/***************************************************************************
                           gpu.c  -  description
                             -------------------
    begin                : Sun Mar 08 2009
    copyright            : (C) 1999-2009 by Pete Bernert
    email                : BlackDove@addcom.de
 ***************************************************************************/

/***************************************************************************
 *                                                                         *
 *   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. See also the license.txt file for *
 *   additional informations.                                              *
 *                                                                         *
 ***************************************************************************/

//*************************************************************************// 
// History of changes:
//
// 2009/03/08 - Pete  
// - generic cleanup for the Peops release
//
//*************************************************************************// 

//#include "gpuStdafx.h"

//#include <mmsystem.h>
#define _IN_GPU

#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include "gpuExternals.h"
#include "gpuPlugin.h"
#include "gpuDraw.h"
#include "gpuTexture.h"
#include "gpuFps.h"
#include "gpuPrim.h"

//#include "NoPic.h"

#include "gpuStdafx.h"

short g_m1=255,g_m2=255,g_m3=255;
short DrawSemiTrans=FALSE;
short Ymin;
short Ymax;

short          ly0,lx0,ly1,lx1,ly2,lx2,ly3,lx3;        // global psx vertex coords
long           GlobalTextAddrX,GlobalTextAddrY,GlobalTextTP;
long           GlobalTextREST,GlobalTextABR,GlobalTextPAGE;

unsigned long dwGPUVersion=0;
int           iGPUHeight=512;
int           iGPUHeightMask=511;
int           GlobalTextIL=0;
int           iTileCheat=0;

////////////////////////////////////////////////////////////////////////
// memory image of the PSX vram
////////////////////////////////////////////////////////////////////////

unsigned char  *psxVSecure;
unsigned char  *psxVub;
signed   char  *psxVsb;
unsigned short *psxVuw;
unsigned short *psxVuw_eom;
signed   short *psxVsw;
unsigned long  *psxVul;
signed   long  *psxVsl;

// macro for easy access to packet information
#define GPUCOMMAND(x) ((x>>24) & 0xff)

GLfloat         gl_z=0.0f;
BOOL            bNeedInterlaceUpdate=FALSE;
BOOL            bNeedRGB24Update=FALSE;
BOOL            bChangeWinMode=FALSE;

unsigned long   ulStatusControl[256];

////////////////////////////////////////////////////////////////////////
// global GPU vars
////////////////////////////////////////////////////////////////////////

static long     GPUdataRet;
long            lGPUstatusRet;
char            szDispBuf[64];

static unsigned long gpuDataM[256];
static unsigned char gpuCommand = 0;
static long          gpuDataC = 0;
static long          gpuDataP = 0;

VRAMLoad_t      VRAMWrite;
VRAMLoad_t      VRAMRead;
int             iDataWriteMode;
int             iDataReadMode;

long            lClearOnSwap;
long            lClearOnSwapColor;
BOOL            bSkipNextFrame = FALSE;
int             iColDepth;
BOOL            bChangeRes;
BOOL            bWindowMode;
int             iWinSize;

// possible psx display widths
short dispWidths[8] = {256,320,512,640,368,384,512,640};

PSXDisplay_t    PSXDisplay;
PSXDisplay_t    PreviousPSXDisplay;
TWin_t          TWin;
short           imageX0,imageX1;
short           imageY0,imageY1;
BOOL            bDisplayNotSet = TRUE;
GLuint          uiScanLine=0;
int             iUseScanLines=0;
long            lSelectedSlot=0;
unsigned char * pGfxCardScreen=0;
int             iBlurBuffer=0;
int             iScanBlend=0;
int             iRenderFVR=0;
int             iNoScreenSaver=0;
unsigned long   ulGPUInfoVals[16];
int             iFakePrimBusy = 0;
int             iRumbleVal    = 0;
int             iRumbleTime   = 0;

static void (*rearmed_get_layer_pos)(int *x, int *y, int *w, int *h);
static void flipEGL(void);

////////////////////////////////////////////////////////////////////////
// stuff to make this a true PDK module
////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////
// snapshot funcs (saves screen to bitmap / text infos into file)
////////////////////////////////////////////////////////////////////////

void ResizeWindow()
{
 rRatioRect.left   = rRatioRect.top=0;
 rRatioRect.right  = iResX;
 rRatioRect.bottom = iResY;
 glViewport(rRatioRect.left,                           // init viewport by ratio rect
            iResY-(rRatioRect.top+rRatioRect.bottom),
            rRatioRect.right, 
            rRatioRect.bottom); glError();
                                                      
 glScissor(0, 0, iResX, iResY); glError();             // init clipping (fullscreen)
 glEnable(GL_SCISSOR_TEST); glError();

#ifndef OWNSCALE
 glMatrixMode(GL_TEXTURE);                             // init psx tex sow and tow if not "ownscale"
 glLoadIdentity();
 glScalef(1.0f/255.99f,1.0f/255.99f,1.0f);             // geforce precision hack
#endif 

 glMatrixMode(GL_PROJECTION); glError();               // init projection with psx resolution
 glLoadIdentity(); glError();
 glOrtho(0,PSXDisplay.DisplayMode.x,
         PSXDisplay.DisplayMode.y, 0, -1, 1); glError();
 if (bKeepRatio)
 SetAspectRatio();
}

char * GetConfigInfos(int hW)
{
 char szO[2][4]={"off","on "};
 char szTxt[256];
 char * pB=(char *)malloc(32767);
/*
 if(!pB) return NULL;
 *pB=0;
 //----------------------------------------------------//
 strcat(pB,szTxt);
 strcat(pB,szTxt);
#ifdef _WINDOWS
 if(hW)
  {
   hdc = GetDC(hW);
   bSetupPixelFormat(hdc);
   hglrc = wglCreateContext(hdc);
   wglMakeCurrent(hdc, hglrc);
  }
#endif
 sprintf(szTxt,"Card vendor: %s\r\n",(char *)glGetString(GL_VENDOR));
 strcat(pB,szTxt);
 sprintf(szTxt,"GFX card: %s\r\n",(char *)glGetString(GL_RENDERER));
 strcat(pB,szTxt);
 sprintf(szTxt,"OGL version: %s\r\n\r\n",(char *)glGetString(GL_VERSION));
 strcat(pB,szTxt);
 //strcat(pB,(char *)glGetString(GL_EXTENSIONS));
 //strcat(pB,"\r\n\r\n");

#ifdef _WINDOWS
 if(hW)
  {
   wglMakeCurrent(NULL, NULL);
   wglDeleteContext(hglrc);
   ReleaseDC(hW,hdc);
  }
 //----------------------------------------------------//
#endif
 if(hW && bWindowMode)
  sprintf(szTxt,"Resolution/Color:\r\n- %dx%d ",LOWORD(iWinSize),HIWORD(iWinSize));
 else
  sprintf(szTxt,"Resolution/Color:\r\n- %dx%d ",iResX,iResY);
 strcat(pB,szTxt);
 if(bWindowMode) sprintf(szTxt,"Window mode\r\n");
 else
  {
   sprintf(szTxt,"Fullscreen ");
   strcat(pB,szTxt);
   if(bChangeRes) sprintf(szTxt,"- Desktop changing [%d Bit]\r\n",iColDepth);
   else           sprintf(szTxt,"- NO desktop changing\r\n");
  }                                                                                   
 strcat(pB,szTxt);

// if(iForceVSync>=0) sprintf(szTxt,"- V-Sync: %s\r\n",szO[iForceVSync]);
// else               strcpy(szTxt,"- V-Sync: Driver\r\n");
 strcat(pB,szTxt); 
 sprintf(szTxt,"- Keep psx aspect ratio: %s\r\n\r\n",szO[bKeepRatio]);
 strcat(pB,szTxt);
 //----------------------------------------------------//
 strcpy(szTxt,"Textures:\r\n- ");
/*! if(iTexQuality==0)      strcat(szTxt,"Default");
 else if(iTexQuality==1) strcat(szTxt,"R4G4B4A4");
 else if(iTexQuality==2) strcat(szTxt,"R5G5B5A1");
 else if(iTexQuality==3) strcat(szTxt,"R8G8A8A8");
 else if(iTexQuality==4) strcat(szTxt,"B8G8R8A8");
 if(!hW && bGLExt) strcat(szTxt," (packed pixels)\r\n");
 else              strcat(szTxt,"\r\n");
 strcat(pB,szTxt);
 if(!hW)
  {
   sprintf(szTxt,"- Filtering: %d - edge clamping ",iFilterType);
   if(iClampType==GL_TO_EDGE_CLAMP) strcat(szTxt,"supported\r\n");
   else                             strcat(szTxt,"NOT supported\r\n");
  }
 else sprintf(szTxt,"- iFiltering: %d\r\n",iFilterType);
 strcat(pB,szTxt);
 sprintf(szTxt,"- Hi-Res textures: %d\r\n",iHiResTextures);
 strcat(pB,szTxt); 
 if(!hW)
  {
   sprintf(szTxt,"- Palettized tex windows: %s\r\n",szO[iUsePalTextures]);
   strcat(pB,szTxt); 
  }
 !*/
 /*sprintf(szTxt,"- VRam size: %d MBytes",iVRamSize);
 if(!hW)
      sprintf(szTxt+strlen(szTxt)," - %d textures usable\r\n\r\n",iSortTexCnt);
 else strcat(szTxt,"\r\n\r\n");
 strcat(pB,szTxt);
 //----------------------------------------------------//
 sprintf(szTxt,"Framerate:\r\n- FPS limitation: %s\r\n",szO[bUseFrameLimit]);
 strcat(pB,szTxt);
 sprintf(szTxt,"- Frame skipping: %s\r\n",szO[bUseFrameSkip]);
 strcat(pB,szTxt);
 if(iFrameLimit==2)
      strcpy(szTxt,"- FPS limit: Auto\r\n\r\n");
 else sprintf(szTxt,"- FPS limit: %.1f\r\n\r\n",fFrameRate);
 strcat(pB,szTxt);
 //----------------------------------------------------//
 sprintf(szTxt,"Compatibility:\r\n- Offscreen drawing: %d\r\n",iOffscreenDrawing);
 strcat(pB,szTxt);
 sprintf(szTxt,"- Framebuffer texture: %d",iFrameTexType);
 if(!hW && iFrameTexType==2)
  {
   if(gTexFrameName) strcat(szTxt," - texture created\r\n");
   else              strcat(szTxt," - not used yet\r\n");
  }
 else strcat(szTxt,"\r\n");
 strcat(pB,szTxt);
 sprintf(szTxt,"- Framebuffer access: %d\r\n",iFrameReadType);
 strcat(pB,szTxt);
// sprintf(szTxt,"- Alpha multipass: %s\r\n",szO[bOpaquePass]);
 strcat(pB,szTxt);
 sprintf(szTxt,"- Mask bit: %s\r\n",szO[iUseMask]);
 strcat(pB,szTxt);
 //sprintf(szTxt,"- Advanced blending: %s",szO[bAdvancedBlend]);
 //if(!hW && bAdvancedBlend)
//  {
//   if(bGLBlend) strcat(szTxt," (hardware)\r\n");
//   else         strcat(szTxt," (software)\r\n");
//  }
 strcat(szTxt,"\r\n");
 strcat(pB,szTxt);

 if(!hW)
  {
   strcpy(szTxt,"- Subtractive blending: ");
//   if(glBlendEquationEXTEx)
//    {
//     if(bUseMultiPass) strcat(szTxt,"supported, but not used!");
//     else              strcat(szTxt,"activated");
//    }
   strcat(szTxt," NOT supported!");
   strcat(szTxt,"\r\n\r\n");
  }
 else strcpy(szTxt,"\r\n");
 
 strcat(pB,szTxt);             
 //----------------------------------------------------//
 sprintf(szTxt,"Misc:\r\n- Scanlines: %s",szO[iUseScanLines]);
 strcat(pB,szTxt);
 if(iUseScanLines) sprintf(szTxt," [%d]\r\n",iScanBlend);
 else strcpy(szTxt,"\r\n");
 strcat(pB,szTxt);
// sprintf(szTxt,"- Line mode: %s\r\n",szO[bUseLines]);
 strcat(pB,szTxt);
// sprintf(szTxt,"- Line AA: %s\r\n",szO[bUseAntiAlias]);
// fwrite(szTxt,lstrlen(szTxt),1,txtfile);
 sprintf(szTxt,"- Unfiltered FB: %s\r\n",szO[bUseFastMdec]);
 strcat(pB,szTxt);
 sprintf(szTxt,"- 15 bit FB: %s\r\n",szO[bUse15bitMdec]);
 strcat(pB,szTxt);
 sprintf(szTxt,"- Dithering: %s\r\n",szO[bDrawDither]);
 strcat(pB,szTxt);
 sprintf(szTxt,"- Screen smoothing: %s",szO[iBlurBuffer]);
 strcat(pB,szTxt);
 if(!hW && iBlurBuffer) 
  {
   if(gTexBlurName) strcat(pB," - supported\r\n");
   else             strcat(pB," - not supported\r\n");
  }
 else strcat(pB,"\r\n");
 sprintf(szTxt,"- Game fixes: %s [%08lx]\r\n",szO[bUseFixes],dwCfgFixes);
 strcat(pB,szTxt);
 //----------------------------------------------------//
*/ return pB;
}

////////////////////////////////////////////////////////////////////////
// save text infos to file
////////////////////////////////////////////////////////////////////////

void DoTextSnapShot(int iNum)
{
}

////////////////////////////////////////////////////////////////////////
// saves screen bitmap to file
////////////////////////////////////////////////////////////////////////

void DoSnapShot(void)
{
}       

void CALLBACK GPUmakeSnapshot(void)
{
 //bSnapShot = TRUE;
}        

////////////////////////////////////////////////////////////////////////
// GPU INIT... here starts it all (first func called by emu)
////////////////////////////////////////////////////////////////////////

long CALLBACK GPUinit()
{
memset(ulStatusControl,0,256*sizeof(unsigned long));

bChangeRes=FALSE;
bWindowMode=FALSE;

bKeepRatio = TRUE;
// different ways of accessing PSX VRAM

psxVSecure=(unsigned char *)malloc((iGPUHeight*2)*1024 + (1024*1024)); // always alloc one extra MB for soft drawing funcs security
if(!psxVSecure) return -1;

psxVub=psxVSecure+512*1024;                           // security offset into double sized psx vram!
psxVsb=(signed char *)psxVub;
psxVsw=(signed short *)psxVub;
psxVsl=(signed long *)psxVub;
psxVuw=(unsigned short *)psxVub;
psxVul=(unsigned long *)psxVub;

psxVuw_eom=psxVuw+1024*iGPUHeight;                    // pre-calc of end of vram

memset(psxVSecure,0x00,(iGPUHeight*2)*1024 + (1024*1024));
memset(ulGPUInfoVals,0x00,16*sizeof(unsigned long));

InitFrameCap();                                       // init frame rate stuff

PSXDisplay.RGB24        = 0;                          // init vars
PreviousPSXDisplay.RGB24= 0;
PSXDisplay.Interlaced   = 0;
PSXDisplay.InterlacedTest=0;
PSXDisplay.DrawOffset.x = 0;
PSXDisplay.DrawOffset.y = 0;
PSXDisplay.DrawArea.x0  = 0;
PSXDisplay.DrawArea.y0  = 0;
PSXDisplay.DrawArea.x1  = 320;
PSXDisplay.DrawArea.y1  = 240;
PSXDisplay.DisplayMode.x= 320;
PSXDisplay.DisplayMode.y= 240;
PSXDisplay.Disabled     = FALSE;
PreviousPSXDisplay.Range.x0 =0;
PreviousPSXDisplay.Range.x1 =0;
PreviousPSXDisplay.Range.y0 =0;
PreviousPSXDisplay.Range.y1 =0;
PSXDisplay.Range.x0=0;
PSXDisplay.Range.x1=0;
PSXDisplay.Range.y0=0;
PSXDisplay.Range.y1=0;
PreviousPSXDisplay.DisplayPosition.x = 1;
PreviousPSXDisplay.DisplayPosition.y = 1;
PSXDisplay.DisplayPosition.x = 1;
PSXDisplay.DisplayPosition.y = 1;
PreviousPSXDisplay.DisplayModeNew.y=0;
PSXDisplay.Double=1;
GPUdataRet=0x400;

PSXDisplay.DisplayModeNew.x=0;
PSXDisplay.DisplayModeNew.y=0;

//PreviousPSXDisplay.Height = PSXDisplay.Height = 239;

iDataWriteMode = DR_NORMAL;

// Reset transfer values, to prevent mis-transfer of data
memset(&VRAMWrite,0,sizeof(VRAMLoad_t));
memset(&VRAMRead,0,sizeof(VRAMLoad_t));

// device initialised already !
//lGPUstatusRet = 0x74000000;

STATUSREG = 0x14802000;
GPUIsIdle;
GPUIsReadyForCommands;

return 0;
}                             


////////////////////////////////////////////////////////////////////////
// OPEN interface func: attention! 
// some emus are calling this func in their main Window thread,
// but all other interface funcs (to draw stuff) in a different thread!
// that's a problem, since OGL is thread safe! Therefore we cannot 
// initialize the OGL stuff right here, we simply set a "bIsFirstFrame = TRUE"
// flag, to initialize OGL on the first real draw call.
// btw, we also call this open func ourselfes, each time when the user 
// is changing between fullscreen/window mode (ENTER key)
// btw part 2: in windows the plugin gets the window handle from the
// main emu, and doesn't create it's own window (if it would do it,
// some PAD or SPU plugins would not work anymore)
////////////////////////////////////////////////////////////////////////

long CALLBACK GPUopen(int hwndGPU)
{
	 iResX=800;iResY=480;
	 iColDepth=8;
	 bChangeRes=FALSE;
	 bWindowMode=FALSE;
	 bFullVRam=FALSE;
	 iFilterType=0;
	// bAdvancedBlend=FALSE;
	 bDrawDither=FALSE;
	// bUseLines=FALSE;
	 bUseFrameLimit=FALSE;
	 bUseFrameSkip=FALSE;
	 iFrameLimit=0;
	 fFrameRate=50.0f;
	 iOffscreenDrawing=0;
	 //bOpaquePass=FALSE;
	 //bUseAntiAlias=FALSE;
	 //iTexQuality=0;
	 iUseMask=0;
	 iZBufferDepth=0;
	 bUseFastMdec=FALSE;
	 bUse15bitMdec=FALSE;
	 dwCfgFixes=0;
	 bUseFixes=FALSE;
	// iUseScanLines=0;
	 iFrameTexType=0;
	 iFrameReadType=0;
	 //iShowFPS=0;
	 bKeepRatio=TRUE;
	 iScanBlend=0;
	 iVRamSize=0;
	 iTexGarbageCollection=0;
	 iBlurBuffer=0; 
	 //iHiResTextures=0;
	 iNoScreenSaver=0;
 //iForceVSync=0;



 bIsFirstFrame = TRUE;                                 // flag: we have to init OGL later in windows!

 rRatioRect.left   = rRatioRect.top=0;
 rRatioRect.right  = iResX;
 rRatioRect.bottom = iResY;

 bDisplayNotSet = TRUE; 
 bSetClip=TRUE;

 SetFixes();                                           // setup game fixes

 InitializeTextureStore();                             // init texture mem

 CSTEXTURE = CSVERTEX = CSCOLOR = 0;

// lGPUstatusRet = 0x74000000;

// with some emus, we could do the OGL init right here... oh my
 if(bIsFirstFrame) GLinitialize(NULL, NULL);

 return 0;
}

////////////////////////////////////////////////////////////////////////
// close
////////////////////////////////////////////////////////////////////////


long GPUclose()                                        // LINUX CLOSE
{
 GLcleanup();                                          // close OGL

 if(pGfxCardScreen) free(pGfxCardScreen);              // free helper memory
 pGfxCardScreen=0;

// osd_close_display();                                  // destroy display

 return 0;
}

////////////////////////////////////////////////////////////////////////
// I shot the sheriff... last function called from emu 
////////////////////////////////////////////////////////////////////////

long CALLBACK GPUshutdown()
{
 if(psxVSecure) free(psxVSecure);                      // kill emulated vram memory
 psxVSecure=0;

 return 0;
}

////////////////////////////////////////////////////////////////////////
// paint it black: simple func to clean up optical border garbage
////////////////////////////////////////////////////////////////////////

void PaintBlackBorders(void)
{
 short s;
 glDisable(GL_SCISSOR_TEST); glError();
 if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;} glError();
 if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;} glError();
 if(bBlendEnable)     {glDisable(GL_BLEND);bBlendEnable=FALSE;} glError();
 glDisable(GL_ALPHA_TEST); glError();

 glEnable(GL_ALPHA_TEST); glError();
 glEnable(GL_SCISSOR_TEST); glError();

}

////////////////////////////////////////////////////////////////////////
// helper to draw scanlines
////////////////////////////////////////////////////////////////////////

__inline void XPRIMdrawTexturedQuad(OGLVertex* vertex1, OGLVertex* vertex2, 
                                    OGLVertex* vertex3, OGLVertex* vertex4) 
{

}

////////////////////////////////////////////////////////////////////////
// scanlines
////////////////////////////////////////////////////////////////////////

void SetScanLines(void)
{
}

////////////////////////////////////////////////////////////////////////
// blur, babe, blur (heavy performance hit for a so-so fullscreen effect)
////////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////////
// Update display (swap buffers)... called in interlaced mode on 
// every emulated vsync, otherwise whenever the displayed screen region
// has been changed
////////////////////////////////////////////////////////////////////////

int iLastRGB24=0;                                      // special vars for checking when to skip two display updates
int iSkipTwo=0;
void GPUvSinc(void){
updateDisplay();
}
void updateDisplay(void)                               // UPDATE DISPLAY
{
BOOL bBlur=FALSE;


bFakeFrontBuffer=FALSE;
bRenderFrontBuffer=FALSE;

if(iRenderFVR)                                        // frame buffer read fix mode still active?
 {
  iRenderFVR--;                                       // -> if some frames in a row without read access: turn off mode
  if(!iRenderFVR) bFullVRam=FALSE;
 }

if(iLastRGB24 && iLastRGB24!=PSXDisplay.RGB24+1)      // (mdec) garbage check
 {
  iSkipTwo=2;                                         // -> skip two frames to avoid garbage if color mode changes
 }
iLastRGB24=0;

if(PSXDisplay.RGB24)// && !bNeedUploadAfter)          // (mdec) upload wanted?
 {
  PrepareFullScreenUpload(-1);
  UploadScreen(PSXDisplay.Interlaced);                // -> upload whole screen from psx vram
  bNeedUploadTest=FALSE;
  bNeedInterlaceUpdate=FALSE;
  bNeedUploadAfter=FALSE;
  bNeedRGB24Update=FALSE;
 }
else
if(bNeedInterlaceUpdate)                              // smaller upload?
 {
  bNeedInterlaceUpdate=FALSE;
  xrUploadArea=xrUploadAreaIL;                        // -> upload this rect
  UploadScreen(TRUE);
 }

if(dwActFixes&512) bCheckFF9G4(NULL);                 // special game fix for FF9 

if(PreviousPSXDisplay.Range.x0||                      // paint black borders around display area, if needed
   PreviousPSXDisplay.Range.y0)
 PaintBlackBorders();

if(PSXDisplay.Disabled)                               // display disabled?
 {
  //LOGE("PSXDisplay.Disabled");

  // moved here
  glDisable(GL_SCISSOR_TEST); glError();                       
  glClearColor(0,0,0,128); glError();                 // -> clear whole backbuffer
  glClear(uiBufferBits); glError();
  glEnable(GL_SCISSOR_TEST); glError();                       
  gl_z=0.0f;
  bDisplayNotSet = TRUE;
 }

if(iSkipTwo)                                          // we are in skipping mood?
 {
  iSkipTwo--;
  iDrawnSomething=0;                                  // -> simply lie about something drawn
 }

//if(iBlurBuffer && !bSkipNextFrame)                    // "blur display" activated?
// {BlurBackBuffer();bBlur=TRUE;}                       // -> blur it

// if(iUseScanLines) SetScanLines();                     // "scan lines" activated? do it

// if(usCursorActive) ShowGunCursor();                   // "gun cursor" wanted? show 'em

if(dwActFixes&128)                                    // special FPS limitation mode?
 {
  if(bUseFrameLimit) PCFrameCap();                    // -> ok, do it
//   if(bUseFrameSkip || ulKeybits&KEY_SHOWFPS)  
   PCcalcfps();         
 }

// if(gTexPicName) DisplayPic();                         // some gpu info picture active? display it

// if(bSnapShot) DoSnapShot();                           // snapshot key pressed? cheeeese :)

// if(ulKeybits&KEY_SHOWFPS)                             // wanna see FPS?
 {
//   sprintf(szDispBuf,"%06.1f",fps_cur);
//   DisplayText();                                      // -> show it
 }

//----------------------------------------------------//
// main buffer swapping (well, or skip it)

if(bUseFrameSkip)                                     // frame skipping active ?
 {
  if(!bSkipNextFrame) 
   {
    if(iDrawnSomething)     flipEGL();
   }
    if((fps_skip < fFrameRateHz) && !(bSkipNextFrame)) 
     {bSkipNextFrame = TRUE; fps_skip=fFrameRateHz;}
    else bSkipNextFrame = FALSE;

 }
else                                                  // no skip ?
 {
  if(iDrawnSomething)  flipEGL();
 }

iDrawnSomething=0;

//----------------------------------------------------//

if(lClearOnSwap)                                      // clear buffer after swap?
 {
  GLclampf g,b,r;

  if(bDisplayNotSet)                                  // -> set new vals
   SetOGLDisplaySettings(1);

  g=((GLclampf)GREEN(lClearOnSwapColor))/255.0f;      // -> get col
  b=((GLclampf)BLUE(lClearOnSwapColor))/255.0f;
  r=((GLclampf)RED(lClearOnSwapColor))/255.0f;
  glDisable(GL_SCISSOR_TEST); glError();                       
  glClearColor(r,g,b,128); glError();                 // -> clear 
  glClear(uiBufferBits); glError();
  glEnable(GL_SCISSOR_TEST); glError();                       
  lClearOnSwap=0;                                     // -> done
 }
else 
 {
//  if(bBlur) UnBlurBackBuffer();                       // unblur buff, if blurred before

  if(iZBufferDepth)                                   // clear zbuffer as well (if activated)
   {
    glDisable(GL_SCISSOR_TEST); glError();
    glClear(GL_DEPTH_BUFFER_BIT); glError();
    glEnable(GL_SCISSOR_TEST); glError();
   }
 }

gl_z=0.0f;

//----------------------------------------------------//
// additional uploads immediatly after swapping

if(bNeedUploadAfter)                                  // upload wanted?
 {
  bNeedUploadAfter=FALSE;                           
  bNeedUploadTest=FALSE;
  UploadScreen(-1);                                   // -> upload
 }

if(bNeedUploadTest)
 {
  bNeedUploadTest=FALSE;
  if(PSXDisplay.InterlacedTest &&
     //iOffscreenDrawing>2 &&
     PreviousPSXDisplay.DisplayPosition.x==PSXDisplay.DisplayPosition.x &&
     PreviousPSXDisplay.DisplayEnd.x==PSXDisplay.DisplayEnd.x &&
     PreviousPSXDisplay.DisplayPosition.y==PSXDisplay.DisplayPosition.y &&
     PreviousPSXDisplay.DisplayEnd.y==PSXDisplay.DisplayEnd.y)
   {
    PrepareFullScreenUpload(TRUE);
    UploadScreen(TRUE);
   }
 }

//----------------------------------------------------//
// rumbling (main emu pad effect)

if(iRumbleTime)                                       // shake screen by modifying view port
 {
  int i1=0,i2=0,i3=0,i4=0;

  iRumbleTime--;
  if(iRumbleTime) 
   {
    i1=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2); 
    i2=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2); 
    i3=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2); 
    i4=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2); 
   }

  glViewport(rRatioRect.left+i1,                      
             iResY-(rRatioRect.top+rRatioRect.bottom)+i2,
             rRatioRect.right+i3, 
             rRatioRect.bottom+i4); glError();
 }

//----------------------------------------------------//



// if(ulKeybits&KEY_RESETTEXSTORE) ResetStuff();         // reset on gpu mode changes? do it before next frame is filled
}

////////////////////////////////////////////////////////////////////////
// update front display: smaller update func, if something has changed 
// in the frontbuffer... dirty, but hey... real men know no pain
////////////////////////////////////////////////////////////////////////

void updateFrontDisplay(void)
{
if(PreviousPSXDisplay.Range.x0||
   PreviousPSXDisplay.Range.y0)
 PaintBlackBorders();

//if(iBlurBuffer) BlurBackBuffer();

//if(iUseScanLines) SetScanLines();

// if(usCursorActive) ShowGunCursor();

bFakeFrontBuffer=FALSE;
bRenderFrontBuffer=FALSE;

// if(gTexPicName) DisplayPic();
// if(ulKeybits&KEY_SHOWFPS) DisplayText();

if(iDrawnSomething)                                   // linux:
      flipEGL();


//if(iBlurBuffer) UnBlurBackBuffer();
}
                                             
////////////////////////////////////////////////////////////////////////
// check if update needed
////////////////////////////////////////////////////////////////////////
void ChangeDispOffsetsX(void)                          // CENTER X
{
long lx,l;short sO;

if(!PSXDisplay.Range.x1) return;                      // some range given?

l=PSXDisplay.DisplayMode.x;

l*=(long)PSXDisplay.Range.x1;                         // some funky calculation
l/=2560;lx=l;l&=0xfffffff8;

if(l==PreviousPSXDisplay.Range.x1) return;            // some change?

sO=PreviousPSXDisplay.Range.x0;                       // store old

if(lx>=PSXDisplay.DisplayMode.x)                      // range bigger?
 {
  PreviousPSXDisplay.Range.x1=                        // -> take display width
   PSXDisplay.DisplayMode.x;
  PreviousPSXDisplay.Range.x0=0;                      // -> start pos is 0
 }
else                                                  // range smaller? center it
 {
  PreviousPSXDisplay.Range.x1=l;                      // -> store width (8 pixel aligned)
   PreviousPSXDisplay.Range.x0=                       // -> calc start pos
   (PSXDisplay.Range.x0-500)/8;
  if(PreviousPSXDisplay.Range.x0<0)                   // -> we don't support neg. values yet
   PreviousPSXDisplay.Range.x0=0;

  if((PreviousPSXDisplay.Range.x0+lx)>                // -> uhuu... that's too much
     PSXDisplay.DisplayMode.x)
   {
    PreviousPSXDisplay.Range.x0=                      // -> adjust start
     PSXDisplay.DisplayMode.x-lx;
    PreviousPSXDisplay.Range.x1+=lx-l;                // -> adjust width
   }                   
 }

if(sO!=PreviousPSXDisplay.Range.x0)                   // something changed?
 {
  bDisplayNotSet=TRUE;                                // -> recalc display stuff
 }
}

////////////////////////////////////////////////////////////////////////

void ChangeDispOffsetsY(void)                          // CENTER Y
{
int iT;short sO;                                      // store previous y size

if(PSXDisplay.PAL) iT=48; else iT=28;                 // different offsets on PAL/NTSC

if(PSXDisplay.Range.y0>=iT)                           // crossed the security line? :)
 {
  PreviousPSXDisplay.Range.y1=                        // -> store width
   PSXDisplay.DisplayModeNew.y;
  
  sO=(PSXDisplay.Range.y0-iT-4)*PSXDisplay.Double;    // -> calc offset
  if(sO<0) sO=0;

  PSXDisplay.DisplayModeNew.y+=sO;                    // -> add offset to y size, too
 }
else sO=0;                                            // else no offset

if(sO!=PreviousPSXDisplay.Range.y0)                   // something changed?
 {
  PreviousPSXDisplay.Range.y0=sO;
  bDisplayNotSet=TRUE;                                // -> recalc display stuff
 }
}

////////////////////////////////////////////////////////////////////////
// Aspect ratio of ogl screen: simply adjusting ogl view port
////////////////////////////////////////////////////////////////////////

void SetAspectRatio(void)
{
float xs,ys,s;RECT r;

if(!PSXDisplay.DisplayModeNew.x) return;
if(!PSXDisplay.DisplayModeNew.y) return;

#if 0
xs=(float)iResX/(float)PSXDisplay.DisplayModeNew.x;
ys=(float)iResY/(float)PSXDisplay.DisplayModeNew.y;

s=min(xs,ys);
r.right =(int)((float)PSXDisplay.DisplayModeNew.x*s);
r.bottom=(int)((float)PSXDisplay.DisplayModeNew.y*s);
if(r.right  > iResX) r.right  = iResX;
if(r.bottom > iResY) r.bottom = iResY;
if(r.right  < 1)     r.right  = 1;
if(r.bottom < 1)     r.bottom = 1;

r.left = (iResX-r.right)/2;
r.top  = (iResY-r.bottom)/2;
if(r.bottom<rRatioRect.bottom ||
   r.right <rRatioRect.right)
 {
  RECT rC;
  glClearColor(0,0,0,128); glError();

  if(r.right <rRatioRect.right)
   {
    rC.left=0;
    rC.top=0;
    rC.right=r.left;
    rC.bottom=iResY;
    glScissor(rC.left,rC.top,rC.right,rC.bottom); glError();
    glClear(uiBufferBits); glError();
    rC.left=iResX-rC.right;
    glScissor(rC.left,rC.top,rC.right,rC.bottom); glError();
    
    glClear(uiBufferBits); glError();
   }

  if(r.bottom <rRatioRect.bottom)
   {
    rC.left=0;
    rC.top=0;
    rC.right=iResX;
    rC.bottom=r.top;
    glScissor(rC.left,rC.top,rC.right,rC.bottom); glError();

    glClear(uiBufferBits); glError();
    rC.top=iResY-rC.bottom;
    glScissor(rC.left,rC.top,rC.right,rC.bottom); glError();
    glClear(uiBufferBits); glError();
   }
  
  bSetClip=TRUE;
  bDisplayNotSet=TRUE;
 }

rRatioRect=r;
#else
 // pcsx-rearmed hack
 if (rearmed_get_layer_pos != NULL)
   rearmed_get_layer_pos(&rRatioRect.left, &rRatioRect.top, &rRatioRect.right, &rRatioRect.bottom);
#endif

glViewport(rRatioRect.left,
           iResY-(rRatioRect.top+rRatioRect.bottom),
           rRatioRect.right,
           rRatioRect.bottom); glError();              // init viewport
}

////////////////////////////////////////////////////////////////////////
// big ass check, if an ogl swap buffer is needed
////////////////////////////////////////////////////////////////////////

void updateDisplayIfChanged(void)
{
BOOL bUp;

if ((PSXDisplay.DisplayMode.y == PSXDisplay.DisplayModeNew.y) && 
    (PSXDisplay.DisplayMode.x == PSXDisplay.DisplayModeNew.x))
 {
  if((PSXDisplay.RGB24      == PSXDisplay.RGB24New) && 
     (PSXDisplay.Interlaced == PSXDisplay.InterlacedNew)) 
     return;                                          // nothing has changed? fine, no swap buffer needed
 }
else                                                  // some res change?
 {
  glLoadIdentity(); glError();
  glOrtho(0,PSXDisplay.DisplayModeNew.x,              // -> new psx resolution
            PSXDisplay.DisplayModeNew.y, 0, -1, 1); glError();
  if(bKeepRatio) SetAspectRatio();
 }

bDisplayNotSet = TRUE;                                // re-calc offsets/display area

bUp=FALSE;
if(PSXDisplay.RGB24!=PSXDisplay.RGB24New)             // clean up textures, if rgb mode change (usually mdec on/off)
 {
  PreviousPSXDisplay.RGB24=0;                         // no full 24 frame uploaded yet
  ResetTextureArea(FALSE);
  bUp=TRUE;
 }

PSXDisplay.RGB24         = PSXDisplay.RGB24New;       // get new infos
PSXDisplay.DisplayMode.y = PSXDisplay.DisplayModeNew.y;
PSXDisplay.DisplayMode.x = PSXDisplay.DisplayModeNew.x;
PSXDisplay.Interlaced    = PSXDisplay.InterlacedNew;
   
PSXDisplay.DisplayEnd.x=                              // calc new ends
 PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
PSXDisplay.DisplayEnd.y=
 PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
PreviousPSXDisplay.DisplayEnd.x=
 PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
PreviousPSXDisplay.DisplayEnd.y=
 PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;

ChangeDispOffsetsX();

if(iFrameLimit==2) SetAutoFrameCap();                 // set new fps limit vals (depends on interlace)

if(bUp) updateDisplay();                              // yeah, real update (swap buffer)
}

////////////////////////////////////////////////////////////////////////
// window mode <-> fullscreen mode (windows)
////////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////////
// swap update check (called by psx vsync function)
////////////////////////////////////////////////////////////////////////

BOOL bSwapCheck(void)
{
static int iPosCheck=0;
static PSXPoint_t pO;
static PSXPoint_t pD;
static int iDoAgain=0;

if(PSXDisplay.DisplayPosition.x==pO.x &&
   PSXDisplay.DisplayPosition.y==pO.y &&
   PSXDisplay.DisplayEnd.x==pD.x &&
   PSXDisplay.DisplayEnd.y==pD.y)
     iPosCheck++;
else iPosCheck=0;

pO=PSXDisplay.DisplayPosition;
pD=PSXDisplay.DisplayEnd;

if(iPosCheck<=4) return FALSE;

iPosCheck=4;

if(PSXDisplay.Interlaced) return FALSE;

if (bNeedInterlaceUpdate||
    bNeedRGB24Update ||
    bNeedUploadAfter|| 
    bNeedUploadTest || 
    iDoAgain
   )
 {
  iDoAgain=0;
  if(bNeedUploadAfter) 
   iDoAgain=1;
  if(bNeedUploadTest && PSXDisplay.InterlacedTest)
   iDoAgain=1;

  bDisplayNotSet = TRUE;
  updateDisplay();

  PreviousPSXDisplay.DisplayPosition.x=PSXDisplay.DisplayPosition.x;
  PreviousPSXDisplay.DisplayPosition.y=PSXDisplay.DisplayPosition.y;
  PreviousPSXDisplay.DisplayEnd.x=PSXDisplay.DisplayEnd.x;
  PreviousPSXDisplay.DisplayEnd.y=PSXDisplay.DisplayEnd.y;
  pO=PSXDisplay.DisplayPosition;
  pD=PSXDisplay.DisplayEnd;

  return TRUE;
 }

return FALSE;
} 
////////////////////////////////////////////////////////////////////////
// gun cursor func: player=0-7, x=0-511, y=0-255
////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////
// update lace is called every VSync. Basically we limit frame rate 
// here, and in interlaced mode we swap ogl display buffers.
////////////////////////////////////////////////////////////////////////

static unsigned short usFirstPos=2;

void CALLBACK GPUupdateLace(void)
{
if(!(dwActFixes&0x1000))                               
 STATUSREG^=0x80000000;                               // interlaced bit toggle, if the CC game fix is not active (see gpuReadStatus)

if(!(dwActFixes&128))                                 // normal frame limit func
 CheckFrameRate();

if(iOffscreenDrawing==4)                              // special check if high offscreen drawing is on
 {
  if(bSwapCheck()) return;
 }

if(PSXDisplay.Interlaced)                             // interlaced mode?
 {
  if(PSXDisplay.DisplayMode.x>0 && PSXDisplay.DisplayMode.y>0)
   {
    updateDisplay();                                  // -> swap buffers (new frame)
   }
 }
else if(bRenderFrontBuffer)                           // no interlace mode? and some stuff in front has changed?
 {
  updateFrontDisplay();                               // -> update front buffer
 }
else if(usFirstPos==1)                                // initial updates (after startup)
 {
  updateDisplay();
 }

}

////////////////////////////////////////////////////////////////////////
// process read request from GPU status register
////////////////////////////////////////////////////////////////////////

unsigned long CALLBACK GPUreadStatus(void)
{
if(dwActFixes&0x1000)                                 // CC game fix
 {
  static int iNumRead=0;
  if((iNumRead++)==2)
   {
    iNumRead=0;
    STATUSREG^=0x80000000;                            // interlaced bit toggle... we do it on every second read status... needed by some games (like ChronoCross)
   }
 }

if(iFakePrimBusy)                                     // 27.10.2007 - emulating some 'busy' while drawing... pfff... not perfect, but since our emulated dma is not done in an extra thread...
 {
  iFakePrimBusy--;

  if(iFakePrimBusy&1)                                 // we do a busy-idle-busy-idle sequence after/while drawing prims
   {
    GPUIsBusy;
    GPUIsNotReadyForCommands;
   }
  else
   {
    GPUIsIdle;
    GPUIsReadyForCommands;
   }
 }

return STATUSREG;
}

////////////////////////////////////////////////////////////////////////
// processes data send to GPU status register
// these are always single packet commands.
////////////////////////////////////////////////////////////////////////

void CALLBACK GPUwriteStatus(unsigned long gdata)
{
unsigned long lCommand=(gdata>>24)&0xff;

if(bIsFirstFrame) GLinitialize(NULL, NULL);           // real ogl startup (needed by some emus)

ulStatusControl[lCommand]=gdata;

switch(lCommand)
 {
  //--------------------------------------------------//
  // reset gpu
  case 0x00:
   memset(ulGPUInfoVals,0x00,16*sizeof(unsigned long));
   lGPUstatusRet=0x14802000;
   PSXDisplay.Disabled=1;
   iDataWriteMode=iDataReadMode=DR_NORMAL;
   PSXDisplay.DrawOffset.x=PSXDisplay.DrawOffset.y=0;
   drawX=drawY=0;drawW=drawH=0;
   sSetMask=0;lSetMask=0;bCheckMask=FALSE;iSetMask=0;
   usMirror=0;
   GlobalTextAddrX=0;GlobalTextAddrY=0;
   GlobalTextTP=0;GlobalTextABR=0;
   PSXDisplay.RGB24=FALSE;
   PSXDisplay.Interlaced=FALSE;
   bUsingTWin = FALSE;
   return;

  // dis/enable display
  case 0x03:  
   PreviousPSXDisplay.Disabled = PSXDisplay.Disabled;
   PSXDisplay.Disabled = (gdata & 1);

   if(PSXDisplay.Disabled) 
        STATUSREG|=GPUSTATUS_DISPLAYDISABLED;
   else STATUSREG&=~GPUSTATUS_DISPLAYDISABLED;

   if (iOffscreenDrawing==4 &&
        PreviousPSXDisplay.Disabled && 
       !(PSXDisplay.Disabled))
    {

     if(!PSXDisplay.RGB24)
      {
       PrepareFullScreenUpload(TRUE);
       UploadScreen(TRUE); 
       updateDisplay();
      }
    }

   return;

  // setting transfer mode
  case 0x04:
   gdata &= 0x03;                                     // only want the lower two bits

   iDataWriteMode=iDataReadMode=DR_NORMAL;
   if(gdata==0x02) iDataWriteMode=DR_VRAMTRANSFER;
   if(gdata==0x03) iDataReadMode =DR_VRAMTRANSFER;

   STATUSREG&=~GPUSTATUS_DMABITS;                     // clear the current settings of the DMA bits
   STATUSREG|=(gdata << 29);                          // set the DMA bits according to the received data

   return;

  // setting display position
  case 0x05: 
   {
    short sx=(short)(gdata & 0x3ff);
    short sy;

    if(iGPUHeight==1024)
     {
      if(dwGPUVersion==2) 
           sy = (short)((gdata>>12)&0x3ff);
      else sy = (short)((gdata>>10)&0x3ff);
     }
    else sy = (short)((gdata>>10)&0x3ff);             // really: 0x1ff, but we adjust it later

    if (sy & 0x200) 
     {
      sy|=0xfc00;
      PreviousPSXDisplay.DisplayModeNew.y=sy/PSXDisplay.Double;
      sy=0;
     }
    else PreviousPSXDisplay.DisplayModeNew.y=0;

    if(sx>1000) sx=0;

    if(usFirstPos)
     {
      usFirstPos--;
      if(usFirstPos)
       {
        PreviousPSXDisplay.DisplayPosition.x = sx;
        PreviousPSXDisplay.DisplayPosition.y = sy;
        PSXDisplay.DisplayPosition.x = sx;
        PSXDisplay.DisplayPosition.y = sy;
       }
     }

    if(dwActFixes&8) 
     {
      if((!PSXDisplay.Interlaced) &&
         PreviousPSXDisplay.DisplayPosition.x == sx  &&
         PreviousPSXDisplay.DisplayPosition.y == sy)
       return;

      PSXDisplay.DisplayPosition.x = PreviousPSXDisplay.DisplayPosition.x;
      PSXDisplay.DisplayPosition.y = PreviousPSXDisplay.DisplayPosition.y;
      PreviousPSXDisplay.DisplayPosition.x = sx;
      PreviousPSXDisplay.DisplayPosition.y = sy;
     }
    else
     {
      if((!PSXDisplay.Interlaced) &&
         PSXDisplay.DisplayPosition.x == sx  &&
         PSXDisplay.DisplayPosition.y == sy)
       return;
      PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
      PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
      PSXDisplay.DisplayPosition.x = sx;
      PSXDisplay.DisplayPosition.y = sy;
     }

    PSXDisplay.DisplayEnd.x=
     PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
    PSXDisplay.DisplayEnd.y=
     PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;

    PreviousPSXDisplay.DisplayEnd.x=
     PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
    PreviousPSXDisplay.DisplayEnd.y=
     PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;

    bDisplayNotSet = TRUE;

    if (!(PSXDisplay.Interlaced))
     {
      updateDisplay();
     }
    else
    if(PSXDisplay.InterlacedTest && 
       ((PreviousPSXDisplay.DisplayPosition.x != PSXDisplay.DisplayPosition.x)||
        (PreviousPSXDisplay.DisplayPosition.y != PSXDisplay.DisplayPosition.y)))
     PSXDisplay.InterlacedTest--;

    return;
   }

  // setting width
  case 0x06:

   PSXDisplay.Range.x0=gdata & 0x7ff;      //0x3ff;
   PSXDisplay.Range.x1=(gdata>>12) & 0xfff;//0x7ff;

   PSXDisplay.Range.x1-=PSXDisplay.Range.x0;

   ChangeDispOffsetsX();

   return;

  // setting height
  case 0x07:

   PreviousPSXDisplay.Height = PSXDisplay.Height;

   PSXDisplay.Range.y0=gdata & 0x3ff;
   PSXDisplay.Range.y1=(gdata>>10) & 0x3ff;

   PSXDisplay.Height = PSXDisplay.Range.y1 - 
                       PSXDisplay.Range.y0 +
                       PreviousPSXDisplay.DisplayModeNew.y;

   if (PreviousPSXDisplay.Height != PSXDisplay.Height)
    {
     PSXDisplay.DisplayModeNew.y=PSXDisplay.Height*PSXDisplay.Double;
     ChangeDispOffsetsY();
     updateDisplayIfChanged();
    }
   return;

  // setting display infos
  case 0x08:

   PSXDisplay.DisplayModeNew.x = dispWidths[(gdata & 0x03) | ((gdata & 0x40) >> 4)];

   if (gdata&0x04) PSXDisplay.Double=2;
   else            PSXDisplay.Double=1;
   PSXDisplay.DisplayModeNew.y = PSXDisplay.Height*PSXDisplay.Double;

   ChangeDispOffsetsY();
 
   PSXDisplay.PAL           = (gdata & 0x08)?TRUE:FALSE; // if 1 - PAL mode, else NTSC
   PSXDisplay.RGB24New      = (gdata & 0x10)?TRUE:FALSE; // if 1 - TrueColor
   PSXDisplay.InterlacedNew = (gdata & 0x20)?TRUE:FALSE; // if 1 - Interlace

   STATUSREG&=~GPUSTATUS_WIDTHBITS;                   // clear the width bits

   STATUSREG|=
              (((gdata & 0x03) << 17) | 
              ((gdata & 0x40) << 10));                // set the width bits

   PreviousPSXDisplay.InterlacedNew=FALSE;
   if (PSXDisplay.InterlacedNew)
    {
     if(!PSXDisplay.Interlaced)
      {
       PSXDisplay.InterlacedTest=2;
       PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
       PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
       PreviousPSXDisplay.InterlacedNew=TRUE;
      }

     STATUSREG|=GPUSTATUS_INTERLACED;
    }
   else 
    {
     PSXDisplay.InterlacedTest=0;
     STATUSREG&=~GPUSTATUS_INTERLACED;
    }

   if (PSXDisplay.PAL)
        STATUSREG|=GPUSTATUS_PAL;
   else STATUSREG&=~GPUSTATUS_PAL;

   if (PSXDisplay.Double==2)
        STATUSREG|=GPUSTATUS_DOUBLEHEIGHT;
   else STATUSREG&=~GPUSTATUS_DOUBLEHEIGHT;

   if (PSXDisplay.RGB24New)
        STATUSREG|=GPUSTATUS_RGB24;
   else STATUSREG&=~GPUSTATUS_RGB24;

   updateDisplayIfChanged();

   return;

  //--------------------------------------------------//
  // ask about GPU version and other stuff
  case 0x10: 

   gdata&=0xff;

   switch(gdata) 
    {
     case 0x02:
      GPUdataRet=ulGPUInfoVals[INFO_TW];              // tw infos
      return;
     case 0x03:
      GPUdataRet=ulGPUInfoVals[INFO_DRAWSTART];       // draw start
      return;
     case 0x04:
      GPUdataRet=ulGPUInfoVals[INFO_DRAWEND];         // draw end
      return;
     case 0x05:
     case 0x06:
      GPUdataRet=ulGPUInfoVals[INFO_DRAWOFF];         // draw offset
      return;
     case 0x07:
      if(dwGPUVersion==2)
           GPUdataRet=0x01;
      else GPUdataRet=0x02;                           // gpu type
      return;
     case 0x08:
     case 0x0F:                                       // some bios addr?
      GPUdataRet=0xBFC03720;
      return;
    }
   return;
  //--------------------------------------------------//
 }
}

////////////////////////////////////////////////////////////////////////
// vram read/write helpers
////////////////////////////////////////////////////////////////////////

BOOL bNeedWriteUpload=FALSE;

__inline void FinishedVRAMWrite(void)
{
 if(bNeedWriteUpload)
  {
   bNeedWriteUpload=FALSE;
   CheckWriteUpdate();
  }

 // set register to NORMAL operation
 iDataWriteMode = DR_NORMAL;

 // reset transfer values, to prevent mis-transfer of data
 VRAMWrite.ColsRemaining = 0;
 VRAMWrite.RowsRemaining = 0;
}

__inline void FinishedVRAMRead(void)
{
 // set register to NORMAL operation
 iDataReadMode = DR_NORMAL;
 // reset transfer values, to prevent mis-transfer of data
 VRAMRead.x = 0;
 VRAMRead.y = 0;
 VRAMRead.Width = 0;
 VRAMRead.Height = 0;
 VRAMRead.ColsRemaining = 0;
 VRAMRead.RowsRemaining = 0;

 // indicate GPU is no longer ready for VRAM data in the STATUS REGISTER
 STATUSREG&=~GPUSTATUS_READYFORVRAM;
}

////////////////////////////////////////////////////////////////////////
// vram read check ex (reading from card's back/frontbuffer if needed...
// slow!)
////////////////////////////////////////////////////////////////////////

void CheckVRamReadEx(int x, int y, int dx, int dy)
{
 unsigned short sArea;
 int ux,uy,udx,udy,wx,wy;
 unsigned short * p1, *p2;
 float XS,YS;
 unsigned char * ps;
 unsigned char * px;
 unsigned short s,sx;

 if(STATUSREG&GPUSTATUS_RGB24) return;

 if(((dx  > PSXDisplay.DisplayPosition.x) &&
     (x   < PSXDisplay.DisplayEnd.x) &&
     (dy  > PSXDisplay.DisplayPosition.y) &&
     (y   < PSXDisplay.DisplayEnd.y)))
  sArea=0;
 else
 if((!(PSXDisplay.InterlacedTest) &&
     (dx  > PreviousPSXDisplay.DisplayPosition.x) &&
     (x   < PreviousPSXDisplay.DisplayEnd.x) &&
     (dy  > PreviousPSXDisplay.DisplayPosition.y) &&
     (y   < PreviousPSXDisplay.DisplayEnd.y)))
  sArea=1;
 else 
  {
   return;
  }

 //////////////

 if(iRenderFVR)
  {
   bFullVRam=TRUE;iRenderFVR=2;return;
  }
 bFullVRam=TRUE;iRenderFVR=2;

 //////////////

 p2=0;

 if(sArea==0)
  {
   ux=PSXDisplay.DisplayPosition.x;
   uy=PSXDisplay.DisplayPosition.y;
   udx=PSXDisplay.DisplayEnd.x-ux;
   udy=PSXDisplay.DisplayEnd.y-uy;
   if((PreviousPSXDisplay.DisplayEnd.x-
       PreviousPSXDisplay.DisplayPosition.x)==udx &&
      (PreviousPSXDisplay.DisplayEnd.y-
       PreviousPSXDisplay.DisplayPosition.y)==udy)
    p2=(psxVuw + (1024*PreviousPSXDisplay.DisplayPosition.y) + 
        PreviousPSXDisplay.DisplayPosition.x);
  }
 else
  {
   ux=PreviousPSXDisplay.DisplayPosition.x;
   uy=PreviousPSXDisplay.DisplayPosition.y;
   udx=PreviousPSXDisplay.DisplayEnd.x-ux;
   udy=PreviousPSXDisplay.DisplayEnd.y-uy;
   if((PSXDisplay.DisplayEnd.x-
       PSXDisplay.DisplayPosition.x)==udx &&
      (PSXDisplay.DisplayEnd.y-
       PSXDisplay.DisplayPosition.y)==udy)
    p2=(psxVuw + (1024*PSXDisplay.DisplayPosition.y) + 
        PSXDisplay.DisplayPosition.x);
  }

 p1=(psxVuw + (1024*uy) + ux);
 if(p1==p2) p2=0;

 x=0;y=0;
 wx=dx=udx;wy=dy=udy;

 if(udx<=0) return;
 if(udy<=0) return;
 if(dx<=0)  return;
 if(dy<=0)  return;
 if(wx<=0)  return;
 if(wy<=0)  return;

 XS=(float)rRatioRect.right/(float)wx;
 YS=(float)rRatioRect.bottom/(float)wy;

 dx=(int)((float)(dx)*XS);
 dy=(int)((float)(dy)*YS);

 if(dx>iResX) dx=iResX;
 if(dy>iResY) dy=iResY;

 if(dx<=0) return;
 if(dy<=0) return;

 // ogl y adjust
 y=iResY-y-dy;

 x+=rRatioRect.left;
 y-=rRatioRect.top;

 if(y<0) y=0; if((y+dy)>iResY) dy=iResY-y;

 if(!pGfxCardScreen)
  {
   glPixelStorei(GL_PACK_ALIGNMENT,1); glError();
   pGfxCardScreen=(unsigned char *)malloc(iResX*iResY*4);
  }

 ps=pGfxCardScreen;
 
 //if(!sArea) glReadBuffer(GL_FRONT);

 glReadPixels(x,y,dx,dy,GL_RGB,GL_UNSIGNED_BYTE,ps); glError();
 //if(!sArea) glReadBuffer(GL_BACK);

 s=0;

 XS=(float)dx/(float)(udx);
 YS=(float)dy/(float)(udy+1);
    
 for(y=udy;y>0;y--)
  {
   for(x=0;x<udx;x++)
    {
     if(p1>=psxVuw && p1<psxVuw_eom)
      {
       px=ps+(3*((int)((float)x * XS))+
             (3*dx)*((int)((float)y*YS)));
       sx=(*px)>>3;px++;
       s=sx;
       sx=(*px)>>3;px++;
       s|=sx<<5;
       sx=(*px)>>3;
       s|=sx<<10;
       s&=~0x8000;
       *p1=s;
      }
     if(p2>=psxVuw && p2<psxVuw_eom) *p2=s;

     p1++;
     if(p2) p2++;
    }

   p1 += 1024 - udx;
   if(p2) p2 += 1024 - udx;
  }
}

////////////////////////////////////////////////////////////////////////
// vram read check (reading from card's back/frontbuffer if needed... 
// slow!)
////////////////////////////////////////////////////////////////////////

void CheckVRamRead(int x, int y, int dx, int dy, bool bFront)
{
 unsigned short sArea;unsigned short * p;
 int ux,uy,udx,udy,wx,wy;float XS,YS;
 unsigned char * ps, * px;
 unsigned short s=0,sx;

 if(STATUSREG&GPUSTATUS_RGB24) return;

 if(((dx  > PSXDisplay.DisplayPosition.x) &&
     (x   < PSXDisplay.DisplayEnd.x) &&
     (dy  > PSXDisplay.DisplayPosition.y) &&
     (y   < PSXDisplay.DisplayEnd.y)))
  sArea=0;
 else
 if((!(PSXDisplay.InterlacedTest) &&
     (dx  > PreviousPSXDisplay.DisplayPosition.x) &&
     (x   < PreviousPSXDisplay.DisplayEnd.x) &&
     (dy  > PreviousPSXDisplay.DisplayPosition.y) &&
     (y   < PreviousPSXDisplay.DisplayEnd.y)))
  sArea=1;
 else 
  {
   return;
  }

 if(dwActFixes&0x40)
  {
   if(iRenderFVR)
    {
     bFullVRam=TRUE;iRenderFVR=2;return;
    }
   bFullVRam=TRUE;iRenderFVR=2;
  }

 ux=x;uy=y;udx=dx;udy=dy;

 if(sArea==0)
  {
   x -=PSXDisplay.DisplayPosition.x;
   dx-=PSXDisplay.DisplayPosition.x;
   y -=PSXDisplay.DisplayPosition.y;
   dy-=PSXDisplay.DisplayPosition.y;
   wx=PSXDisplay.DisplayEnd.x-PSXDisplay.DisplayPosition.x;
   wy=PSXDisplay.DisplayEnd.y-PSXDisplay.DisplayPosition.y;
  }
 else
  {
   x -=PreviousPSXDisplay.DisplayPosition.x;
   dx-=PreviousPSXDisplay.DisplayPosition.x;
   y -=PreviousPSXDisplay.DisplayPosition.y;
   dy-=PreviousPSXDisplay.DisplayPosition.y;
   wx=PreviousPSXDisplay.DisplayEnd.x-PreviousPSXDisplay.DisplayPosition.x;
   wy=PreviousPSXDisplay.DisplayEnd.y-PreviousPSXDisplay.DisplayPosition.y;
  }
 if(x<0) {ux-=x;x=0;}
 if(y<0) {uy-=y;y=0;}
 if(dx>wx) {udx-=(dx-wx);dx=wx;}
 if(dy>wy) {udy-=(dy-wy);dy=wy;}
 udx-=ux;
 udy-=uy;
  
 p=(psxVuw + (1024*uy) + ux);

 if(udx<=0) return;
 if(udy<=0) return;
 if(dx<=0)  return;
 if(dy<=0)  return;
 if(wx<=0)  return;
 if(wy<=0)  return;

 XS=(float)rRatioRect.right/(float)wx;
 YS=(float)rRatioRect.bottom/(float)wy;

 dx=(int)((float)(dx)*XS);
 dy=(int)((float)(dy)*YS);
 x=(int)((float)x*XS);
 y=(int)((float)y*YS);

 dx-=x;
 dy-=y;

 if(dx>iResX) dx=iResX;
 if(dy>iResY) dy=iResY;

 if(dx<=0) return;
 if(dy<=0) return;

 // ogl y adjust
 y=iResY-y-dy;

 x+=rRatioRect.left;
 y-=rRatioRect.top;

 if(y<0) y=0; if((y+dy)>iResY) dy=iResY-y;

 if(!pGfxCardScreen)
  {
   glPixelStorei(GL_PACK_ALIGNMENT,1); glError();
   pGfxCardScreen=(unsigned char *)malloc(iResX*iResY*4);
  }

 ps=pGfxCardScreen;
 
// if(bFront) glReadBuffer(GL_FRONT);

 glReadPixels(x,y,dx,dy,GL_RGB,GL_UNSIGNED_BYTE,ps); glError(); glError();
// if(bFront) glReadBuffer(GL_BACK);

 XS=(float)dx/(float)(udx);
 YS=(float)dy/(float)(udy+1);
    
 for(y=udy;y>0;y--)
  {
   for(x=0;x<udx;x++)
    {
     if(p>=psxVuw && p<psxVuw_eom)
      {
       px=ps+(3*((int)((float)x * XS))+
             (3*dx)*((int)((float)y*YS)));
       sx=(*px)>>3;px++;
       s=sx;
       sx=(*px)>>3;px++;
       s|=sx<<5;
       sx=(*px)>>3;
       s|=sx<<10;
       s&=~0x8000;
       *p=s;
      }
     p++;
    }
   p += 1024 - udx;
  }
}

////////////////////////////////////////////////////////////////////////
// core read from vram
////////////////////////////////////////////////////////////////////////

void CALLBACK GPUreadDataMem(unsigned long * pMem, int iSize)
{
int i;

if(iDataReadMode!=DR_VRAMTRANSFER) return;

GPUIsBusy;

// adjust read ptr, if necessary
while(VRAMRead.ImagePtr>=psxVuw_eom)
 VRAMRead.ImagePtr-=iGPUHeight*1024;
while(VRAMRead.ImagePtr<psxVuw)
 VRAMRead.ImagePtr+=iGPUHeight*1024;

if((iFrameReadType&1 && iSize>1) &&
   !(iDrawnSomething==2 &&
     VRAMRead.x      == VRAMWrite.x     &&
     VRAMRead.y      == VRAMWrite.y     &&
     VRAMRead.Width  == VRAMWrite.Width &&
     VRAMRead.Height == VRAMWrite.Height))
 CheckVRamRead(VRAMRead.x,VRAMRead.y,
               VRAMRead.x+VRAMRead.RowsRemaining,
               VRAMRead.y+VRAMRead.ColsRemaining,
               TRUE);

for(i=0;i<iSize;i++)
 {
  // do 2 seperate 16bit reads for compatibility (wrap issues)
  if ((VRAMRead.ColsRemaining > 0) && (VRAMRead.RowsRemaining > 0))
   {
    // lower 16 bit
    GPUdataRet=(unsigned long)*VRAMRead.ImagePtr;

    VRAMRead.ImagePtr++;
    if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
    VRAMRead.RowsRemaining --;

    if(VRAMRead.RowsRemaining<=0)
     {
      VRAMRead.RowsRemaining = VRAMRead.Width;
      VRAMRead.ColsRemaining--;
      VRAMRead.ImagePtr += 1024 - VRAMRead.Width;
      if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
     }

    // higher 16 bit (always, even if it's an odd width)
    GPUdataRet|=(unsigned long)(*VRAMRead.ImagePtr)<<16;
    *pMem++=GPUdataRet;

    if(VRAMRead.ColsRemaining <= 0)
     {FinishedVRAMRead();goto ENDREAD;}

    VRAMRead.ImagePtr++;
    if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
    VRAMRead.RowsRemaining--;
    if(VRAMRead.RowsRemaining<=0)
     {
      VRAMRead.RowsRemaining = VRAMRead.Width;
      VRAMRead.ColsRemaining--;
      VRAMRead.ImagePtr += 1024 - VRAMRead.Width;
      if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
     }
    if(VRAMRead.ColsRemaining <= 0)
     {FinishedVRAMRead();goto ENDREAD;}
   }
  else {FinishedVRAMRead();goto ENDREAD;}
 }

ENDREAD:
GPUIsIdle;
}

unsigned long CALLBACK GPUreadData(void)
{
 unsigned long l;
 GPUreadDataMem(&l,1);
 return GPUdataRet;
}

////////////////////////////////////////////////////////////////////////
// helper table to know how much data is used by drawing commands
////////////////////////////////////////////////////////////////////////

const unsigned char primTableCX[256] =
{
    // 00
    0,0,3,0,0,0,0,0,
    // 08
    0,0,0,0,0,0,0,0,
    // 10
    0,0,0,0,0,0,0,0,
    // 18
    0,0,0,0,0,0,0,0,
    // 20
    4,4,4,4,7,7,7,7,
    // 28
    5,5,5,5,9,9,9,9,
    // 30
    6,6,6,6,9,9,9,9,
    // 38
    8,8,8,8,12,12,12,12,
    // 40
    3,3,3,3,0,0,0,0,
    // 48
//    5,5,5,5,6,6,6,6,      //FLINE
    254,254,254,254,254,254,254,254,
    // 50
    4,4,4,4,0,0,0,0,
    // 58
//    7,7,7,7,9,9,9,9,    //    LINEG3    LINEG4
    255,255,255,255,255,255,255,255,
    // 60
    3,3,3,3,4,4,4,4,    //    TILE    SPRT
    // 68
    2,2,2,2,3,3,3,3,    //    TILE1
    // 70
    2,2,2,2,3,3,3,3,
    // 78
    2,2,2,2,3,3,3,3,
    // 80
    4,0,0,0,0,0,0,0,
    // 88
    0,0,0,0,0,0,0,0,
    // 90
    0,0,0,0,0,0,0,0,
    // 98
    0,0,0,0,0,0,0,0,
    // a0
    3,0,0,0,0,0,0,0,
    // a8
    0,0,0,0,0,0,0,0,
    // b0
    0,0,0,0,0,0,0,0,
    // b8
    0,0,0,0,0,0,0,0,
    // c0
    3,0,0,0,0,0,0,0,
    // c8
    0,0,0,0,0,0,0,0,
    // d0
    0,0,0,0,0,0,0,0,
    // d8
    0,0,0,0,0,0,0,0,
    // e0
    0,1,1,1,1,1,1,0,
    // e8
    0,0,0,0,0,0,0,0,
    // f0
    0,0,0,0,0,0,0,0,
    // f8
    0,0,0,0,0,0,0,0
};

////////////////////////////////////////////////////////////////////////
// processes data send to GPU data register
////////////////////////////////////////////////////////////////////////

void CALLBACK GPUwriteDataMem(unsigned long * pMem, int iSize)
{
unsigned char command;
unsigned long gdata=0;
int i=0;
GPUIsBusy;
GPUIsNotReadyForCommands;

STARTVRAM:

if(iDataWriteMode==DR_VRAMTRANSFER)
 {
  // make sure we are in vram
  while(VRAMWrite.ImagePtr>=psxVuw_eom)
   VRAMWrite.ImagePtr-=iGPUHeight*1024;
  while(VRAMWrite.ImagePtr<psxVuw)
   VRAMWrite.ImagePtr+=iGPUHeight*1024;

  // now do the loop
  while(VRAMWrite.ColsRemaining>0)
   {
    while(VRAMWrite.RowsRemaining>0)
     {
      if(i>=iSize) {goto ENDVRAM;}
      i++;

      gdata=*pMem++;

      *VRAMWrite.ImagePtr++ = (unsigned short)gdata;
      if(VRAMWrite.ImagePtr>=psxVuw_eom) VRAMWrite.ImagePtr-=iGPUHeight*1024;
      VRAMWrite.RowsRemaining --;

      if(VRAMWrite.RowsRemaining <= 0)
       {
        VRAMWrite.ColsRemaining--;
        if (VRAMWrite.ColsRemaining <= 0)             // last pixel is odd width
         {
          gdata=(gdata&0xFFFF)|(((unsigned long)(*VRAMWrite.ImagePtr))<<16);
          FinishedVRAMWrite();
          goto ENDVRAM;
         }
        VRAMWrite.RowsRemaining = VRAMWrite.Width;
        VRAMWrite.ImagePtr += 1024 - VRAMWrite.Width;
       }

      *VRAMWrite.ImagePtr++ = (unsigned short)(gdata>>16);
      if(VRAMWrite.ImagePtr>=psxVuw_eom) VRAMWrite.ImagePtr-=iGPUHeight*1024;
      VRAMWrite.RowsRemaining --;
     }

    VRAMWrite.RowsRemaining = VRAMWrite.Width;
    VRAMWrite.ColsRemaining--;
    VRAMWrite.ImagePtr += 1024 - VRAMWrite.Width;
   }

  FinishedVRAMWrite();
 }

ENDVRAM:

if(iDataWriteMode==DR_NORMAL)
 {
  void (* *primFunc)(unsigned char *);
  if(bSkipNextFrame) primFunc=primTableSkip;
  else               primFunc=primTableJ;

  for(;i<iSize;)
   {
    if(iDataWriteMode==DR_VRAMTRANSFER) goto STARTVRAM;

    gdata=*pMem++;i++;

    if(gpuDataC == 0)
     {
      command = (unsigned char)((gdata>>24) & 0xff);

      if(primTableCX[command])
       {
        gpuDataC = primTableCX[command];
        gpuCommand = command;
        gpuDataM[0] = gdata;
        gpuDataP = 1;
       }
      else continue;
     }
    else
     {
      gpuDataM[gpuDataP] = gdata;
      if(gpuDataC>128)
       {
        if((gpuDataC==254 && gpuDataP>=3) ||
           (gpuDataC==255 && gpuDataP>=4 && !(gpuDataP&1)))
         {
          if((gpuDataM[gpuDataP] & 0xF000F000) == 0x50005000)
           gpuDataP=gpuDataC-1;
         }
       }
      gpuDataP++;
     }

    if(gpuDataP == gpuDataC)
     {
      gpuDataC=gpuDataP=0;
      primFunc[gpuCommand]((unsigned char *)gpuDataM);

      if(dwEmuFixes&0x0001 || dwActFixes&0x20000)     // hack for emulating "gpu busy" in some games
       iFakePrimBusy=4;
     }
   } 
 }

GPUdataRet=gdata;

GPUIsReadyForCommands;
GPUIsIdle;                
}

////////////////////////////////////////////////////////////////////////

void CALLBACK GPUwriteData(unsigned long gdata)
{
 GPUwriteDataMem(&gdata,1);
}

////////////////////////////////////////////////////////////////////////
// this function will be removed soon (or 'soonish') (or never)
////////////////////////////////////////////////////////////////////////

void CALLBACK GPUsetMode(unsigned int gdata)
{
 // ignore old psemu setmode:

 // imageTransfer = gdata;
 // iDataWriteMode=(gdata&1)?DR_VRAMTRANSFER:DR_NORMAL;
 // iDataReadMode =(gdata&2)?DR_VRAMTRANSFER:DR_NORMAL;
}

// and this function will be removed soon as well, hehehe...
long CALLBACK GPUgetMode(void)
{
 // ignore old psemu setmode
 // return imageTransfer;

long iT=0;

if(iDataWriteMode==DR_VRAMTRANSFER) iT|=0x1;
if(iDataReadMode ==DR_VRAMTRANSFER) iT|=0x2;

return iT;
}

////////////////////////////////////////////////////////////////////////
// call config dlg (Windows + Linux)
////////////////////////////////////////////////////////////////////////

#ifndef _WINDOWS

/*#include <unistd.h>

void StartCfgTool(char * pCmdLine)                     // linux: start external cfg tool
{
 FILE * cf;char filename[255],t[255];

 strcpy(filename,"cfg/cfgPeopsMesaGL");                 // look in cfg sub folder first
 cf=fopen(filename,"rb");
 if(cf!=NULL)
  {
   fclose(cf);
   getcwd(t,255);
   chdir("cfg");
   sprintf(filename,"./cfgPeopsMesaGL %s",pCmdLine);
   system(filename);
   chdir(t);
  }
 else
  {
   strcpy(filename,"cfgPeopsMesaGL");                   // look in current folder
   cf=fopen(filename,"rb");
   if(cf!=NULL)
    {
     fclose(cf);
     sprintf(filename,"./cfgPeopsMesaGL %s",pCmdLine);
     system(filename);
    }
   else
    {
     sprintf(filename,"%s/cfgPeopsMesaGL",getenv("HOME")); // look in home folder
     cf=fopen(filename,"rb");
     if(cf!=NULL)
      {
       fclose(cf);
       getcwd(t,255);
       chdir(getenv("HOME"));
       sprintf(filename,"./cfgPeopsMesaGL %s",pCmdLine);
       system(filename);
       chdir(t);
      }
     else printf("cfgPeopsMesaGL not found!\n");
    }
  }
}
*/
#endif


long CALLBACK GPUconfigure(void)
{


 return 0;
}

////////////////////////////////////////////////////////////////////////
// sets all kind of act fixes
////////////////////////////////////////////////////////////////////////

void SetFixes(void)
{
 ReInitFrameCap();

 if(dwActFixes & 0x2000) 
      dispWidths[4]=384;
 else dispWidths[4]=368;
}

////////////////////////////////////////////////////////////////////////
// Pete Special: make an 'intelligent' dma chain check (<-Tekken3)
////////////////////////////////////////////////////////////////////////

unsigned long lUsedAddr[3];

__inline BOOL CheckForEndlessLoop(unsigned long laddr)
{
if(laddr==lUsedAddr[1]) return TRUE;
if(laddr==lUsedAddr[2]) return TRUE;

if(laddr<lUsedAddr[0]) lUsedAddr[1]=laddr;
else                   lUsedAddr[2]=laddr;
lUsedAddr[0]=laddr;
return FALSE;
}

////////////////////////////////////////////////////////////////////////
// core gives a dma chain to gpu: same as the gpuwrite interface funcs
////////////////////////////////////////////////////////////////////////

long CALLBACK GPUdmaChain(unsigned long * baseAddrL, unsigned long addr)
{
unsigned long dmaMem;
unsigned char * baseAddrB;
short count;unsigned int DMACommandCounter = 0;

if(bIsFirstFrame) GLinitialize(NULL, NULL);

GPUIsBusy;

lUsedAddr[0]=lUsedAddr[1]=lUsedAddr[2]=0xffffff;

baseAddrB = (unsigned char*) baseAddrL;

do
 {
  if(iGPUHeight==512) addr&=0x1FFFFC;

  if(DMACommandCounter++ > 2000000) break;
  if(CheckForEndlessLoop(addr)) break;

  count = baseAddrB[addr+3];

  dmaMem=addr+4;

  if(count>0) GPUwriteDataMem(&baseAddrL[dmaMem>>2],count);
  
  addr = baseAddrL[addr>>2]&0xffffff;
 }
while (addr != 0xffffff);

GPUIsIdle;

return 0;
}
           
////////////////////////////////////////////////////////////////////////
// show about dlg
////////////////////////////////////////////////////////////////////////

void CALLBACK GPUabout(void)
{

}

////////////////////////////////////////////////////////////////////////
// We are ever fine ;)
////////////////////////////////////////////////////////////////////////

long CALLBACK GPUtest(void)
{
 // if test fails this function should return negative value for error (unable to continue)
 // and positive value for warning (can continue but output might be crappy)

 return 0;
}

////////////////////////////////////////////////////////////////////////
// save state funcs
////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////

long CALLBACK GPUfreeze(unsigned long ulGetFreezeData,GPUFreeze_t * pF)
{
if(ulGetFreezeData==2) 
 {
  long lSlotNum=*((long *)pF);
  if(lSlotNum<0) return 0;
  if(lSlotNum>8) return 0;
  lSelectedSlot=lSlotNum+1;
  return 1;
 }

if(!pF)                    return 0; 
if(pF->ulFreezeVersion!=1) return 0;

if(ulGetFreezeData==1)
 {
  pF->ulStatus=STATUSREG;
  memcpy(pF->ulControl,ulStatusControl,256*sizeof(unsigned long));
  memcpy(pF->psxVRam,  psxVub,         1024*iGPUHeight*2);

  return 1;
 }

if(ulGetFreezeData!=0) return 0;

STATUSREG=pF->ulStatus;
memcpy(ulStatusControl,pF->ulControl,256*sizeof(unsigned long));
memcpy(psxVub,         pF->psxVRam,  1024*iGPUHeight*2);

ResetTextureArea(TRUE);

 GPUwriteStatus(ulStatusControl[0]);
 GPUwriteStatus(ulStatusControl[1]);
 GPUwriteStatus(ulStatusControl[2]);
 GPUwriteStatus(ulStatusControl[3]);
 GPUwriteStatus(ulStatusControl[8]);
 GPUwriteStatus(ulStatusControl[6]);
 GPUwriteStatus(ulStatusControl[7]);
 GPUwriteStatus(ulStatusControl[5]);
 GPUwriteStatus(ulStatusControl[4]);
 return 1;
}

////////////////////////////////////////////////////////////////////////
// special "emu infos" / "emu effects" functions
////////////////////////////////////////////////////////////////////////

//00 = black
//01 = white
//10 = red
//11 = transparent

unsigned char cFont[10][120]=
{
// 0
{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x05,0x54,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x05,0x54,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
},
// 1
{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x50,0x00,0x00,
 0x80,0x00,0x05,0x50,0x00,0x00,
 0x80,0x00,0x00,0x50,0x00,0x00,
 0x80,0x00,0x00,0x50,0x00,0x00,
 0x80,0x00,0x00,0x50,0x00,0x00,
 0x80,0x00,0x00,0x50,0x00,0x00,
 0x80,0x00,0x00,0x50,0x00,0x00,
 0x80,0x00,0x00,0x50,0x00,0x00,
 0x80,0x00,0x00,0x50,0x00,0x00,
 0x80,0x00,0x05,0x55,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
},
// 2
{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x05,0x54,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x00,0x14,0x00,0x00,
 0x80,0x00,0x00,0x50,0x00,0x00,
 0x80,0x00,0x01,0x40,0x00,0x00,
 0x80,0x00,0x05,0x00,0x00,0x00,
 0x80,0x00,0x14,0x00,0x00,0x00,
 0x80,0x00,0x15,0x55,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
},
// 3
{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x05,0x54,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x01,0x54,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x05,0x54,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
},
// 4
{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x14,0x00,0x00,
 0x80,0x00,0x00,0x54,0x00,0x00,
 0x80,0x00,0x01,0x54,0x00,0x00,
 0x80,0x00,0x01,0x54,0x00,0x00,
 0x80,0x00,0x05,0x14,0x00,0x00,
 0x80,0x00,0x14,0x14,0x00,0x00,
 0x80,0x00,0x15,0x55,0x00,0x00,
 0x80,0x00,0x00,0x14,0x00,0x00,
 0x80,0x00,0x00,0x14,0x00,0x00,
 0x80,0x00,0x00,0x55,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
},
// 5
{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x15,0x55,0x00,0x00,
 0x80,0x00,0x14,0x00,0x00,0x00,
 0x80,0x00,0x14,0x00,0x00,0x00,
 0x80,0x00,0x14,0x00,0x00,0x00,
 0x80,0x00,0x15,0x54,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x05,0x54,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
},
// 6
{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x01,0x54,0x00,0x00,
 0x80,0x00,0x05,0x00,0x00,0x00,
 0x80,0x00,0x14,0x00,0x00,0x00,
 0x80,0x00,0x14,0x00,0x00,0x00,
 0x80,0x00,0x15,0x54,0x00,0x00,
 0x80,0x00,0x15,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x05,0x54,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
},
// 7
{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x15,0x55,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x00,0x14,0x00,0x00,
 0x80,0x00,0x00,0x14,0x00,0x00,
 0x80,0x00,0x00,0x50,0x00,0x00,
 0x80,0x00,0x00,0x50,0x00,0x00,
 0x80,0x00,0x01,0x40,0x00,0x00,
 0x80,0x00,0x01,0x40,0x00,0x00,
 0x80,0x00,0x05,0x00,0x00,0x00,
 0x80,0x00,0x05,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
},
// 8
{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x05,0x54,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x05,0x54,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x05,0x54,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
},
// 9
{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x05,0x54,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x05,0x00,0x00,
 0x80,0x00,0x14,0x15,0x00,0x00,
 0x80,0x00,0x05,0x55,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x00,0x05,0x00,0x00,
 0x80,0x00,0x00,0x14,0x00,0x00,
 0x80,0x00,0x05,0x50,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0x80,0x00,0x00,0x00,0x00,0x00,
 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
}
};

////////////////////////////////////////////////////////////////////////

void PaintPicDot(unsigned char * p,unsigned char c)
{
 if(c==0) {*p++=0x00;*p++=0x00;*p=0x00;return;}
 if(c==1) {*p++=0xff;*p++=0xff;*p=0xff;return;}
 if(c==2) {*p++=0x00;*p++=0x00;*p=0xff;return;}
}

////////////////////////////////////////////////////////////////////////

long CALLBACK GPUgetScreenPic(unsigned char * pMem)
{
 float XS,YS;int x,y,v;
 unsigned char * ps, * px, * pf;
 unsigned char c;

 if(!pGfxCardScreen)
  {
   glPixelStorei(GL_PACK_ALIGNMENT,1); glError();
   pGfxCardScreen=(unsigned char *)malloc(iResX*iResY*4);
  }

 ps=pGfxCardScreen;

// glReadBuffer(GL_FRONT);

 glReadPixels(0,0,iResX,iResY,GL_RGB,GL_UNSIGNED_BYTE,ps); glError();
               
// glReadBuffer(GL_BACK);

 XS=(float)iResX/128;
 YS=(float)iResY/96;
 pf=pMem;

 for(y=96;y>0;y--)
  {
   for(x=0;x<128;x++)
    {
     px=ps+(3*((int)((float)x * XS))+
           (3*iResX)*((int)((float)y*YS)));
     *(pf+0)=*(px+2);
     *(pf+1)=*(px+1);
     *(pf+2)=*(px+0);
     pf+=3;
    }
  }

 /////////////////////////////////////////////////////////////////////
 // generic number/border painter

 pf=pMem+(103*3);

 for(y=0;y<20;y++)
  {
   for(x=0;x<6;x++)
    {
     c=cFont[lSelectedSlot][x+y*6];
     v=(c&0xc0)>>6;
     PaintPicDot(pf,(unsigned char)v);pf+=3;                // paint the dots into the rect
     v=(c&0x30)>>4;
     PaintPicDot(pf,(unsigned char)v);pf+=3;
     v=(c&0x0c)>>2;
     PaintPicDot(pf,(unsigned char)v);pf+=3;
     v=c&0x03;
     PaintPicDot(pf,(unsigned char)v);pf+=3;
    }
   pf+=104*3;
  }

 pf=pMem;
 for(x=0;x<128;x++)
  {
   *(pf+(95*128*3))=0x00;*pf++=0x00;
   *(pf+(95*128*3))=0x00;*pf++=0x00;
   *(pf+(95*128*3))=0xff;*pf++=0xff;
  }
 pf=pMem;
 for(y=0;y<96;y++)
  {
   *(pf+(127*3))=0x00;*pf++=0x00;
   *(pf+(127*3))=0x00;*pf++=0x00;
   *(pf+(127*3))=0xff;*pf++=0xff;
   pf+=127*3;
  }

}

////////////////////////////////////////////////////////////////////////

long CALLBACK GPUshowScreenPic(unsigned char * pMem)
{
// DestroyPic();
// if(pMem==0) return;
// CreatePic(pMem);
}

////////////////////////////////////////////////////////////////////////

void CALLBACK GPUsetfix(unsigned long dwFixBits)
{
 dwEmuFixes=dwFixBits;
}

////////////////////////////////////////////////////////////////////////
 
void CALLBACK GPUvisualVibration(unsigned long iSmall, unsigned long iBig)
{
 int iVibVal;

 if(PSXDisplay.DisplayModeNew.x)                       // calc min "shake pixel" from screen width
      iVibVal=max(1,iResX/PSXDisplay.DisplayModeNew.x);
 else iVibVal=1;
                                                       // big rumble: 4...15 sp ; small rumble 1...3 sp
 if(iBig) iRumbleVal=max(4*iVibVal,min(15*iVibVal,((int)iBig  *iVibVal)/10));
 else     iRumbleVal=max(1*iVibVal,min( 3*iVibVal,((int)iSmall*iVibVal)/10));

 srand(timeGetTime());                                 // init rand (will be used in BufferSwap)

 iRumbleTime=15;                                       // let the rumble last 16 buffer swaps
}
                                                       
////////////////////////////////////////////////////////////////////////
// main emu can set display infos (A/M/G/D) 
////////////////////////////////////////////////////////////////////////

void CALLBACK GPUdisplayFlags(unsigned long dwFlags)
{
// dwCoreFlags=dwFlags;
}

// pcsx-rearmed callbacks
void CALLBACK GPUrearmedCallbacks(const void **cbs)
{
 rearmed_get_layer_pos = cbs[0];
}

static void flipEGL(void)
{
 eglSwapBuffers(display, surface);
}
