+       polyInitVertexBuffer(vbuf, packet, POLYTYPE_FT, is_quad);
+
+       int total_passes = is_quad ? 2 : 1;
+       int cur_pass = 0;
+       do
+       {
+               const PolyVertex* vptrs[3];
+               if (polyUseTriangle(vbuf, cur_pass, vptrs) == false)
+                       continue;
+
+               s32 xa, xb, ya, yb;
+               s32 x3, dx3, x4, dx4, dx;
+               s32 u3, du3, v3, dv3;
+               s32 x0, x1, x2, y0, y1, y2;
+               s32 u0, u1, u2, v0, v1, v2;
+               s32 du4, dv4;
+
+               x0 = vptrs[0]->x;      y0 = vptrs[0]->y;
+               u0 = vptrs[0]->tex.u;  v0 = vptrs[0]->tex.v;
+               x1 = vptrs[1]->x;      y1 = vptrs[1]->y;
+               u1 = vptrs[1]->tex.u;  v1 = vptrs[1]->tex.v;
+               x2 = vptrs[2]->x;      y2 = vptrs[2]->y;
+               u2 = vptrs[2]->tex.u;  v2 = vptrs[2]->tex.v;
+
+               ya = y2 - y0;
+               yb = y2 - y1;
+               dx4 = (x2 - x1) * ya - (x2 - x0) * yb;
+               du4 = (u2 - u1) * ya - (u2 - u0) * yb;
+               dv4 = (v2 - v1) * ya - (v2 - v0) * yb;
+               dx = dx4;
+               if (dx4 < 0) {
+                       dx4 = -dx4;
+                       du4 = -du4;
+                       dv4 = -dv4;
+               }
+
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+               if (dx4 != 0) {
+                       float finv = FloatInv(dx4);
+                       du4 = (fixed)((du4 << FIXED_BITS) * finv);
+                       dv4 = (fixed)((dv4 << FIXED_BITS) * finv);
+               } else {
+                       du4 = dv4 = 0;
+               }
+#else
+               if (dx4 != 0) {
+                       float fdiv = dx4;
+                       du4 = (fixed)((du4 << FIXED_BITS) / fdiv);
+                       dv4 = (fixed)((dv4 << FIXED_BITS) / fdiv);
+               } else {
+                       du4 = dv4 = 0;
+               }
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+               if (dx4 != 0) {
+                       int iF, iS;
+                       xInv(dx4, iF, iS);
+                       du4 = xInvMulx(du4, iF, iS);
+                       dv4 = xInvMulx(dv4, iF, iS);
+               } else {
+                       du4 = dv4 = 0;
+               }
+#else
+               if (dx4 != 0) {
+                       du4 = GPU_FAST_DIV(du4 << FIXED_BITS, dx4);
+                       dv4 = GPU_FAST_DIV(dv4 << FIXED_BITS, dx4);
+               } else {
+                       du4 = dv4 = 0;
+               }
+#endif
+#endif
+               // Set u,v increments for inner driver
+               gpu_senquack.u_inc = du4;
+               gpu_senquack.v_inc = dv4;
+
+               //senquack - TODO: why is it always going through 2 iterations when sometimes one would suffice here?
+               //                       (SAME ISSUE ELSEWHERE)
+               for (s32 loop0 = 2; loop0; loop0--) {
+                       if (loop0 == 2) {
+                               ya = y0;  yb = y1;
+                               x3 = x4 = i2x(x0);
+                               u3 = i2x(u0);  v3 = i2x(v0);
+                               if (dx < 0) {
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       if ((y2 - y0) != 0) {
+                                               float finv = FloatInv(y2 - y0);
+                                               dx3 = (fixed)(((x2 - x0) << FIXED_BITS) * finv);
+                                               du3 = (fixed)(((u2 - u0) << FIXED_BITS) * finv);
+                                               dv3 = (fixed)(((v2 - v0) << FIXED_BITS) * finv);
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
+#else
+                                       if ((y2 - y0) != 0) {
+                                               float fdiv = y2 - y0;
+                                               dx3 = (fixed)(((x2 - x0) << FIXED_BITS) / fdiv);
+                                               du3 = (fixed)(((u2 - u0) << FIXED_BITS) / fdiv);
+                                               dv3 = (fixed)(((v2 - v0) << FIXED_BITS) / fdiv);
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       if ((y2 - y0) != 0) {
+                                               int iF, iS;
+                                               xInv((y2 - y0), iF, iS);
+                                               dx3 = xInvMulx((x2 - x0), iF, iS);
+                                               du3 = xInvMulx((u2 - u0), iF, iS);
+                                               dv3 = xInvMulx((v2 - v0), iF, iS);
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0;
+#else
+                                       if ((y2 - y0) != 0) {
+                                               dx3 = GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0));
+                                               du3 = GPU_FAST_DIV((u2 - u0) << FIXED_BITS, (y2 - y0));
+                                               dv3 = GPU_FAST_DIV((v2 - v0) << FIXED_BITS, (y2 - y0));
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0;
+#endif
+#endif
+                               } else {
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       if ((y1 - y0) != 0) {
+                                               float finv = FloatInv(y1 - y0);
+                                               dx3 = (fixed)(((x1 - x0) << FIXED_BITS) * finv);
+                                               du3 = (fixed)(((u1 - u0) << FIXED_BITS) * finv);
+                                               dv3 = (fixed)(((v1 - v0) << FIXED_BITS) * finv);
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
+#else
+                                       if ((y1 - y0) != 0) {
+                                               float fdiv = y1 - y0;
+                                               dx3 = (fixed)(((x1 - x0) << FIXED_BITS) / fdiv);
+                                               du3 = (fixed)(((u1 - u0) << FIXED_BITS) / fdiv);
+                                               dv3 = (fixed)(((v1 - v0) << FIXED_BITS) / fdiv);
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       if ((y1 - y0) != 0) {
+                                               int iF, iS;
+                                               xInv((y1 - y0), iF, iS);
+                                               dx3 = xInvMulx((x1 - x0), iF, iS);
+                                               du3 = xInvMulx((u1 - u0), iF, iS);
+                                               dv3 = xInvMulx((v1 - v0), iF, iS);
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0;
+#else
+                                       if ((y1 - y0) != 0) {
+                                               dx3 = GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0));
+                                               du3 = GPU_FAST_DIV((u1 - u0) << FIXED_BITS, (y1 - y0));
+                                               dv3 = GPU_FAST_DIV((v1 - v0) << FIXED_BITS, (y1 - y0));
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0;
+#endif
+#endif
+                               }
+                       } else {
+                               //senquack - break out of final loop if nothing to be drawn (1st loop
+                               //           must always be taken to setup dx3/dx4)
+                               if (y1 == y2) break;
+
+                               ya = y1;  yb = y2;
+
+                               if (dx < 0) {
+                                       x3 = i2x(x0);
+                                       x4 = i2x(x1);
+                                       u3 = i2x(u0);
+                                       v3 = i2x(v0);
+                                       if ((y1 - y0) != 0) {
+                                               x3 += (dx3 * (y1 - y0));
+                                               u3 += (du3 * (y1 - y0));
+                                               v3 += (dv3 * (y1 - y0));
+                                       }
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
+#else
+                                       dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       dx4 = ((y2 - y1) != 0) ? xLoDivx((x2 - x1), (y2 - y1)) : 0;
+#else
+                                       dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0;
+#endif
+#endif
+                               } else {
+                                       x3 = i2x(x1);
+                                       x4 = i2x(x0) + (dx4 * (y1 - y0));
+                                       u3 = i2x(u1);
+                                       v3 = i2x(v1);
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       if ((y2 - y1) != 0) {
+                                               float finv = FloatInv(y2 - y1);
+                                               dx3 = (fixed)(((x2 - x1) << FIXED_BITS) * finv);
+                                               du3 = (fixed)(((u2 - u1) << FIXED_BITS) * finv);
+                                               dv3 = (fixed)(((v2 - v1) << FIXED_BITS) * finv);
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+#else
+                                       if ((y2 - y1) != 0) {
+                                               float fdiv = y2 - y1;
+                                               dx3 = (fixed)(((x2 - x1) << FIXED_BITS) / fdiv);
+                                               du3 = (fixed)(((u2 - u1) << FIXED_BITS) / fdiv);
+                                               dv3 = (fixed)(((v2 - v1) << FIXED_BITS) / fdiv);
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       if ((y2 - y1) != 0) {
+                                               int iF, iS;
+                                               xInv((y2 - y1), iF, iS);
+                                               dx3 = xInvMulx((x2 - x1), iF, iS);
+                                               du3 = xInvMulx((u2 - u1), iF, iS);
+                                               dv3 = xInvMulx((v2 - v1), iF, iS);
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+#else 
+                                       if ((y2 - y1) != 0) {
+                                               dx3 = GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1));
+                                               du3 = GPU_FAST_DIV((u2 - u1) << FIXED_BITS, (y2 - y1));
+                                               dv3 = GPU_FAST_DIV((v2 - v1) << FIXED_BITS, (y2 - y1));
+                                       } else {
+                                               dx3 = du3 = dv3 = 0;
+                                       }
+#endif
+#endif
+                               }
+                       }
+
+                       s32 xmin, xmax, ymin, ymax;
+                       xmin = gpu_senquack.DrawingArea[0];  xmax = gpu_senquack.DrawingArea[2];
+                       ymin = gpu_senquack.DrawingArea[1];  ymax = gpu_senquack.DrawingArea[3];
+
+                       if ((ymin - ya) > 0) {
+                               x3 += dx3 * (ymin - ya);
+                               x4 += dx4 * (ymin - ya);
+                               u3 += du3 * (ymin - ya);
+                               v3 += dv3 * (ymin - ya);
+                               ya = ymin;
+                       }
+
+                       if (yb > ymax) yb = ymax;
+
+                       int loop1 = yb - ya;
+                       if (loop1 <= 0)
+                               continue;
+
+                       u16* PixelBase = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(0, ya)];
+                       int li=gpu_senquack.ilace_mask;
+                       int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
+                       int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
+
+                       for (; loop1; --loop1, ++ya, PixelBase += FRAME_WIDTH,
+                                       x3 += dx3, x4 += dx4,
+                                       u3 += du3, v3 += dv3 )
+                       {
+                               if (ya&li) continue;
+                               if ((ya&pi)==pif) continue;
+
+                               u32 u4, v4;
+
+                               xa = FixedCeilToInt(x3);  xb = FixedCeilToInt(x4);
+                               u4 = u3;  v4 = v3;
+
+                               fixed itmp = i2x(xa) - x3;
+                               if (itmp != 0) {
+                                       u4 += (du4 * itmp) >> FIXED_BITS;
+                                       v4 += (dv4 * itmp) >> FIXED_BITS;
+                               }
+
+                               u4 += fixed_HALF;
+                               v4 += fixed_HALF;
+
+                               if ((xmin - xa) > 0) {
+                                       u4 += du4 * (xmin - xa);
+                                       v4 += dv4 * (xmin - xa);
+                                       xa = xmin;
+                               }
+
+                               // Set u,v coords for inner driver
+                               gpu_senquack.u = u4;
+                               gpu_senquack.v = v4;
+
+                               if (xb > xmax) xb = xmax;
+                               if ((xb - xa) > 0)
+                                       gpuPolySpanDriver(gpu_senquack, PixelBase + xa, (xb - xa));
+                       }
+               }
+       } while (++cur_pass < total_passes);
+}
+
+/*----------------------------------------------------------------------
+gpuDrawPolyG - Gouraud-shaded, untextured poly
+----------------------------------------------------------------------*/
+void gpuDrawPolyG(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad)
+{
+       PolyVertex vbuf[4];
+       polyInitVertexBuffer(vbuf, packet, POLYTYPE_G, is_quad);
+
+       int total_passes = is_quad ? 2 : 1;
+       int cur_pass = 0;
+       do
+       {
+               const PolyVertex* vptrs[3];
+               if (polyUseTriangle(vbuf, cur_pass, vptrs) == false)
+                       continue;
+
+               s32 xa, xb, ya, yb;
+               s32 x3, dx3, x4, dx4, dx;
+               s32 r3, dr3, g3, dg3, b3, db3;
+               s32 x0, x1, x2, y0, y1, y2;
+               s32 r0, r1, r2, g0, g1, g2, b0, b1, b2;
+               s32 dr4, dg4, db4;
+
+               x0 = vptrs[0]->x;      y0 = vptrs[0]->y;
+               r0 = vptrs[0]->col.r;  g0 = vptrs[0]->col.g;  b0 = vptrs[0]->col.b;
+               x1 = vptrs[1]->x;      y1 = vptrs[1]->y;
+               r1 = vptrs[1]->col.r;  g1 = vptrs[1]->col.g;  b1 = vptrs[1]->col.b;
+               x2 = vptrs[2]->x;      y2 = vptrs[2]->y;
+               r2 = vptrs[2]->col.r;  g2 = vptrs[2]->col.g;  b2 = vptrs[2]->col.b;
+
+               ya = y2 - y0;
+               yb = y2 - y1;
+               dx4 = (x2 - x1) * ya - (x2 - x0) * yb;
+               dr4 = (r2 - r1) * ya - (r2 - r0) * yb;
+               dg4 = (g2 - g1) * ya - (g2 - g0) * yb;
+               db4 = (b2 - b1) * ya - (b2 - b0) * yb;
+               dx = dx4;
+               if (dx4 < 0) {
+                       dx4 = -dx4;
+                       dr4 = -dr4;
+                       dg4 = -dg4;
+                       db4 = -db4;
+               }
+
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+               if (dx4 != 0) {
+                       float finv = FloatInv(dx4);
+                       dr4 = (fixed)((dr4 << FIXED_BITS) * finv);
+                       dg4 = (fixed)((dg4 << FIXED_BITS) * finv);
+                       db4 = (fixed)((db4 << FIXED_BITS) * finv);
+               } else {
+                       dr4 = dg4 = db4 = 0;
+               }
+#else
+               if (dx4 != 0) {
+                       float fdiv = dx4;
+                       dr4 = (fixed)((dr4 << FIXED_BITS) / fdiv);
+                       dg4 = (fixed)((dg4 << FIXED_BITS) / fdiv);
+                       db4 = (fixed)((db4 << FIXED_BITS) / fdiv);
+               } else {
+                       dr4 = dg4 = db4 = 0;
+               }
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+               if (dx4 != 0) {
+                       int iF, iS;
+                       xInv(dx4, iF, iS);
+                       dr4 = xInvMulx(dr4, iF, iS);
+                       dg4 = xInvMulx(dg4, iF, iS);
+                       db4 = xInvMulx(db4, iF, iS);
+               } else {
+                       dr4 = dg4 = db4 = 0;
+               }
+#else
+               if (dx4 != 0) {
+                       dr4 = GPU_FAST_DIV(dr4 << FIXED_BITS, dx4);
+                       dg4 = GPU_FAST_DIV(dg4 << FIXED_BITS, dx4);
+                       db4 = GPU_FAST_DIV(db4 << FIXED_BITS, dx4);
+               } else {
+                       dr4 = dg4 = db4 = 0;
+               }
+#endif
+#endif
+               // Setup packed Gouraud increment for inner driver
+               gpu_senquack.gInc = gpuPackGouraudColInc(dr4, dg4, db4);
+
+               for (s32 loop0 = 2; loop0; loop0--) {
+                       if (loop0 == 2) {
+                               ya = y0;
+                               yb = y1;
+                               x3 = x4 = i2x(x0);
+                               r3 = i2x(r0);
+                               g3 = i2x(g0);
+                               b3 = i2x(b0);
+                               if (dx < 0) {
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       if ((y2 - y0) != 0) {
+                                               float finv = FloatInv(y2 - y0);
+                                               dx3 = (fixed)(((x2 - x0) << FIXED_BITS) * finv);
+                                               dr3 = (fixed)(((r2 - r0) << FIXED_BITS) * finv);
+                                               dg3 = (fixed)(((g2 - g0) << FIXED_BITS) * finv);
+                                               db3 = (fixed)(((b2 - b0) << FIXED_BITS) * finv);
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
+#else
+                                       if ((y2 - y0) != 0) {
+                                               float fdiv = y2 - y0;
+                                               dx3 = (fixed)(((x2 - x0) << FIXED_BITS) / fdiv);
+                                               dr3 = (fixed)(((r2 - r0) << FIXED_BITS) / fdiv);
+                                               dg3 = (fixed)(((g2 - g0) << FIXED_BITS) / fdiv);
+                                               db3 = (fixed)(((b2 - b0) << FIXED_BITS) / fdiv);
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       if ((y2 - y0) != 0) {
+                                               int iF, iS;
+                                               xInv((y2 - y0), iF, iS);
+                                               dx3 = xInvMulx((x2 - x0), iF, iS);
+                                               dr3 = xInvMulx((r2 - r0), iF, iS);
+                                               dg3 = xInvMulx((g2 - g0), iF, iS);
+                                               db3 = xInvMulx((b2 - b0), iF, iS);
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0;
+#else
+                                       if ((y2 - y0) != 0) {
+                                               dx3 = GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0));
+                                               dr3 = GPU_FAST_DIV((r2 - r0) << FIXED_BITS, (y2 - y0));
+                                               dg3 = GPU_FAST_DIV((g2 - g0) << FIXED_BITS, (y2 - y0));
+                                               db3 = GPU_FAST_DIV((b2 - b0) << FIXED_BITS, (y2 - y0));
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0;
+#endif
+#endif
+                               } else {
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       if ((y1 - y0) != 0) {
+                                               float finv = FloatInv(y1 - y0);
+                                               dx3 = (fixed)(((x1 - x0) << FIXED_BITS) * finv);
+                                               dr3 = (fixed)(((r1 - r0) << FIXED_BITS) * finv);
+                                               dg3 = (fixed)(((g1 - g0) << FIXED_BITS) * finv);
+                                               db3 = (fixed)(((b1 - b0) << FIXED_BITS) * finv);
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
+#else
+                                       if ((y1 - y0) != 0) {
+                                               float fdiv = y1 - y0;
+                                               dx3 = (fixed)(((x1 - x0) << FIXED_BITS) / fdiv);
+                                               dr3 = (fixed)(((r1 - r0) << FIXED_BITS) / fdiv);
+                                               dg3 = (fixed)(((g1 - g0) << FIXED_BITS) / fdiv);
+                                               db3 = (fixed)(((b1 - b0) << FIXED_BITS) / fdiv);
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       if ((y1 - y0) != 0) {
+                                               int iF, iS;
+                                               xInv((y1 - y0), iF, iS);
+                                               dx3 = xInvMulx((x1 - x0), iF, iS);
+                                               dr3 = xInvMulx((r1 - r0), iF, iS);
+                                               dg3 = xInvMulx((g1 - g0), iF, iS);
+                                               db3 = xInvMulx((b1 - b0), iF, iS);
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0;
+#else
+                                       if ((y1 - y0) != 0) {
+                                               dx3 = GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0));
+                                               dr3 = GPU_FAST_DIV((r1 - r0) << FIXED_BITS, (y1 - y0));
+                                               dg3 = GPU_FAST_DIV((g1 - g0) << FIXED_BITS, (y1 - y0));
+                                               db3 = GPU_FAST_DIV((b1 - b0) << FIXED_BITS, (y1 - y0));
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0;
+#endif
+#endif
+                               }
+                       } else {
+                               //senquack - break out of final loop if nothing to be drawn (1st loop
+                               //           must always be taken to setup dx3/dx4)
+                               if (y1 == y2) break;
+
+                               ya = y1;  yb = y2;
+
+                               if (dx < 0) {
+                                       x3 = i2x(x0);  x4 = i2x(x1);
+                                       r3 = i2x(r0);  g3 = i2x(g0);  b3 = i2x(b0);
+
+                                       if ((y1 - y0) != 0) {
+                                               x3 += (dx3 * (y1 - y0));
+                                               r3 += (dr3 * (y1 - y0));
+                                               g3 += (dg3 * (y1 - y0));
+                                               b3 += (db3 * (y1 - y0));
+                                       }
+
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
+#else
+                                       dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       dx4 = ((y2 - y1) != 0) ? xLoDivx((x2 - x1), (y2 - y1)) : 0;
+#else
+                                       dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0;
+#endif
+#endif
+                               } else {
+                                       x3 = i2x(x1);
+                                       x4 = i2x(x0) + (dx4 * (y1 - y0));
+
+                                       r3 = i2x(r1);  g3 = i2x(g1);  b3 = i2x(b1);
+
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       if ((y2 - y1) != 0) {
+                                               float finv = FloatInv(y2 - y1);
+                                               dx3 = (fixed)(((x2 - x1) << FIXED_BITS) * finv);
+                                               dr3 = (fixed)(((r2 - r1) << FIXED_BITS) * finv);
+                                               dg3 = (fixed)(((g2 - g1) << FIXED_BITS) * finv);
+                                               db3 = (fixed)(((b2 - b1) << FIXED_BITS) * finv);
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+#else
+                                       if ((y2 - y1) != 0) {
+                                               float fdiv = y2 - y1;
+                                               dx3 = (fixed)(((x2 - x1) << FIXED_BITS) / fdiv);
+                                               dr3 = (fixed)(((r2 - r1) << FIXED_BITS) / fdiv);
+                                               dg3 = (fixed)(((g2 - g1) << FIXED_BITS) / fdiv);
+                                               db3 = (fixed)(((b2 - b1) << FIXED_BITS) / fdiv);
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       if ((y2 - y1) != 0) {
+                                               int iF, iS;
+                                               xInv((y2 - y1), iF, iS);
+                                               dx3 = xInvMulx((x2 - x1), iF, iS);
+                                               dr3 = xInvMulx((r2 - r1), iF, iS);
+                                               dg3 = xInvMulx((g2 - g1), iF, iS);
+                                               db3 = xInvMulx((b2 - b1), iF, iS);
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+#else
+                                       if ((y2 - y1) != 0) {
+                                               dx3 = GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1));
+                                               dr3 = GPU_FAST_DIV((r2 - r1) << FIXED_BITS, (y2 - y1));
+                                               dg3 = GPU_FAST_DIV((g2 - g1) << FIXED_BITS, (y2 - y1));
+                                               db3 = GPU_FAST_DIV((b2 - b1) << FIXED_BITS, (y2 - y1));
+                                       } else {
+                                               dx3 = dr3 = dg3 = db3 = 0;
+                                       }
+#endif
+#endif
+                               }
+                       }
+
+                       s32 xmin, xmax, ymin, ymax;
+                       xmin = gpu_senquack.DrawingArea[0];  xmax = gpu_senquack.DrawingArea[2];
+                       ymin = gpu_senquack.DrawingArea[1];  ymax = gpu_senquack.DrawingArea[3];
+
+                       if ((ymin - ya) > 0) {
+                               x3 += (dx3 * (ymin - ya));
+                               x4 += (dx4 * (ymin - ya));
+                               r3 += (dr3 * (ymin - ya));
+                               g3 += (dg3 * (ymin - ya));
+                               b3 += (db3 * (ymin - ya));
+                               ya = ymin;
+                       }
+
+                       if (yb > ymax) yb = ymax;
+
+                       int loop1 = yb - ya;
+                       if (loop1 <= 0)
+                               continue;
+
+                       u16* PixelBase = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(0, ya)];
+                       int li=gpu_senquack.ilace_mask;
+                       int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
+                       int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
+
+                       for (; loop1; --loop1, ++ya, PixelBase += FRAME_WIDTH,
+                                       x3 += dx3, x4 += dx4,
+                                       r3 += dr3, g3 += dg3, b3 += db3 )
+                       {
+                               if (ya&li) continue;
+                               if ((ya&pi)==pif) continue;
+
+                               u32 r4, g4, b4;
+
+                               xa = FixedCeilToInt(x3);
+                               xb = FixedCeilToInt(x4);
+                               r4 = r3;  g4 = g3;  b4 = b3;
+
+                               fixed itmp = i2x(xa) - x3;
+                               if (itmp != 0) {
+                                       r4 += (dr4 * itmp) >> FIXED_BITS;
+                                       g4 += (dg4 * itmp) >> FIXED_BITS;
+                                       b4 += (db4 * itmp) >> FIXED_BITS;
+                               }
+
+                               r4 += fixed_HALF;
+                               g4 += fixed_HALF;
+                               b4 += fixed_HALF;
+
+                               if ((xmin - xa) > 0) {
+                                       r4 += (dr4 * (xmin - xa));
+                                       g4 += (dg4 * (xmin - xa));
+                                       b4 += (db4 * (xmin - xa));
+                                       xa = xmin;
+                               }
+
+                               // Setup packed Gouraud color for inner driver
+                               gpu_senquack.gCol = gpuPackGouraudCol(r4, g4, b4);
+
+                               if (xb > xmax) xb = xmax;
+                               if ((xb - xa) > 0)
+                                       gpuPolySpanDriver(gpu_senquack, PixelBase + xa, (xb - xa));
+                       }
+               }
+       } while (++cur_pass < total_passes);
+}
+
+/*----------------------------------------------------------------------
+gpuDrawPolyGT - Gouraud-shaded, textured poly
+----------------------------------------------------------------------*/
+void gpuDrawPolyGT(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad)
+{
+       PolyVertex vbuf[4];
+       polyInitVertexBuffer(vbuf, packet, POLYTYPE_GT, is_quad);
+
+       int total_passes = is_quad ? 2 : 1;
+       int cur_pass = 0;
+       do
+       {
+               const PolyVertex* vptrs[3];
+               if (polyUseTriangle(vbuf, cur_pass, vptrs) == false)
+                       continue;
+
+               s32 xa, xb, ya, yb;
+               s32 x3, dx3, x4, dx4, dx;
+               s32 u3, du3, v3, dv3;
+               s32 r3, dr3, g3, dg3, b3, db3;
+               s32 x0, x1, x2, y0, y1, y2;
+               s32 u0, u1, u2, v0, v1, v2;
+               s32 r0, r1, r2, g0, g1, g2, b0, b1, b2;
+               s32 du4, dv4;
+               s32 dr4, dg4, db4;
+
+               x0 = vptrs[0]->x;      y0 = vptrs[0]->y;
+               u0 = vptrs[0]->tex.u;  v0 = vptrs[0]->tex.v;
+               r0 = vptrs[0]->col.r;  g0 = vptrs[0]->col.g;  b0 = vptrs[0]->col.b;
+               x1 = vptrs[1]->x;      y1 = vptrs[1]->y;
+               u1 = vptrs[1]->tex.u;  v1 = vptrs[1]->tex.v;
+               r1 = vptrs[1]->col.r;  g1 = vptrs[1]->col.g;  b1 = vptrs[1]->col.b;
+               x2 = vptrs[2]->x;      y2 = vptrs[2]->y;
+               u2 = vptrs[2]->tex.u;  v2 = vptrs[2]->tex.v;
+               r2 = vptrs[2]->col.r;  g2 = vptrs[2]->col.g;  b2 = vptrs[2]->col.b;
+
+               ya = y2 - y0;
+               yb = y2 - y1;
+               dx4 = (x2 - x1) * ya - (x2 - x0) * yb;
+               du4 = (u2 - u1) * ya - (u2 - u0) * yb;
+               dv4 = (v2 - v1) * ya - (v2 - v0) * yb;
+               dr4 = (r2 - r1) * ya - (r2 - r0) * yb;
+               dg4 = (g2 - g1) * ya - (g2 - g0) * yb;
+               db4 = (b2 - b1) * ya - (b2 - b0) * yb;
+               dx = dx4;
+               if (dx4 < 0) {
+                       dx4 = -dx4;
+                       du4 = -du4;
+                       dv4 = -dv4;
+                       dr4 = -dr4;
+                       dg4 = -dg4;
+                       db4 = -db4;
+               }
+
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+               if (dx4 != 0) {
+                       float finv = FloatInv(dx4);
+                       du4 = (fixed)((du4 << FIXED_BITS) * finv);
+                       dv4 = (fixed)((dv4 << FIXED_BITS) * finv);
+                       dr4 = (fixed)((dr4 << FIXED_BITS) * finv);
+                       dg4 = (fixed)((dg4 << FIXED_BITS) * finv);
+                       db4 = (fixed)((db4 << FIXED_BITS) * finv);
+               } else {
+                       du4 = dv4 = dr4 = dg4 = db4 = 0;
+               }
+#else
+               if (dx4 != 0) {
+                       float fdiv = dx4;
+                       du4 = (fixed)((du4 << FIXED_BITS) / fdiv);
+                       dv4 = (fixed)((dv4 << FIXED_BITS) / fdiv);
+                       dr4 = (fixed)((dr4 << FIXED_BITS) / fdiv);
+                       dg4 = (fixed)((dg4 << FIXED_BITS) / fdiv);
+                       db4 = (fixed)((db4 << FIXED_BITS) / fdiv);
+               } else {
+                       du4 = dv4 = dr4 = dg4 = db4 = 0;
+               }
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+               if (dx4 != 0) {
+                       int iF, iS;
+                       xInv(dx4, iF, iS);
+                       du4 = xInvMulx(du4, iF, iS);
+                       dv4 = xInvMulx(dv4, iF, iS);
+                       dr4 = xInvMulx(dr4, iF, iS);
+                       dg4 = xInvMulx(dg4, iF, iS);
+                       db4 = xInvMulx(db4, iF, iS);
+               } else {
+                       du4 = dv4 = dr4 = dg4 = db4 = 0;
+               }
+#else
+               if (dx4 != 0) {
+                       du4 = GPU_FAST_DIV(du4 << FIXED_BITS, dx4);
+                       dv4 = GPU_FAST_DIV(dv4 << FIXED_BITS, dx4);
+                       dr4 = GPU_FAST_DIV(dr4 << FIXED_BITS, dx4);
+                       dg4 = GPU_FAST_DIV(dg4 << FIXED_BITS, dx4);
+                       db4 = GPU_FAST_DIV(db4 << FIXED_BITS, dx4);
+               } else {
+                       du4 = dv4 = dr4 = dg4 = db4 = 0;
+               }
+#endif
+#endif
+               // Set u,v increments and packed Gouraud increment for inner driver
+               gpu_senquack.u_inc = du4;
+               gpu_senquack.v_inc = dv4;
+               gpu_senquack.gInc = gpuPackGouraudColInc(dr4, dg4, db4);
+
+               for (s32 loop0 = 2; loop0; loop0--) {
+                       if (loop0 == 2) {
+                               ya = y0;  yb = y1;
+                               x3 = x4 = i2x(x0);
+                               u3 = i2x(u0);  v3 = i2x(v0);
+                               r3 = i2x(r0);  g3 = i2x(g0);  b3 = i2x(b0);
+                               if (dx < 0) {
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       if ((y2 - y0) != 0) {
+                                               float finv = FloatInv(y2 - y0);
+                                               dx3 = (fixed)(((x2 - x0) << FIXED_BITS) * finv);
+                                               du3 = (fixed)(((u2 - u0) << FIXED_BITS) * finv);
+                                               dv3 = (fixed)(((v2 - v0) << FIXED_BITS) * finv);
+                                               dr3 = (fixed)(((r2 - r0) << FIXED_BITS) * finv);
+                                               dg3 = (fixed)(((g2 - g0) << FIXED_BITS) * finv);
+                                               db3 = (fixed)(((b2 - b0) << FIXED_BITS) * finv);
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
+#else
+                                       if ((y2 - y0) != 0) {
+                                               float fdiv = y2 - y0;
+                                               dx3 = (fixed)(((x2 - x0) << FIXED_BITS) / fdiv);
+                                               du3 = (fixed)(((u2 - u0) << FIXED_BITS) / fdiv);
+                                               dv3 = (fixed)(((v2 - v0) << FIXED_BITS) / fdiv);
+                                               dr3 = (fixed)(((r2 - r0) << FIXED_BITS) / fdiv);
+                                               dg3 = (fixed)(((g2 - g0) << FIXED_BITS) / fdiv);
+                                               db3 = (fixed)(((b2 - b0) << FIXED_BITS) / fdiv);
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       if ((y2 - y0) != 0) {
+                                               int iF, iS;
+                                               xInv((y2 - y0), iF, iS);
+                                               dx3 = xInvMulx((x2 - x0), iF, iS);
+                                               du3 = xInvMulx((u2 - u0), iF, iS);
+                                               dv3 = xInvMulx((v2 - v0), iF, iS);
+                                               dr3 = xInvMulx((r2 - r0), iF, iS);
+                                               dg3 = xInvMulx((g2 - g0), iF, iS);
+                                               db3 = xInvMulx((b2 - b0), iF, iS);
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0;
+#else
+                                       if ((y2 - y0) != 0) {
+                                               dx3 = GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0));
+                                               du3 = GPU_FAST_DIV((u2 - u0) << FIXED_BITS, (y2 - y0));
+                                               dv3 = GPU_FAST_DIV((v2 - v0) << FIXED_BITS, (y2 - y0));
+                                               dr3 = GPU_FAST_DIV((r2 - r0) << FIXED_BITS, (y2 - y0));
+                                               dg3 = GPU_FAST_DIV((g2 - g0) << FIXED_BITS, (y2 - y0));
+                                               db3 = GPU_FAST_DIV((b2 - b0) << FIXED_BITS, (y2 - y0));
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0;
+#endif
+#endif
+                               } else {
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       if ((y1 - y0) != 0) {
+                                               float finv = FloatInv(y1 - y0);
+                                               dx3 = (fixed)(((x1 - x0) << FIXED_BITS) * finv);
+                                               du3 = (fixed)(((u1 - u0) << FIXED_BITS) * finv);
+                                               dv3 = (fixed)(((v1 - v0) << FIXED_BITS) * finv);
+                                               dr3 = (fixed)(((r1 - r0) << FIXED_BITS) * finv);
+                                               dg3 = (fixed)(((g1 - g0) << FIXED_BITS) * finv);
+                                               db3 = (fixed)(((b1 - b0) << FIXED_BITS) * finv);
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
+#else
+                                       if ((y1 - y0) != 0) {
+                                               float fdiv = y1 - y0;
+                                               dx3 = (fixed)(((x1 - x0) << FIXED_BITS) / fdiv);
+                                               du3 = (fixed)(((u1 - u0) << FIXED_BITS) / fdiv);
+                                               dv3 = (fixed)(((v1 - v0) << FIXED_BITS) / fdiv);
+                                               dr3 = (fixed)(((r1 - r0) << FIXED_BITS) / fdiv);
+                                               dg3 = (fixed)(((g1 - g0) << FIXED_BITS) / fdiv);
+                                               db3 = (fixed)(((b1 - b0) << FIXED_BITS) / fdiv);
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / float(y2 - y0)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       if ((y1 - y0) != 0) {
+                                               int iF, iS;
+                                               xInv((y1 - y0), iF, iS);
+                                               dx3 = xInvMulx((x1 - x0), iF, iS);
+                                               du3 = xInvMulx((u1 - u0), iF, iS);
+                                               dv3 = xInvMulx((v1 - v0), iF, iS);
+                                               dr3 = xInvMulx((r1 - r0), iF, iS);
+                                               dg3 = xInvMulx((g1 - g0), iF, iS);
+                                               db3 = xInvMulx((b1 - b0), iF, iS);
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0;
+#else
+                                       if ((y1 - y0) != 0) {
+                                               dx3 = GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0));
+                                               du3 = GPU_FAST_DIV((u1 - u0) << FIXED_BITS, (y1 - y0));
+                                               dv3 = GPU_FAST_DIV((v1 - v0) << FIXED_BITS, (y1 - y0));
+                                               dr3 = GPU_FAST_DIV((r1 - r0) << FIXED_BITS, (y1 - y0));
+                                               dg3 = GPU_FAST_DIV((g1 - g0) << FIXED_BITS, (y1 - y0));
+                                               db3 = GPU_FAST_DIV((b1 - b0) << FIXED_BITS, (y1 - y0));
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+                                       dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0;
+#endif
+#endif
+                               }
+                       } else {
+                               //senquack - break out of final loop if nothing to be drawn (1st loop
+                               //           must always be taken to setup dx3/dx4)
+                               if (y1 == y2) break;
+
+                               ya = y1;  yb = y2;
+
+                               if (dx < 0) {
+                                       x3 = i2x(x0);  x4 = i2x(x1);
+                                       u3 = i2x(u0);  v3 = i2x(v0);
+                                       r3 = i2x(r0);  g3 = i2x(g0);  b3 = i2x(b0);
+
+                                       if ((y1 - y0) != 0) {
+                                               x3 += (dx3 * (y1 - y0));
+                                               u3 += (du3 * (y1 - y0));
+                                               v3 += (dv3 * (y1 - y0));
+                                               r3 += (dr3 * (y1 - y0));
+                                               g3 += (dg3 * (y1 - y0));
+                                               b3 += (db3 * (y1 - y0));
+                                       }
+
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
+#else
+                                       dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       dx4 = ((y2 - y1) != 0) ? xLoDivx((x2 - x1), (y2 - y1)) : 0;
+#else
+                                       dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0;
+#endif
+#endif
+                               } else {
+                                       x3 = i2x(x1);
+                                       x4 = i2x(x0) + (dx4 * (y1 - y0));
+
+                                       u3 = i2x(u1);  v3 = i2x(v1);
+                                       r3 = i2x(r1);  g3 = i2x(g1);  b3 = i2x(b1);
+#ifdef GPU_UNAI_USE_FLOATMATH
+#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
+                                       if ((y2 - y1) != 0) {
+                                               float finv = FloatInv(y2 - y1);
+                                               dx3 = (fixed)(((x2 - x1) << FIXED_BITS) * finv);
+                                               du3 = (fixed)(((u2 - u1) << FIXED_BITS) * finv);
+                                               dv3 = (fixed)(((v2 - v1) << FIXED_BITS) * finv);
+                                               dr3 = (fixed)(((r2 - r1) << FIXED_BITS) * finv);
+                                               dg3 = (fixed)(((g2 - g1) << FIXED_BITS) * finv);
+                                               db3 = (fixed)(((b2 - b1) << FIXED_BITS) * finv);
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+#else
+                                       if ((y2 - y1) != 0) {
+                                               float fdiv = y2 - y1;
+                                               dx3 = (fixed)(((x2 - x1) << FIXED_BITS) / fdiv);
+                                               du3 = (fixed)(((u2 - u1) << FIXED_BITS) / fdiv);
+                                               dv3 = (fixed)(((v2 - v1) << FIXED_BITS) / fdiv);
+                                               dr3 = (fixed)(((r2 - r1) << FIXED_BITS) / fdiv);
+                                               dg3 = (fixed)(((g2 - g1) << FIXED_BITS) / fdiv);
+                                               db3 = (fixed)(((b2 - b1) << FIXED_BITS) / fdiv);
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+#endif
+#else  // Integer Division:
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+                                       if ((y2 - y1) != 0) {
+                                               int iF, iS;
+                                               xInv((y2 - y1), iF, iS);
+                                               dx3 = xInvMulx((x2 - x1), iF, iS);
+                                               du3 = xInvMulx((u2 - u1), iF, iS);
+                                               dv3 = xInvMulx((v2 - v1), iF, iS);
+                                               dr3 = xInvMulx((r2 - r1), iF, iS);
+                                               dg3 = xInvMulx((g2 - g1), iF, iS);
+                                               db3 = xInvMulx((b2 - b1), iF, iS);
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+#else
+                                       if ((y2 - y1) != 0) {
+                                               dx3 = GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1));
+                                               du3 = GPU_FAST_DIV((u2 - u1) << FIXED_BITS, (y2 - y1));
+                                               dv3 = GPU_FAST_DIV((v2 - v1) << FIXED_BITS, (y2 - y1));
+                                               dr3 = GPU_FAST_DIV((r2 - r1) << FIXED_BITS, (y2 - y1));
+                                               dg3 = GPU_FAST_DIV((g2 - g1) << FIXED_BITS, (y2 - y1));
+                                               db3 = GPU_FAST_DIV((b2 - b1) << FIXED_BITS, (y2 - y1));
+                                       } else {
+                                               dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
+                                       }
+#endif
+#endif
+                               }
+                       }
+
+                       s32 xmin, xmax, ymin, ymax;
+                       xmin = gpu_senquack.DrawingArea[0];  xmax = gpu_senquack.DrawingArea[2];
+                       ymin = gpu_senquack.DrawingArea[1];  ymax = gpu_senquack.DrawingArea[3];
+
+                       if ((ymin - ya) > 0) {
+                               x3 += (dx3 * (ymin - ya));
+                               x4 += (dx4 * (ymin - ya));
+                               u3 += (du3 * (ymin - ya));
+                               v3 += (dv3 * (ymin - ya));
+                               r3 += (dr3 * (ymin - ya));
+                               g3 += (dg3 * (ymin - ya));
+                               b3 += (db3 * (ymin - ya));
+                               ya = ymin;
+                       }
+
+                       if (yb > ymax) yb = ymax;
+
+                       int loop1 = yb - ya;
+                       if (loop1 <= 0)
+                               continue;
+
+                       u16* PixelBase = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(0, ya)];
+                       int li=gpu_senquack.ilace_mask;
+                       int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
+                       int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
+
+                       for (; loop1; --loop1, ++ya, PixelBase += FRAME_WIDTH,
+                                       x3 += dx3, x4 += dx4,
+                                       u3 += du3, v3 += dv3,
+                                       r3 += dr3, g3 += dg3, b3 += db3 )
+                       {
+                               if (ya&li) continue;
+                               if ((ya&pi)==pif) continue;
+
+                               u32 u4, v4;
+                               u32 r4, g4, b4;
+
+                               xa = FixedCeilToInt(x3);
+                               xb = FixedCeilToInt(x4);
+                               u4 = u3;  v4 = v3;
+                               r4 = r3;  g4 = g3;  b4 = b3;
+
+                               fixed itmp = i2x(xa) - x3;
+                               if (itmp != 0) {
+                                       u4 += (du4 * itmp) >> FIXED_BITS;
+                                       v4 += (dv4 * itmp) >> FIXED_BITS;
+                                       r4 += (dr4 * itmp) >> FIXED_BITS;
+                                       g4 += (dg4 * itmp) >> FIXED_BITS;
+                                       b4 += (db4 * itmp) >> FIXED_BITS;
+                               }
+
+                               u4 += fixed_HALF;
+                               v4 += fixed_HALF;
+                               r4 += fixed_HALF;
+                               g4 += fixed_HALF;
+                               b4 += fixed_HALF;
+
+                               if ((xmin - xa) > 0) {
+                                       u4 += du4 * (xmin - xa);
+                                       v4 += dv4 * (xmin - xa);
+                                       r4 += dr4 * (xmin - xa);
+                                       g4 += dg4 * (xmin - xa);
+                                       b4 += db4 * (xmin - xa);
+                                       xa = xmin;
+                               }
+
+                               // Set packed Gouraud color and u,v coords for inner driver
+                               gpu_senquack.u = u4;
+                               gpu_senquack.v = v4;
+                               gpu_senquack.gCol = gpuPackGouraudCol(r4, g4, b4);
+
+                               if (xb > xmax) xb = xmax;
+                               if ((xb - xa) > 0)
+                                       gpuPolySpanDriver(gpu_senquack, PixelBase + xa, (xb - xa));
+                       }
+               }
+       } while (++cur_pass < total_passes);
+}
+
+#endif /* __GPU_UNAI_GPU_RASTER_POLYGON_H__ */