rename gpu_senquack to gpu_unai
[pcsx_rearmed.git] / plugins / gpu_unai / gpulib_if.cpp
diff --git a/plugins/gpu_unai/gpulib_if.cpp b/plugins/gpu_unai/gpulib_if.cpp
new file mode 100644 (file)
index 0000000..7b148d4
--- /dev/null
@@ -0,0 +1,647 @@
+/***************************************************************************
+*   Copyright (C) 2010 PCSX4ALL Team                                      *
+*   Copyright (C) 2010 Unai                                               *
+*   Copyright (C) 2011 notaz                                              *
+*   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.           *
+***************************************************************************/
+
+#include <stddef.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "../gpulib/gpu.h"
+
+//#include "port.h"
+#include "gpu_senquack.h"
+
+// GPU fixed point math
+#include "gpu_fixedpoint.h"
+
+// Inner loop driver instantiation file
+#include "gpu_inner.h"
+
+// GPU internal image drawing functions
+#include "gpu_raster_image.h"
+
+// GPU internal line drawing functions
+#include "gpu_raster_line.h"
+
+// GPU internal polygon drawing functions
+#include "gpu_raster_polygon.h"
+
+// GPU internal sprite drawing functions
+#include "gpu_raster_sprite.h"
+
+// GPU command buffer execution/store
+#include "gpu_command.h"
+
+/////////////////////////////////////////////////////////////////////////////
+
+int renderer_init(void)
+{
+  memset((void*)&gpu_senquack, 0, sizeof(gpu_senquack));
+  gpu_senquack.vram = (u16*)gpu.vram;
+
+  // Original standalone gpu_senquack initialized TextureWindow[]. I added the
+  //  same behavior here, since it seems unsafe to leave [2],[3] unset when
+  //  using HLE and Rearmed gpu_neon sets this similarly on init. -senquack
+  gpu_senquack.TextureWindow[0] = 0;
+  gpu_senquack.TextureWindow[1] = 0;
+  gpu_senquack.TextureWindow[2] = 255;
+  gpu_senquack.TextureWindow[3] = 255;
+  //senquack - new vars must be updated whenever texture window is changed:
+  //           (used for polygon-drawing in gpu_inner.h, gpu_raster_polygon.h)
+  const u32 fb = FIXED_BITS;  // # of fractional fixed-pt bits of u4/v4
+  gpu_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);
+
+  // Configuration options
+  gpu_senquack.config = gpu_senquack_config_ext;
+  //senquack - disabled, not sure this is needed and would require modifying
+  // sprite-span functions, perhaps unnecessarily. No Abe Oddysey hack was
+  // present in latest PCSX4ALL sources we were using.
+  //gpu_senquack.config.enableAbbeyHack = gpu_senquack_config_ext.abe_hack;
+  gpu_senquack.ilace_mask = gpu_senquack.config.ilace_force;
+
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+  // s_invTable
+  for(int i=1;i<=(1<<TABLE_BITS);++i)
+  {
+    double v = 1.0 / double(i);
+#ifdef GPU_TABLE_10_BITS
+    v *= double(0xffffffff>>1);
+#else
+    v *= double(0x80000000);
+#endif
+    s_invTable[i-1]=s32(v);
+  }
+#endif
+
+  SetupLightLUT();
+  SetupDitheringConstants();
+
+  return 0;
+}
+
+void renderer_finish(void)
+{
+}
+
+void renderer_notify_res_change(void)
+{
+  if (PixelSkipEnabled()) {
+    // Set blit_mask for high horizontal resolutions. This allows skipping
+    //  rendering pixels that would never get displayed on low-resolution
+    //  platforms that use simple pixel-dropping scaler.
+
+    switch (gpu.screen.hres)
+    {
+      case 512: gpu_senquack.blit_mask = 0xa4; break; // GPU_BlitWWSWWSWS
+      case 640: gpu_senquack.blit_mask = 0xaa; break; // GPU_BlitWS
+      default:  gpu_senquack.blit_mask = 0;    break;
+    }
+  } else {
+    gpu_senquack.blit_mask = 0;
+  }
+
+  if (LineSkipEnabled()) {
+    // Set rendering line-skip (only render every other line in high-res
+    //  480 vertical mode, or, optionally, force it for all video modes)
+
+    if (gpu.screen.vres == 480) {
+      if (gpu_senquack.config.ilace_force) {
+        gpu_senquack.ilace_mask = 3; // Only need 1/4 of lines
+      } else {
+        gpu_senquack.ilace_mask = 1; // Only need 1/2 of lines
+      }
+    } else {
+      // Vert resolution changed from 480 to lower one
+      gpu_senquack.ilace_mask = gpu_senquack.config.ilace_force;
+    }
+  } else {
+    gpu_senquack.ilace_mask = 0;
+  }
+
+  /*
+  printf("res change hres: %d   vres: %d   depth: %d   ilace_mask: %d\n",
+      gpu.screen.hres, gpu.screen.vres, gpu.status.rgb24 ? 24 : 15,
+      gpu_senquack.ilace_mask);
+  */
+}
+
+void renderer_notify_scanout_change(int x, int y)
+{
+}
+
+#ifdef USE_GPULIB
+// Handles GP0 draw settings commands 0xE1...0xE6
+static void gpuGP0Cmd_0xEx(gpu_senquack_t &gpu_senquack, u32 cmd_word)
+{
+  // Assume incoming GP0 command is 0xE1..0xE6, convert to 1..6
+  u8 num = (cmd_word >> 24) & 7;
+  gpu.ex_regs[num] = cmd_word; // Update gpulib register
+  switch (num) {
+    case 1: {
+      // GP0(E1h) - Draw Mode setting (aka "Texpage")
+      u32 cur_texpage = gpu_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
+      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)
+      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)
+      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)
+      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
+      gpu_senquack.Masking  = (cmd_word & 0x2) <<  1;
+      gpu_senquack.PixelMSB = (cmd_word & 0x1) <<  8;
+    } break;
+  }
+}
+#endif
+
+extern const unsigned char cmd_lengths[256];
+
+int do_cmd_list(u32 *list, int list_len, int *last_cmd)
+{
+  u32 cmd = 0, len, i;
+  u32 *list_start = list;
+  u32 *list_end = list + list_len;
+
+  //TODO: set ilace_mask when resolution changes instead of every time,
+  // eliminate #ifdef below.
+  gpu_senquack.ilace_mask = gpu_senquack.config.ilace_force;
+
+#ifdef HAVE_PRE_ARMV7 /* XXX */
+  gpu_senquack.ilace_mask |= !!(gpu.status & PSX_GPU_STATUS_INTERLACE);
+#endif
+  if (gpu_senquack.config.scale_hires) {
+    gpu_senquack.ilace_mask |= !!(gpu.status & PSX_GPU_STATUS_INTERLACE);
+  }
+
+  for (; list < list_end; list += 1 + len)
+  {
+    cmd = *list >> 24;
+    len = cmd_lengths[cmd];
+    if (list + 1 + len > list_end) {
+      cmd = -1;
+      break;
+    }
+
+    #define PRIM cmd
+    gpu_senquack.PacketBuffer.U4[0] = list[0];
+    for (i = 1; i <= len; i++)
+      gpu_senquack.PacketBuffer.U4[i] = list[i];
+
+    PtrUnion packet = { .ptr = (void*)&gpu_senquack.PacketBuffer };
+
+    switch (cmd)
+    {
+      case 0x02:
+        gpuClearImage(packet);
+        break;
+
+      case 0x20:
+      case 0x21:
+      case 0x22:
+      case 0x23: {          // Monochrome 3-pt poly
+        PP driver = gpuPolySpanDrivers[
+          (gpu_senquack.blit_mask?1024:0) |
+          Blending_Mode |
+          gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB
+        ];
+        gpuDrawPolyF(packet, driver, false);
+      } break;
+
+      case 0x24:
+      case 0x25:
+      case 0x26:
+      case 0x27: {          // Textured 3-pt poly
+        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);
+      } break;
+
+      case 0x28:
+      case 0x29:
+      case 0x2A:
+      case 0x2B: {          // Monochrome 4-pt poly
+        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
+      } break;
+
+      case 0x2C:
+      case 0x2D:
+      case 0x2E:
+      case 0x2F: {          // Textured 4-pt poly
+        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
+      } break;
+
+      case 0x30:
+      case 0x31:
+      case 0x32:
+      case 0x33: {          // Gouraud-shaded 3-pt poly
+        //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);
+      } break;
+
+      case 0x34:
+      case 0x35:
+      case 0x36:
+      case 0x37: {          // Gouraud-shaded, textured 3-pt poly
+        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);
+      } break;
+
+      case 0x38:
+      case 0x39:
+      case 0x3A:
+      case 0x3B: {          // Gouraud-shaded 4-pt poly
+        // 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
+      } break;
+
+      case 0x3C:
+      case 0x3D:
+      case 0x3E:
+      case 0x3F: {          // Gouraud-shaded, textured 4-pt poly
+        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
+      } break;
+
+      case 0x40:
+      case 0x41:
+      case 0x42:
+      case 0x43: {          // Monochrome line
+        // 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);
+      } break;
+
+      case 0x48 ... 0x4F: { // Monochrome line strip
+        u32 num_vertexes = 1;
+        u32 *list_position = &(list[2]);
+
+        // 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);
+
+        while(1)
+        {
+          gpu_senquack.PacketBuffer.U4[1] = gpu_senquack.PacketBuffer.U4[2];
+          gpu_senquack.PacketBuffer.U4[2] = *list_position++;
+          gpuDrawLineF(packet, driver);
+
+          num_vertexes++;
+          if(list_position >= list_end) {
+            cmd = -1;
+            goto breakloop;
+          }
+          if((*list_position & 0xf000f000) == 0x50005000)
+            break;
+        }
+
+        len += (num_vertexes - 2);
+      } break;
+
+      case 0x50:
+      case 0x51:
+      case 0x52:
+      case 0x53: {          // Gouraud-shaded line
+        // 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);
+      } break;
+
+      case 0x58 ... 0x5F: { // Gouraud-shaded line strip
+        u32 num_vertexes = 1;
+        u32 *list_position = &(list[2]);
+
+        // 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);
+
+        while(1)
+        {
+          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] = *list_position++;
+          gpu_senquack.PacketBuffer.U4[3] = *list_position++;
+          gpuDrawLineG(packet, driver);
+
+          num_vertexes++;
+          if(list_position >= list_end) {
+            cmd = -1;
+            goto breakloop;
+          }
+          if((*list_position & 0xf000f000) == 0x50005000)
+            break;
+        }
+
+        len += (num_vertexes - 2) * 2;
+      } break;
+
+      case 0x60:
+      case 0x61:
+      case 0x62:
+      case 0x63: {          // Monochrome rectangle (variable size)
+        PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+        gpuDrawT(packet, driver);
+      } break;
+
+      case 0x64:
+      case 0x65:
+      case 0x66:
+      case 0x67: {          // Textured rectangle (variable size)
+        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:
+        // 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);
+      } break;
+
+      case 0x68:
+      case 0x69:
+      case 0x6A:
+      case 0x6B: {          // Monochrome rectangle (1x1 dot)
+        gpu_senquack.PacketBuffer.U4[2] = 0x00010001;
+        PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+        gpuDrawT(packet, driver);
+      } break;
+
+      case 0x70:
+      case 0x71:
+      case 0x72:
+      case 0x73: {          // Monochrome rectangle (8x8)
+        gpu_senquack.PacketBuffer.U4[2] = 0x00080008;
+        PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+        gpuDrawT(packet, driver);
+      } break;
+
+      case 0x74:
+      case 0x75:
+      case 0x76:
+      case 0x77: {          // Textured rectangle (8x8)
+        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);
+      } break;
+
+      case 0x78:
+      case 0x79:
+      case 0x7A:
+      case 0x7B: {          // Monochrome rectangle (16x16)
+        gpu_senquack.PacketBuffer.U4[2] = 0x00100010;
+        PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+        gpuDrawT(packet, driver);
+      } break;
+
+      case 0x7C:
+      case 0x7D:
+#ifdef __arm__
+        if ((gpu_senquack.GPU_GP1 & 0x180) == 0 && (gpu_senquack.Masking | gpu_senquack.PixelMSB) == 0)
+        {
+          gpuSetCLUT    (gpu_senquack.PacketBuffer.U4[2] >> 16);
+          gpuDrawS16(packet);
+          break;
+        }
+        // fallthrough
+#endif
+      case 0x7E:
+      case 0x7F: {          // Textured rectangle (16x16)
+        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);
+      } break;
+
+#ifdef TEST
+      case 0x80:          //  vid -> vid
+        gpuMoveImage(packet);
+        break;
+
+      case 0xA0:          //  sys -> vid
+      {
+        u32 load_width = list[2] & 0xffff;
+        u32 load_height = list[2] >> 16;
+        u32 load_size = load_width * load_height;
+
+        len += load_size / 2;
+      } break;
+
+      case 0xC0:
+        break;
+#else
+      case 0x80 ... 0x9F:          //  vid -> vid
+      case 0xA0 ... 0xBF:          //  sys -> vid
+      case 0xC0 ... 0xDF:          //  vid -> sys
+        // Handled by gpulib
+        goto breakloop;
+#endif
+      case 0xE1 ... 0xE6: { // Draw settings
+        gpuGP0Cmd_0xEx(gpu_senquack, gpu_senquack.PacketBuffer.U4[0]);
+      } break;
+    }
+  }
+
+breakloop:
+  gpu.ex_regs[1] &= ~0x1ff;
+  gpu.ex_regs[1] |= gpu_senquack.GPU_GP1 & 0x1ff;
+
+  *last_cmd = cmd;
+  return list - list_start;
+}
+
+void renderer_sync_ecmds(uint32_t *ecmds)
+{
+  int dummy;
+  do_cmd_list(&ecmds[1], 6, &dummy);
+}
+
+void renderer_update_caches(int x, int y, int w, int h, int state_changed)
+{
+}
+
+void renderer_flush_queues(void)
+{
+}
+
+void renderer_set_interlace(int enable, int is_odd)
+{
+}
+
+#include "../../frontend/plugin_lib.h"
+// Handle any gpulib settings applicable to gpu_senquack:
+void renderer_set_config(const struct rearmed_cbs *cbs)
+{
+  gpu_senquack.vram = (u16*)gpu.vram;
+  gpu_senquack.config.ilace_force   = cbs->gpu_unai.ilace_force;
+  gpu_senquack.config.pixel_skip    = cbs->gpu_unai.pixel_skip;
+  gpu_senquack.config.lighting      = cbs->gpu_unai.lighting;
+  gpu_senquack.config.fast_lighting = cbs->gpu_unai.fast_lighting;
+  gpu_senquack.config.blending      = cbs->gpu_unai.blending;
+  gpu_senquack.config.dithering     = cbs->gpu_unai.dithering;
+  gpu_senquack.config.scale_hires   = cbs->gpu_unai.scale_hires;
+}
+
+// vim:shiftwidth=2:expandtab