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path: root/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
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// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#include <algorithm>
#include <glad/glad.h>

#include "common/alignment.h"
#include "common/assert.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "common/scope_exit.h"
#include "core/core.h"
#include "core/hle/kernel/process.h"
#include "core/memory.h"
#include "core/settings.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/morton.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/utils.h"
#include "video_core/surface.h"
#include "video_core/textures/astc.h"
#include "video_core/textures/decoders.h"

namespace OpenGL {

using VideoCore::MortonSwizzle;
using VideoCore::MortonSwizzleMode;
using VideoCore::Surface::ComponentTypeFromDepthFormat;
using VideoCore::Surface::ComponentTypeFromRenderTarget;
using VideoCore::Surface::ComponentTypeFromTexture;
using VideoCore::Surface::PixelFormatFromDepthFormat;
using VideoCore::Surface::PixelFormatFromRenderTargetFormat;
using VideoCore::Surface::PixelFormatFromTextureFormat;
using VideoCore::Surface::SurfaceTargetFromTextureType;

struct FormatTuple {
    GLint internal_format;
    GLenum format;
    GLenum type;
    ComponentType component_type;
    bool compressed;
};

static void ApplyTextureDefaults(GLuint texture, u32 max_mip_level) {
    glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTextureParameteri(texture, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTextureParameteri(texture, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTextureParameteri(texture, GL_TEXTURE_MAX_LEVEL, max_mip_level - 1);
    if (max_mip_level == 1) {
        glTextureParameterf(texture, GL_TEXTURE_LOD_BIAS, 1000.0);
    }
}

void SurfaceParams::InitCacheParameters(Tegra::GPUVAddr gpu_addr_) {
    auto& memory_manager{Core::System::GetInstance().GPU().MemoryManager()};
    const auto cpu_addr{memory_manager.GpuToCpuAddress(gpu_addr_)};

    addr = cpu_addr ? *cpu_addr : 0;
    gpu_addr = gpu_addr_;
    size_in_bytes = SizeInBytesRaw();

    if (IsPixelFormatASTC(pixel_format)) {
        // ASTC is uncompressed in software, in emulated as RGBA8
        size_in_bytes_gl = width * height * depth * 4;
    } else {
        size_in_bytes_gl = SizeInBytesGL();
    }
}

std::size_t SurfaceParams::InnerMipmapMemorySize(u32 mip_level, bool force_gl, bool layer_only,
                                                 bool uncompressed) const {
    const u32 tile_x{GetDefaultBlockWidth(pixel_format)};
    const u32 tile_y{GetDefaultBlockHeight(pixel_format)};
    const u32 bytes_per_pixel{GetBytesPerPixel(pixel_format)};
    u32 m_depth = (layer_only ? 1U : depth);
    u32 m_width = MipWidth(mip_level);
    u32 m_height = MipHeight(mip_level);
    m_width = uncompressed ? m_width : std::max(1U, (m_width + tile_x - 1) / tile_x);
    m_height = uncompressed ? m_height : std::max(1U, (m_height + tile_y - 1) / tile_y);
    m_depth = std::max(1U, m_depth >> mip_level);
    u32 m_block_height = MipBlockHeight(mip_level);
    u32 m_block_depth = MipBlockDepth(mip_level);
    return Tegra::Texture::CalculateSize(force_gl ? false : is_tiled, bytes_per_pixel, m_width,
                                         m_height, m_depth, m_block_height, m_block_depth);
}

std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
                                           bool uncompressed) const {
    std::size_t block_size_bytes = Tegra::Texture::GetGOBSize() * block_height * block_depth;
    std::size_t size = 0;
    for (u32 i = 0; i < max_mip_level; i++) {
        size += InnerMipmapMemorySize(i, force_gl, layer_only, uncompressed);
    }
    if (!force_gl && is_tiled) {
        size = Common::AlignUp(size, block_size_bytes);
    }
    return size;
}

/*static*/ SurfaceParams SurfaceParams::CreateForTexture(
    const Tegra::Texture::FullTextureInfo& config, const GLShader::SamplerEntry& entry) {
    SurfaceParams params{};
    params.is_tiled = config.tic.IsTiled();
    params.block_width = params.is_tiled ? config.tic.BlockWidth() : 0,
    params.block_height = params.is_tiled ? config.tic.BlockHeight() : 0,
    params.block_depth = params.is_tiled ? config.tic.BlockDepth() : 0,
    params.tile_width_spacing = params.is_tiled ? (1 << config.tic.tile_width_spacing.Value()) : 1;
    params.srgb_conversion = config.tic.IsSrgbConversionEnabled();
    params.pixel_format = PixelFormatFromTextureFormat(config.tic.format, config.tic.r_type.Value(),
                                                       params.srgb_conversion);

    if (params.pixel_format == PixelFormat::R16U && config.tsc.depth_compare_enabled) {
        // Some titles create a 'R16U' (normalized 16-bit) texture with depth_compare enabled,
        // then attempt to sample from it via a shadow sampler. Convert format to Z16 (which also
        // causes GetFormatType to properly return 'Depth' below).
        params.pixel_format = PixelFormat::Z16;
    }

    params.component_type = ComponentTypeFromTexture(config.tic.r_type.Value());
    params.type = GetFormatType(params.pixel_format);
    UNIMPLEMENTED_IF(params.type == SurfaceType::ColorTexture && config.tsc.depth_compare_enabled);

    params.width = Common::AlignUp(config.tic.Width(), GetCompressionFactor(params.pixel_format));
    params.height = Common::AlignUp(config.tic.Height(), GetCompressionFactor(params.pixel_format));
    if (!params.is_tiled) {
        params.pitch = config.tic.Pitch();
    }
    params.unaligned_height = config.tic.Height();
    params.target = SurfaceTargetFromTextureType(config.tic.texture_type);
    params.identity = SurfaceClass::Uploaded;

    switch (params.target) {
    case SurfaceTarget::Texture1D:
    case SurfaceTarget::Texture2D:
        params.depth = 1;
        break;
    case SurfaceTarget::TextureCubemap:
        params.depth = config.tic.Depth() * 6;
        break;
    case SurfaceTarget::Texture3D:
        params.depth = config.tic.Depth();
        break;
    case SurfaceTarget::Texture2DArray:
        params.depth = config.tic.Depth();
        if (!entry.IsArray()) {
            // TODO(bunnei): We have seen games re-use a Texture2D as Texture2DArray with depth of
            // one, but sample the texture in the shader as if it were not an array texture. This
            // probably is valid on hardware, but we still need to write a test to confirm this. In
            // emulation, the workaround here is to continue to treat this as a Texture2D. An
            // example game that does this is Super Mario Odyssey (in Cloud Kingdom).
            ASSERT(params.depth == 1);
            params.target = SurfaceTarget::Texture2D;
        }
        break;
    case SurfaceTarget::TextureCubeArray:
        params.depth = config.tic.Depth() * 6;
        if (!entry.IsArray()) {
            ASSERT(params.depth == 6);
            params.target = SurfaceTarget::TextureCubemap;
        }
        break;
    default:
        LOG_CRITICAL(HW_GPU, "Unknown depth for target={}", static_cast<u32>(params.target));
        UNREACHABLE();
        params.depth = 1;
        break;
    }

    params.is_layered = SurfaceTargetIsLayered(params.target);
    params.is_array = SurfaceTargetIsArray(params.target);
    params.max_mip_level = config.tic.max_mip_level + 1;
    params.rt = {};

    params.InitCacheParameters(config.tic.Address());

    return params;
}

/*static*/ SurfaceParams SurfaceParams::CreateForFramebuffer(std::size_t index) {
    const auto& config{Core::System::GetInstance().GPU().Maxwell3D().regs.rt[index]};
    SurfaceParams params{};

    params.is_tiled =
        config.memory_layout.type == Tegra::Engines::Maxwell3D::Regs::InvMemoryLayout::BlockLinear;
    params.block_width = 1 << config.memory_layout.block_width;
    params.block_height = 1 << config.memory_layout.block_height;
    params.block_depth = 1 << config.memory_layout.block_depth;
    params.tile_width_spacing = 1;
    params.pixel_format = PixelFormatFromRenderTargetFormat(config.format);
    params.srgb_conversion = config.format == Tegra::RenderTargetFormat::BGRA8_SRGB ||
                             config.format == Tegra::RenderTargetFormat::RGBA8_SRGB;
    params.component_type = ComponentTypeFromRenderTarget(config.format);
    params.type = GetFormatType(params.pixel_format);
    if (params.is_tiled) {
        params.width = config.width;
    } else {
        params.pitch = config.width;
        const u32 bpp = params.GetFormatBpp() / 8;
        params.width = params.pitch / bpp;
    }
    params.height = config.height;
    params.unaligned_height = config.height;
    params.target = SurfaceTarget::Texture2D;
    params.identity = SurfaceClass::RenderTarget;
    params.depth = 1;
    params.max_mip_level = 1;
    params.is_layered = false;

    // Render target specific parameters, not used for caching
    params.rt.index = static_cast<u32>(index);
    params.rt.array_mode = config.array_mode;
    params.rt.layer_stride = config.layer_stride;
    params.rt.volume = config.volume;
    params.rt.base_layer = config.base_layer;

    params.InitCacheParameters(config.Address());

    return params;
}

/*static*/ SurfaceParams SurfaceParams::CreateForDepthBuffer(
    u32 zeta_width, u32 zeta_height, Tegra::GPUVAddr zeta_address, Tegra::DepthFormat format,
    u32 block_width, u32 block_height, u32 block_depth,
    Tegra::Engines::Maxwell3D::Regs::InvMemoryLayout type) {
    SurfaceParams params{};

    params.is_tiled = type == Tegra::Engines::Maxwell3D::Regs::InvMemoryLayout::BlockLinear;
    params.block_width = 1 << std::min(block_width, 5U);
    params.block_height = 1 << std::min(block_height, 5U);
    params.block_depth = 1 << std::min(block_depth, 5U);
    params.tile_width_spacing = 1;
    params.pixel_format = PixelFormatFromDepthFormat(format);
    params.component_type = ComponentTypeFromDepthFormat(format);
    params.type = GetFormatType(params.pixel_format);
    params.srgb_conversion = false;
    params.width = zeta_width;
    params.height = zeta_height;
    params.unaligned_height = zeta_height;
    params.target = SurfaceTarget::Texture2D;
    params.identity = SurfaceClass::DepthBuffer;
    params.depth = 1;
    params.max_mip_level = 1;
    params.is_layered = false;
    params.rt = {};

    params.InitCacheParameters(zeta_address);

    return params;
}

/*static*/ SurfaceParams SurfaceParams::CreateForFermiCopySurface(
    const Tegra::Engines::Fermi2D::Regs::Surface& config) {
    SurfaceParams params{};

    params.is_tiled = !config.linear;
    params.block_width = params.is_tiled ? std::min(config.BlockWidth(), 32U) : 0,
    params.block_height = params.is_tiled ? std::min(config.BlockHeight(), 32U) : 0,
    params.block_depth = params.is_tiled ? std::min(config.BlockDepth(), 32U) : 0,
    params.tile_width_spacing = 1;
    params.pixel_format = PixelFormatFromRenderTargetFormat(config.format);
    params.srgb_conversion = config.format == Tegra::RenderTargetFormat::BGRA8_SRGB ||
                             config.format == Tegra::RenderTargetFormat::RGBA8_SRGB;
    params.component_type = ComponentTypeFromRenderTarget(config.format);
    params.type = GetFormatType(params.pixel_format);
    params.width = config.width;
    params.height = config.height;
    params.unaligned_height = config.height;
    params.target = SurfaceTarget::Texture2D;
    params.identity = SurfaceClass::Copy;
    params.depth = 1;
    params.max_mip_level = 1;
    params.rt = {};

    params.InitCacheParameters(config.Address());

    return params;
}

static constexpr std::array<FormatTuple, VideoCore::Surface::MaxPixelFormat> tex_format_tuples = {{
    {GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, ComponentType::UNorm, false}, // ABGR8U
    {GL_RGBA8, GL_RGBA, GL_BYTE, ComponentType::SNorm, false},                     // ABGR8S
    {GL_RGBA8UI, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, ComponentType::UInt, false},   // ABGR8UI
    {GL_RGB8, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, ComponentType::UNorm, false},   // B5G6R5U
    {GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, ComponentType::UNorm,
     false}, // A2B10G10R10U
    {GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, ComponentType::UNorm, false}, // A1B5G5R5U
    {GL_R8, GL_RED, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},                    // R8U
    {GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, ComponentType::UInt, false},           // R8UI
    {GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, ComponentType::Float, false},                 // RGBA16F
    {GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT, ComponentType::UNorm, false},              // RGBA16U
    {GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, ComponentType::UInt, false},     // RGBA16UI
    {GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, ComponentType::Float,
     false},                                                                     // R11FG11FB10F
    {GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT, ComponentType::UInt, false}, // RGBA32UI
    {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm,
     true}, // DXT1
    {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm,
     true}, // DXT23
    {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm,
     true},                                                                                 // DXT45
    {GL_COMPRESSED_RED_RGTC1, GL_RED, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm, true}, // DXN1
    {GL_COMPRESSED_RG_RGTC2, GL_RG, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm,
     true},                                                                     // DXN2UNORM
    {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_RG, GL_INT, ComponentType::SNorm, true}, // DXN2SNORM
    {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm,
     true}, // BC7U
    {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_RGB, GL_UNSIGNED_INT_8_8_8_8, ComponentType::Float,
     true}, // BC6H_UF16
    {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_RGB, GL_UNSIGNED_INT_8_8_8_8, ComponentType::Float,
     true},                                                                    // BC6H_SF16
    {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},        // ASTC_2D_4X4
    {GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},        // BGRA8
    {GL_RGBA32F, GL_RGBA, GL_FLOAT, ComponentType::Float, false},              // RGBA32F
    {GL_RG32F, GL_RG, GL_FLOAT, ComponentType::Float, false},                  // RG32F
    {GL_R32F, GL_RED, GL_FLOAT, ComponentType::Float, false},                  // R32F
    {GL_R16F, GL_RED, GL_HALF_FLOAT, ComponentType::Float, false},             // R16F
    {GL_R16, GL_RED, GL_UNSIGNED_SHORT, ComponentType::UNorm, false},          // R16U
    {GL_R16_SNORM, GL_RED, GL_SHORT, ComponentType::SNorm, false},             // R16S
    {GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT, ComponentType::UInt, false}, // R16UI
    {GL_R16I, GL_RED_INTEGER, GL_SHORT, ComponentType::SInt, false},           // R16I
    {GL_RG16, GL_RG, GL_UNSIGNED_SHORT, ComponentType::UNorm, false},          // RG16
    {GL_RG16F, GL_RG, GL_HALF_FLOAT, ComponentType::Float, false},             // RG16F
    {GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT, ComponentType::UInt, false}, // RG16UI
    {GL_RG16I, GL_RG_INTEGER, GL_SHORT, ComponentType::SInt, false},           // RG16I
    {GL_RG16_SNORM, GL_RG, GL_SHORT, ComponentType::SNorm, false},             // RG16S
    {GL_RGB32F, GL_RGB, GL_FLOAT, ComponentType::Float, false},                // RGB32F
    {GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, ComponentType::UNorm,
     false},                                                                   // RGBA8_SRGB
    {GL_RG8, GL_RG, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},            // RG8U
    {GL_RG8, GL_RG, GL_BYTE, ComponentType::SNorm, false},                     // RG8S
    {GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT, ComponentType::UInt, false},   // RG32UI
    {GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, ComponentType::UInt, false},   // R32UI
    {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},        // ASTC_2D_8X8
    {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},        // ASTC_2D_8X5
    {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},        // ASTC_2D_5X4
    {GL_SRGB8_ALPHA8, GL_BGRA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // BGRA8
    // Compressed sRGB formats
    {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm,
     true}, // DXT1_SRGB
    {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm,
     true}, // DXT23_SRGB
    {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm,
     true}, // DXT45_SRGB
    {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm,
     true},                                                                    // BC7U_SRGB
    {GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_4X4_SRGB
    {GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_8X8_SRGB
    {GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_8X5_SRGB
    {GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X4_SRGB
    {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},        // ASTC_2D_5X5
    {GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X5_SRGB
    {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},        // ASTC_2D_10X8
    {GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_10X8_SRGB

    // Depth formats
    {GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, ComponentType::Float, false}, // Z32F
    {GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, ComponentType::UNorm,
     false}, // Z16

    // DepthStencil formats
    {GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, ComponentType::UNorm,
     false}, // Z24S8
    {GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, ComponentType::UNorm,
     false}, // S8Z24
    {GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV,
     ComponentType::Float, false}, // Z32FS8
}};

static GLenum SurfaceTargetToGL(SurfaceTarget target) {
    switch (target) {
    case SurfaceTarget::Texture1D:
        return GL_TEXTURE_1D;
    case SurfaceTarget::Texture2D:
        return GL_TEXTURE_2D;
    case SurfaceTarget::Texture3D:
        return GL_TEXTURE_3D;
    case SurfaceTarget::Texture1DArray:
        return GL_TEXTURE_1D_ARRAY;
    case SurfaceTarget::Texture2DArray:
        return GL_TEXTURE_2D_ARRAY;
    case SurfaceTarget::TextureCubemap:
        return GL_TEXTURE_CUBE_MAP;
    case SurfaceTarget::TextureCubeArray:
        return GL_TEXTURE_CUBE_MAP_ARRAY;
    }
    LOG_CRITICAL(Render_OpenGL, "Unimplemented texture target={}", static_cast<u32>(target));
    UNREACHABLE();
    return {};
}

static const FormatTuple& GetFormatTuple(PixelFormat pixel_format, ComponentType component_type) {
    ASSERT(static_cast<std::size_t>(pixel_format) < tex_format_tuples.size());
    auto& format = tex_format_tuples[static_cast<unsigned int>(pixel_format)];
    ASSERT(component_type == format.component_type);

    return format;
}

Common::Rectangle<u32> SurfaceParams::GetRect(u32 mip_level) const {
    u32 actual_height{std::max(1U, unaligned_height >> mip_level)};
    if (IsPixelFormatASTC(pixel_format)) {
        // ASTC formats must stop at the ATSC block size boundary
        actual_height = Common::AlignDown(actual_height, GetASTCBlockSize(pixel_format).second);
    }
    return {0, actual_height, MipWidth(mip_level), 0};
}

void SwizzleFunc(const MortonSwizzleMode& mode, const SurfaceParams& params,
                 std::vector<u8>& gl_buffer, u32 mip_level) {
    u32 depth = params.MipDepth(mip_level);
    if (params.target == SurfaceTarget::Texture2D) {
        // TODO(Blinkhawk): Eliminate this condition once all texture types are implemented.
        depth = 1U;
    }
    if (params.is_layered) {
        u64 offset = params.GetMipmapLevelOffset(mip_level);
        u64 offset_gl = 0;
        const u64 layer_size = params.LayerMemorySize();
        const u64 gl_size = params.LayerSizeGL(mip_level);
        for (u32 i = 0; i < params.depth; i++) {
            MortonSwizzle(mode, params.pixel_format, params.MipWidth(mip_level),
                          params.MipBlockHeight(mip_level), params.MipHeight(mip_level),
                          params.MipBlockDepth(mip_level), 1, params.tile_width_spacing,
                          gl_buffer.data() + offset_gl, gl_size, params.addr + offset);
            offset += layer_size;
            offset_gl += gl_size;
        }
    } else {
        const u64 offset = params.GetMipmapLevelOffset(mip_level);
        MortonSwizzle(mode, params.pixel_format, params.MipWidth(mip_level),
                      params.MipBlockHeight(mip_level), params.MipHeight(mip_level),
                      params.MipBlockDepth(mip_level), depth, params.tile_width_spacing,
                      gl_buffer.data(), gl_buffer.size(), params.addr + offset);
    }
}

void RasterizerCacheOpenGL::FastCopySurface(const Surface& src_surface,
                                            const Surface& dst_surface) {
    const auto& src_params{src_surface->GetSurfaceParams()};
    const auto& dst_params{dst_surface->GetSurfaceParams()};

    const u32 width{std::min(src_params.width, dst_params.width)};
    const u32 height{std::min(src_params.height, dst_params.height)};

    glCopyImageSubData(src_surface->Texture().handle, SurfaceTargetToGL(src_params.target), 0, 0, 0,
                       0, dst_surface->Texture().handle, SurfaceTargetToGL(dst_params.target), 0, 0,
                       0, 0, width, height, 1);

    dst_surface->MarkAsModified(true, *this);
}

MICROPROFILE_DEFINE(OpenGL_CopySurface, "OpenGL", "CopySurface", MP_RGB(128, 192, 64));
void RasterizerCacheOpenGL::CopySurface(const Surface& src_surface, const Surface& dst_surface,
                                        const GLuint copy_pbo_handle, const GLenum src_attachment,
                                        const GLenum dst_attachment,
                                        const std::size_t cubemap_face) {
    MICROPROFILE_SCOPE(OpenGL_CopySurface);
    ASSERT_MSG(dst_attachment == 0, "Unimplemented");

    const auto& src_params{src_surface->GetSurfaceParams()};
    const auto& dst_params{dst_surface->GetSurfaceParams()};

    const auto source_format = GetFormatTuple(src_params.pixel_format, src_params.component_type);
    const auto dest_format = GetFormatTuple(dst_params.pixel_format, dst_params.component_type);

    const std::size_t buffer_size = std::max(src_params.size_in_bytes, dst_params.size_in_bytes);

    glBindBuffer(GL_PIXEL_PACK_BUFFER, copy_pbo_handle);
    glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_COPY);
    if (source_format.compressed) {
        glGetCompressedTextureImage(src_surface->Texture().handle, src_attachment,
                                    static_cast<GLsizei>(src_params.size_in_bytes), nullptr);
    } else {
        glGetTextureImage(src_surface->Texture().handle, src_attachment, source_format.format,
                          source_format.type, static_cast<GLsizei>(src_params.size_in_bytes),
                          nullptr);
    }
    // If the new texture is bigger than the previous one, we need to fill in the rest with data
    // from the CPU.
    if (src_params.size_in_bytes < dst_params.size_in_bytes) {
        // Upload the rest of the memory.
        if (dst_params.is_tiled) {
            // TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest
            // of the data in this case. Games like Super Mario Odyssey seem to hit this case
            // when drawing, it re-uses the memory of a previous texture as a bigger framebuffer
            // but it doesn't clear it beforehand, the texture is already full of zeros.
            LOG_DEBUG(HW_GPU, "Trying to upload extra texture data from the CPU during "
                              "reinterpretation but the texture is tiled.");
        }
        const std::size_t remaining_size = dst_params.size_in_bytes - src_params.size_in_bytes;

        glBufferSubData(GL_PIXEL_PACK_BUFFER, src_params.size_in_bytes, remaining_size,
                        Memory::GetPointer(dst_params.addr + src_params.size_in_bytes));
    }

    glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);

    const GLsizei width{static_cast<GLsizei>(
        std::min(src_params.GetRect().GetWidth(), dst_params.GetRect().GetWidth()))};
    const GLsizei height{static_cast<GLsizei>(
        std::min(src_params.GetRect().GetHeight(), dst_params.GetRect().GetHeight()))};

    glBindBuffer(GL_PIXEL_UNPACK_BUFFER, copy_pbo_handle);
    if (dest_format.compressed) {
        LOG_CRITICAL(HW_GPU, "Compressed copy is unimplemented!");
        UNREACHABLE();
    } else {
        switch (dst_params.target) {
        case SurfaceTarget::Texture1D:
            glTextureSubImage1D(dst_surface->Texture().handle, 0, 0, width, dest_format.format,
                                dest_format.type, nullptr);
            break;
        case SurfaceTarget::Texture2D:
            glTextureSubImage2D(dst_surface->Texture().handle, 0, 0, 0, width, height,
                                dest_format.format, dest_format.type, nullptr);
            break;
        case SurfaceTarget::Texture3D:
        case SurfaceTarget::Texture2DArray:
        case SurfaceTarget::TextureCubeArray:
            glTextureSubImage3D(dst_surface->Texture().handle, 0, 0, 0, 0, width, height,
                                static_cast<GLsizei>(dst_params.depth), dest_format.format,
                                dest_format.type, nullptr);
            break;
        case SurfaceTarget::TextureCubemap:
            glTextureSubImage3D(dst_surface->Texture().handle, 0, 0, 0,
                                static_cast<GLint>(cubemap_face), width, height, 1,
                                dest_format.format, dest_format.type, nullptr);
            break;
        default:
            LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
                         static_cast<u32>(dst_params.target));
            UNREACHABLE();
        }
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
    }

    dst_surface->MarkAsModified(true, *this);
}

CachedSurface::CachedSurface(const SurfaceParams& params)
    : params(params), gl_target(SurfaceTargetToGL(params.target)),
      cached_size_in_bytes(params.size_in_bytes) {
    texture.Create(gl_target);

    // TODO(Rodrigo): Using params.GetRect() returns a different size than using its Mip*(0)
    // alternatives. This signals a bug on those functions.
    const auto width = static_cast<GLsizei>(params.MipWidth(0));
    const auto height = static_cast<GLsizei>(params.MipHeight(0));

    const auto& format_tuple = GetFormatTuple(params.pixel_format, params.component_type);
    gl_internal_format = format_tuple.internal_format;

    switch (params.target) {
    case SurfaceTarget::Texture1D:
        glTextureStorage1D(texture.handle, params.max_mip_level, format_tuple.internal_format,
                           width);
        break;
    case SurfaceTarget::Texture2D:
    case SurfaceTarget::TextureCubemap:
        glTextureStorage2D(texture.handle, params.max_mip_level, format_tuple.internal_format,
                           width, height);
        break;
    case SurfaceTarget::Texture3D:
    case SurfaceTarget::Texture2DArray:
    case SurfaceTarget::TextureCubeArray:
        glTextureStorage3D(texture.handle, params.max_mip_level, format_tuple.internal_format,
                           width, height, params.depth);
        break;
    default:
        LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
                     static_cast<u32>(params.target));
        UNREACHABLE();
        glTextureStorage2D(texture.handle, params.max_mip_level, format_tuple.internal_format,
                           width, height);
    }

    ApplyTextureDefaults(texture.handle, params.max_mip_level);

    OpenGL::LabelGLObject(GL_TEXTURE, texture.handle, params.addr, params.IdentityString());

    // Clamp size to mapped GPU memory region
    // TODO(bunnei): Super Mario Odyssey maps a 0x40000 byte region and then uses it for a 0x80000
    // R32F render buffer. We do not yet know if this is a game bug or something else, but this
    // check is necessary to prevent flushing from overwriting unmapped memory.

    auto& memory_manager{Core::System::GetInstance().GPU().MemoryManager()};
    const u64 max_size{memory_manager.GetRegionEnd(params.gpu_addr) - params.gpu_addr};
    if (cached_size_in_bytes > max_size) {
        LOG_ERROR(HW_GPU, "Surface size {} exceeds region size {}", params.size_in_bytes, max_size);
        cached_size_in_bytes = max_size;
    }
}

static void ConvertS8Z24ToZ24S8(std::vector<u8>& data, u32 width, u32 height, bool reverse) {
    union S8Z24 {
        BitField<0, 24, u32> z24;
        BitField<24, 8, u32> s8;
    };
    static_assert(sizeof(S8Z24) == 4, "S8Z24 is incorrect size");

    union Z24S8 {
        BitField<0, 8, u32> s8;
        BitField<8, 24, u32> z24;
    };
    static_assert(sizeof(Z24S8) == 4, "Z24S8 is incorrect size");

    S8Z24 s8z24_pixel{};
    Z24S8 z24s8_pixel{};
    constexpr auto bpp{GetBytesPerPixel(PixelFormat::S8Z24)};
    for (std::size_t y = 0; y < height; ++y) {
        for (std::size_t x = 0; x < width; ++x) {
            const std::size_t offset{bpp * (y * width + x)};
            if (reverse) {
                std::memcpy(&z24s8_pixel, &data[offset], sizeof(Z24S8));
                s8z24_pixel.s8.Assign(z24s8_pixel.s8);
                s8z24_pixel.z24.Assign(z24s8_pixel.z24);
                std::memcpy(&data[offset], &s8z24_pixel, sizeof(S8Z24));
            } else {
                std::memcpy(&s8z24_pixel, &data[offset], sizeof(S8Z24));
                z24s8_pixel.s8.Assign(s8z24_pixel.s8);
                z24s8_pixel.z24.Assign(s8z24_pixel.z24);
                std::memcpy(&data[offset], &z24s8_pixel, sizeof(Z24S8));
            }
        }
    }
}

/**
 * Helper function to perform software conversion (as needed) when loading a buffer from Switch
 * memory. This is for Maxwell pixel formats that cannot be represented as-is in OpenGL or with
 * typical desktop GPUs.
 */
static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelFormat pixel_format,
                                               u32 width, u32 height, u32 depth) {
    switch (pixel_format) {
    case PixelFormat::ASTC_2D_4X4:
    case PixelFormat::ASTC_2D_8X8:
    case PixelFormat::ASTC_2D_8X5:
    case PixelFormat::ASTC_2D_5X4:
    case PixelFormat::ASTC_2D_5X5:
    case PixelFormat::ASTC_2D_4X4_SRGB:
    case PixelFormat::ASTC_2D_8X8_SRGB:
    case PixelFormat::ASTC_2D_8X5_SRGB:
    case PixelFormat::ASTC_2D_5X4_SRGB:
    case PixelFormat::ASTC_2D_5X5_SRGB:
    case PixelFormat::ASTC_2D_10X8:
    case PixelFormat::ASTC_2D_10X8_SRGB: {
        // Convert ASTC pixel formats to RGBA8, as most desktop GPUs do not support ASTC.
        u32 block_width{};
        u32 block_height{};
        std::tie(block_width, block_height) = GetASTCBlockSize(pixel_format);
        data =
            Tegra::Texture::ASTC::Decompress(data, width, height, depth, block_width, block_height);
        break;
    }
    case PixelFormat::S8Z24:
        // Convert the S8Z24 depth format to Z24S8, as OpenGL does not support S8Z24.
        ConvertS8Z24ToZ24S8(data, width, height, false);
        break;
    }
}

/**
 * Helper function to perform software conversion (as needed) when flushing a buffer from OpenGL to
 * Switch memory. This is for Maxwell pixel formats that cannot be represented as-is in OpenGL or
 * with typical desktop GPUs.
 */
static void ConvertFormatAsNeeded_FlushGLBuffer(std::vector<u8>& data, PixelFormat pixel_format,
                                                u32 width, u32 height) {
    switch (pixel_format) {
    case PixelFormat::ASTC_2D_4X4:
    case PixelFormat::ASTC_2D_8X8:
    case PixelFormat::ASTC_2D_4X4_SRGB:
    case PixelFormat::ASTC_2D_8X8_SRGB:
    case PixelFormat::ASTC_2D_5X5:
    case PixelFormat::ASTC_2D_5X5_SRGB:
    case PixelFormat::ASTC_2D_10X8:
    case PixelFormat::ASTC_2D_10X8_SRGB: {
        LOG_CRITICAL(HW_GPU, "Conversion of format {} after texture flushing is not implemented",
                     static_cast<u32>(pixel_format));
        UNREACHABLE();
        break;
    }
    case PixelFormat::S8Z24:
        // Convert the Z24S8 depth format to S8Z24, as OpenGL does not support S8Z24.
        ConvertS8Z24ToZ24S8(data, width, height, true);
        break;
    }
}

MICROPROFILE_DEFINE(OpenGL_SurfaceLoad, "OpenGL", "Surface Load", MP_RGB(128, 192, 64));
void CachedSurface::LoadGLBuffer() {
    MICROPROFILE_SCOPE(OpenGL_SurfaceLoad);
    gl_buffer.resize(params.max_mip_level);
    for (u32 i = 0; i < params.max_mip_level; i++)
        gl_buffer[i].resize(params.GetMipmapSizeGL(i));
    if (params.is_tiled) {
        ASSERT_MSG(params.block_width == 1, "Block width is defined as {} on texture type {}",
                   params.block_width, static_cast<u32>(params.target));
        for (u32 i = 0; i < params.max_mip_level; i++)
            SwizzleFunc(MortonSwizzleMode::MortonToLinear, params, gl_buffer[i], i);
    } else {
        const u32 bpp = params.GetFormatBpp() / 8;
        const u32 copy_size = params.width * bpp;
        if (params.pitch == copy_size) {
            std::memcpy(gl_buffer[0].data(), Memory::GetPointer(params.addr),
                        params.size_in_bytes_gl);
        } else {
            const u8* start = Memory::GetPointer(params.addr);
            u8* write_to = gl_buffer[0].data();
            for (u32 h = params.height; h > 0; h--) {
                std::memcpy(write_to, start, copy_size);
                start += params.pitch;
                write_to += copy_size;
            }
        }
    }
    for (u32 i = 0; i < params.max_mip_level; i++) {
        ConvertFormatAsNeeded_LoadGLBuffer(gl_buffer[i], params.pixel_format, params.MipWidth(i),
                                           params.MipHeight(i), params.MipDepth(i));
    }
}

MICROPROFILE_DEFINE(OpenGL_SurfaceFlush, "OpenGL", "Surface Flush", MP_RGB(128, 192, 64));
void CachedSurface::FlushGLBuffer() {
    MICROPROFILE_SCOPE(OpenGL_SurfaceFlush);

    ASSERT_MSG(!IsPixelFormatASTC(params.pixel_format), "Unimplemented");

    // OpenGL temporary buffer needs to be big enough to store raw texture size
    gl_buffer.resize(1);
    gl_buffer[0].resize(GetSizeInBytes());

    const FormatTuple& tuple = GetFormatTuple(params.pixel_format, params.component_type);
    // Ensure no bad interactions with GL_UNPACK_ALIGNMENT
    ASSERT(params.width * GetBytesPerPixel(params.pixel_format) % 4 == 0);
    glPixelStorei(GL_PACK_ROW_LENGTH, static_cast<GLint>(params.width));
    ASSERT(!tuple.compressed);
    glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
    glGetTextureImage(texture.handle, 0, tuple.format, tuple.type,
                      static_cast<GLsizei>(gl_buffer[0].size()), gl_buffer[0].data());
    glPixelStorei(GL_PACK_ROW_LENGTH, 0);
    ConvertFormatAsNeeded_FlushGLBuffer(gl_buffer[0], params.pixel_format, params.width,
                                        params.height);
    const u8* const texture_src_data = Memory::GetPointer(params.addr);
    ASSERT(texture_src_data);
    if (params.is_tiled) {
        ASSERT_MSG(params.block_width == 1, "Block width is defined as {} on texture type {}",
                   params.block_width, static_cast<u32>(params.target));

        SwizzleFunc(MortonSwizzleMode::LinearToMorton, params, gl_buffer[0], 0);
    } else {
        const u32 bpp = params.GetFormatBpp() / 8;
        const u32 copy_size = params.width * bpp;
        if (params.pitch == copy_size) {
            std::memcpy(Memory::GetPointer(params.addr), gl_buffer[0].data(), GetSizeInBytes());
        } else {
            u8* start = Memory::GetPointer(params.addr);
            const u8* read_to = gl_buffer[0].data();
            for (u32 h = params.height; h > 0; h--) {
                std::memcpy(start, read_to, copy_size);
                start += params.pitch;
                read_to += copy_size;
            }
        }
    }
}

void CachedSurface::UploadGLMipmapTexture(u32 mip_map, GLuint read_fb_handle,
                                          GLuint draw_fb_handle) {
    const auto& rect{params.GetRect(mip_map)};

    // Load data from memory to the surface
    const auto x0 = static_cast<GLint>(rect.left);
    const auto y0 = static_cast<GLint>(rect.bottom);
    auto buffer_offset =
        static_cast<std::size_t>(static_cast<std::size_t>(y0) * params.MipWidth(mip_map) +
                                 static_cast<std::size_t>(x0)) *
        GetBytesPerPixel(params.pixel_format);

    const FormatTuple& tuple = GetFormatTuple(params.pixel_format, params.component_type);

    // Ensure no bad interactions with GL_UNPACK_ALIGNMENT
    ASSERT(params.MipWidth(mip_map) * GetBytesPerPixel(params.pixel_format) % 4 == 0);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(params.MipWidth(mip_map)));

    const auto image_size = static_cast<GLsizei>(params.GetMipmapSizeGL(mip_map, false));
    if (tuple.compressed) {
        switch (params.target) {
        case SurfaceTarget::Texture2D:
            glCompressedTextureSubImage2D(
                texture.handle, mip_map, 0, 0, static_cast<GLsizei>(params.MipWidth(mip_map)),
                static_cast<GLsizei>(params.MipHeight(mip_map)), tuple.internal_format, image_size,
                &gl_buffer[mip_map][buffer_offset]);
            break;
        case SurfaceTarget::Texture3D:
            glCompressedTextureSubImage3D(
                texture.handle, mip_map, 0, 0, 0, static_cast<GLsizei>(params.MipWidth(mip_map)),
                static_cast<GLsizei>(params.MipHeight(mip_map)),
                static_cast<GLsizei>(params.MipDepth(mip_map)), tuple.internal_format, image_size,
                &gl_buffer[mip_map][buffer_offset]);
            break;
        case SurfaceTarget::Texture2DArray:
        case SurfaceTarget::TextureCubeArray:
            glCompressedTextureSubImage3D(
                texture.handle, mip_map, 0, 0, 0, static_cast<GLsizei>(params.MipWidth(mip_map)),
                static_cast<GLsizei>(params.MipHeight(mip_map)), static_cast<GLsizei>(params.depth),
                tuple.internal_format, image_size, &gl_buffer[mip_map][buffer_offset]);
            break;
        case SurfaceTarget::TextureCubemap: {
            const auto layer_size = static_cast<GLsizei>(params.LayerSizeGL(mip_map));
            for (std::size_t face = 0; face < params.depth; ++face) {
                glCompressedTextureSubImage3D(
                    texture.handle, mip_map, 0, 0, static_cast<GLint>(face),
                    static_cast<GLsizei>(params.MipWidth(mip_map)),
                    static_cast<GLsizei>(params.MipHeight(mip_map)), 1, tuple.internal_format,
                    layer_size, &gl_buffer[mip_map][buffer_offset]);
                buffer_offset += layer_size;
            }
            break;
        }
        default:
            LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
                         static_cast<u32>(params.target));
            UNREACHABLE();
            glCompressedTextureSubImage2D(
                texture.handle, mip_map, 0, 0, static_cast<GLsizei>(params.MipWidth(mip_map)),
                static_cast<GLsizei>(params.MipHeight(mip_map)), tuple.internal_format,
                static_cast<GLsizei>(params.size_in_bytes_gl), &gl_buffer[mip_map][buffer_offset]);
        }
    } else {
        switch (params.target) {
        case SurfaceTarget::Texture1D:
            glTextureSubImage1D(texture.handle, mip_map, x0, static_cast<GLsizei>(rect.GetWidth()),
                                tuple.format, tuple.type, &gl_buffer[mip_map][buffer_offset]);
            break;
        case SurfaceTarget::Texture2D:
            glTextureSubImage2D(texture.handle, mip_map, x0, y0,
                                static_cast<GLsizei>(rect.GetWidth()),
                                static_cast<GLsizei>(rect.GetHeight()), tuple.format, tuple.type,
                                &gl_buffer[mip_map][buffer_offset]);
            break;
        case SurfaceTarget::Texture3D:
            glTextureSubImage3D(texture.handle, mip_map, x0, y0, 0,
                                static_cast<GLsizei>(rect.GetWidth()),
                                static_cast<GLsizei>(rect.GetHeight()), params.MipDepth(mip_map),
                                tuple.format, tuple.type, &gl_buffer[mip_map][buffer_offset]);
            break;
        case SurfaceTarget::Texture2DArray:
        case SurfaceTarget::TextureCubeArray:
            glTextureSubImage3D(texture.handle, mip_map, x0, y0, 0,
                                static_cast<GLsizei>(rect.GetWidth()),
                                static_cast<GLsizei>(rect.GetHeight()), params.depth, tuple.format,
                                tuple.type, &gl_buffer[mip_map][buffer_offset]);
            break;
        case SurfaceTarget::TextureCubemap: {
            std::size_t start = buffer_offset;
            for (std::size_t face = 0; face < params.depth; ++face) {
                glTextureSubImage3D(texture.handle, mip_map, x0, y0, static_cast<GLint>(face),
                                    static_cast<GLsizei>(rect.GetWidth()),
                                    static_cast<GLsizei>(rect.GetHeight()), 1, tuple.format,
                                    tuple.type, &gl_buffer[mip_map][buffer_offset]);
                buffer_offset += params.LayerSizeGL(mip_map);
            }
            break;
        }
        default:
            LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
                         static_cast<u32>(params.target));
            UNREACHABLE();
            glTextureSubImage2D(texture.handle, mip_map, x0, y0,
                                static_cast<GLsizei>(rect.GetWidth()),
                                static_cast<GLsizei>(rect.GetHeight()), tuple.format, tuple.type,
                                &gl_buffer[mip_map][buffer_offset]);
        }
    }

    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}

void CachedSurface::EnsureTextureView() {
    if (texture_view.handle != 0)
        return;

    const GLenum target{TargetLayer()};
    const GLuint num_layers{target == GL_TEXTURE_CUBE_MAP_ARRAY ? 6u : 1u};
    constexpr GLuint min_layer = 0;
    constexpr GLuint min_level = 0;

    glGenTextures(1, &texture_view.handle);
    glTextureView(texture_view.handle, target, texture.handle, gl_internal_format, min_level,
                  params.max_mip_level, min_layer, num_layers);
    ApplyTextureDefaults(texture_view.handle, params.max_mip_level);
    glTextureParameteriv(texture_view.handle, GL_TEXTURE_SWIZZLE_RGBA,
                         reinterpret_cast<const GLint*>(swizzle.data()));
}

MICROPROFILE_DEFINE(OpenGL_TextureUL, "OpenGL", "Texture Upload", MP_RGB(128, 192, 64));
void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle) {
    MICROPROFILE_SCOPE(OpenGL_TextureUL);

    for (u32 i = 0; i < params.max_mip_level; i++)
        UploadGLMipmapTexture(i, read_fb_handle, draw_fb_handle);
}

void CachedSurface::UpdateSwizzle(Tegra::Texture::SwizzleSource swizzle_x,
                                  Tegra::Texture::SwizzleSource swizzle_y,
                                  Tegra::Texture::SwizzleSource swizzle_z,
                                  Tegra::Texture::SwizzleSource swizzle_w) {
    const GLenum new_x = MaxwellToGL::SwizzleSource(swizzle_x);
    const GLenum new_y = MaxwellToGL::SwizzleSource(swizzle_y);
    const GLenum new_z = MaxwellToGL::SwizzleSource(swizzle_z);
    const GLenum new_w = MaxwellToGL::SwizzleSource(swizzle_w);
    if (swizzle[0] == new_x && swizzle[1] == new_y && swizzle[2] == new_z && swizzle[3] == new_w) {
        return;
    }
    swizzle = {new_x, new_y, new_z, new_w};
    const auto swizzle_data = reinterpret_cast<const GLint*>(swizzle.data());
    glTextureParameteriv(texture.handle, GL_TEXTURE_SWIZZLE_RGBA, swizzle_data);
    if (texture_view.handle != 0) {
        glTextureParameteriv(texture_view.handle, GL_TEXTURE_SWIZZLE_RGBA, swizzle_data);
    }
}

RasterizerCacheOpenGL::RasterizerCacheOpenGL(RasterizerOpenGL& rasterizer)
    : RasterizerCache{rasterizer} {
    read_framebuffer.Create();
    draw_framebuffer.Create();
    copy_pbo.Create();
}

Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextureInfo& config,
                                                 const GLShader::SamplerEntry& entry) {
    return GetSurface(SurfaceParams::CreateForTexture(config, entry));
}

Surface RasterizerCacheOpenGL::GetDepthBufferSurface(bool preserve_contents) {
    auto& gpu{Core::System::GetInstance().GPU().Maxwell3D()};
    const auto& regs{gpu.regs};

    if (!gpu.dirty_flags.zeta_buffer) {
        return last_depth_buffer;
    }
    gpu.dirty_flags.zeta_buffer = false;

    if (!regs.zeta.Address() || !regs.zeta_enable) {
        return last_depth_buffer = {};
    }

    SurfaceParams depth_params{SurfaceParams::CreateForDepthBuffer(
        regs.zeta_width, regs.zeta_height, regs.zeta.Address(), regs.zeta.format,
        regs.zeta.memory_layout.block_width, regs.zeta.memory_layout.block_height,
        regs.zeta.memory_layout.block_depth, regs.zeta.memory_layout.type)};

    return last_depth_buffer = GetSurface(depth_params, preserve_contents);
}

Surface RasterizerCacheOpenGL::GetColorBufferSurface(std::size_t index, bool preserve_contents) {
    auto& gpu{Core::System::GetInstance().GPU().Maxwell3D()};
    const auto& regs{gpu.regs};

    if ((gpu.dirty_flags.color_buffer & (1u << static_cast<u32>(index))) == 0) {
        return last_color_buffers[index];
    }
    gpu.dirty_flags.color_buffer &= ~(1u << static_cast<u32>(index));

    ASSERT(index < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets);

    if (index >= regs.rt_control.count) {
        return last_color_buffers[index] = {};
    }

    if (regs.rt[index].Address() == 0 || regs.rt[index].format == Tegra::RenderTargetFormat::NONE) {
        return last_color_buffers[index] = {};
    }

    const SurfaceParams color_params{SurfaceParams::CreateForFramebuffer(index)};

    return last_color_buffers[index] = GetSurface(color_params, preserve_contents);
}

void RasterizerCacheOpenGL::LoadSurface(const Surface& surface) {
    surface->LoadGLBuffer();
    surface->UploadGLTexture(read_framebuffer.handle, draw_framebuffer.handle);
    surface->MarkAsModified(false, *this);
}

Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params, bool preserve_contents) {
    if (params.addr == 0 || params.height * params.width == 0) {
        return {};
    }

    // Look up surface in the cache based on address
    Surface surface{TryGet(params.addr)};
    if (surface) {
        if (surface->GetSurfaceParams().IsCompatibleSurface(params)) {
            // Use the cached surface as-is
            return surface;
        } else if (preserve_contents) {
            // If surface parameters changed and we care about keeping the previous data, recreate
            // the surface from the old one
            Surface new_surface{RecreateSurface(surface, params)};
            Unregister(surface);
            Register(new_surface);
            return new_surface;
        } else {
            // Delete the old surface before creating a new one to prevent collisions.
            Unregister(surface);
        }
    }

    // No cached surface found - get a new one
    surface = GetUncachedSurface(params);
    Register(surface);

    // Only load surface from memory if we care about the contents
    if (preserve_contents) {
        LoadSurface(surface);
    }

    return surface;
}

Surface RasterizerCacheOpenGL::GetUncachedSurface(const SurfaceParams& params) {
    Surface surface{TryGetReservedSurface(params)};
    if (!surface) {
        // No reserved surface available, create a new one and reserve it
        surface = std::make_shared<CachedSurface>(params);
        ReserveSurface(surface);
    }
    return surface;
}

void RasterizerCacheOpenGL::FastLayeredCopySurface(const Surface& src_surface,
                                                   const Surface& dst_surface) {
    const auto& init_params{src_surface->GetSurfaceParams()};
    const auto& dst_params{dst_surface->GetSurfaceParams()};
    VAddr address = init_params.addr;
    const std::size_t layer_size = dst_params.LayerMemorySize();
    for (u32 layer = 0; layer < dst_params.depth; layer++) {
        for (u32 mipmap = 0; mipmap < dst_params.max_mip_level; mipmap++) {
            const VAddr sub_address = address + dst_params.GetMipmapLevelOffset(mipmap);
            const Surface& copy = TryGet(sub_address);
            if (!copy)
                continue;
            const auto& src_params{copy->GetSurfaceParams()};
            const u32 width{std::min(src_params.width, dst_params.MipWidth(mipmap))};
            const u32 height{std::min(src_params.height, dst_params.MipHeight(mipmap))};

            glCopyImageSubData(copy->Texture().handle, SurfaceTargetToGL(src_params.target), 0, 0,
                               0, 0, dst_surface->Texture().handle,
                               SurfaceTargetToGL(dst_params.target), mipmap, 0, 0, layer, width,
                               height, 1);
        }
        address += layer_size;
    }

    dst_surface->MarkAsModified(true, *this);
}

static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
                        const Common::Rectangle<u32>& src_rect,
                        const Common::Rectangle<u32>& dst_rect, GLuint read_fb_handle,
                        GLuint draw_fb_handle, GLenum src_attachment = 0, GLenum dst_attachment = 0,
                        std::size_t cubemap_face = 0) {

    const auto& src_params{src_surface->GetSurfaceParams()};
    const auto& dst_params{dst_surface->GetSurfaceParams()};

    OpenGLState prev_state{OpenGLState::GetCurState()};
    SCOPE_EXIT({ prev_state.Apply(); });

    OpenGLState state;
    state.draw.read_framebuffer = read_fb_handle;
    state.draw.draw_framebuffer = draw_fb_handle;
    state.Apply();

    u32 buffers{};

    if (src_params.type == SurfaceType::ColorTexture) {
        switch (src_params.target) {
        case SurfaceTarget::Texture2D:
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
                                   GL_TEXTURE_2D, src_surface->Texture().handle, 0);
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
                                   0, 0);
            break;
        case SurfaceTarget::TextureCubemap:
            glFramebufferTexture2D(
                GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
                static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
                src_surface->Texture().handle, 0);
            glFramebufferTexture2D(
                GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
                static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0);
            break;
        case SurfaceTarget::Texture2DArray:
            glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
                                      src_surface->Texture().handle, 0, 0);
            glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
            break;
        case SurfaceTarget::Texture3D:
            glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
                                   SurfaceTargetToGL(src_params.target),
                                   src_surface->Texture().handle, 0, 0);
            glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
                                   SurfaceTargetToGL(src_params.target), 0, 0, 0);
            break;
        default:
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
                                   GL_TEXTURE_2D, src_surface->Texture().handle, 0);
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
                                   0, 0);
            break;
        }

        switch (dst_params.target) {
        case SurfaceTarget::Texture2D:
            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
                                   GL_TEXTURE_2D, dst_surface->Texture().handle, 0);
            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
                                   0, 0);
            break;
        case SurfaceTarget::TextureCubemap:
            glFramebufferTexture2D(
                GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
                static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
                dst_surface->Texture().handle, 0);
            glFramebufferTexture2D(
                GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
                static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0);
            break;
        case SurfaceTarget::Texture2DArray:
            glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
                                      dst_surface->Texture().handle, 0, 0);
            glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
            break;

        case SurfaceTarget::Texture3D:
            glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
                                   SurfaceTargetToGL(dst_params.target),
                                   dst_surface->Texture().handle, 0, 0);
            glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
                                   SurfaceTargetToGL(dst_params.target), 0, 0, 0);
            break;
        default:
            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
                                   GL_TEXTURE_2D, dst_surface->Texture().handle, 0);
            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
                                   0, 0);
            break;
        }

        buffers = GL_COLOR_BUFFER_BIT;
    } else if (src_params.type == SurfaceType::Depth) {
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
                               GL_TEXTURE_2D, 0, 0);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
                               src_surface->Texture().handle, 0);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);

        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
                               GL_TEXTURE_2D, 0, 0);
        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
                               dst_surface->Texture().handle, 0);
        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);

        buffers = GL_DEPTH_BUFFER_BIT;
    } else if (src_params.type == SurfaceType::DepthStencil) {
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
                               GL_TEXTURE_2D, 0, 0);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
                               src_surface->Texture().handle, 0);

        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
                               GL_TEXTURE_2D, 0, 0);
        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
                               dst_surface->Texture().handle, 0);

        buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
    }

    glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
                      dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
                      buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);

    return true;
}

void RasterizerCacheOpenGL::FermiCopySurface(
    const Tegra::Engines::Fermi2D::Regs::Surface& src_config,
    const Tegra::Engines::Fermi2D::Regs::Surface& dst_config,
    const Common::Rectangle<u32>& src_rect, const Common::Rectangle<u32>& dst_rect) {

    const auto& src_params = SurfaceParams::CreateForFermiCopySurface(src_config);
    const auto& dst_params = SurfaceParams::CreateForFermiCopySurface(dst_config);

    ASSERT(src_params.pixel_format == dst_params.pixel_format);
    ASSERT(src_params.block_height == dst_params.block_height);
    ASSERT(src_params.is_tiled == dst_params.is_tiled);
    ASSERT(src_params.depth == dst_params.depth);
    ASSERT(src_params.target == dst_params.target);
    ASSERT(src_params.rt.index == dst_params.rt.index);

    auto src_surface = GetSurface(src_params, true);
    auto dst_surface = GetSurface(dst_params, true);

    BlitSurface(src_surface, dst_surface, src_rect, dst_rect, read_framebuffer.handle,
                draw_framebuffer.handle);

    dst_surface->MarkAsModified(true, *this);
}

void RasterizerCacheOpenGL::AccurateCopySurface(const Surface& src_surface,
                                                const Surface& dst_surface) {
    const auto& src_params{src_surface->GetSurfaceParams()};
    const auto& dst_params{dst_surface->GetSurfaceParams()};

    // Flush enough memory for both the source and destination surface
    FlushRegion(src_params.addr, std::max(src_params.MemorySize(), dst_params.MemorySize()));

    LoadSurface(dst_surface);
}

Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
                                               const SurfaceParams& new_params) {
    // Verify surface is compatible for blitting
    auto old_params{old_surface->GetSurfaceParams()};

    // Get a new surface with the new parameters, and blit the previous surface to it
    Surface new_surface{GetUncachedSurface(new_params)};

    // With use_accurate_gpu_emulation enabled, do an accurate surface copy
    if (Settings::values.use_accurate_gpu_emulation) {
        AccurateCopySurface(old_surface, new_surface);
        return new_surface;
    }

    // For compatible surfaces, we can just do fast glCopyImageSubData based copy
    if (old_params.target == new_params.target && old_params.type == new_params.type &&
        old_params.depth == new_params.depth && old_params.depth == 1 &&
        GetFormatBpp(old_params.pixel_format) == GetFormatBpp(new_params.pixel_format)) {
        FastCopySurface(old_surface, new_surface);
        return new_surface;
    }

    switch (new_params.target) {
    case SurfaceTarget::Texture2D:
        CopySurface(old_surface, new_surface, copy_pbo.handle);
        break;
    case SurfaceTarget::Texture3D:
        AccurateCopySurface(old_surface, new_surface);
        break;
    case SurfaceTarget::TextureCubemap:
    case SurfaceTarget::Texture2DArray:
    case SurfaceTarget::TextureCubeArray:
        if (old_params.pixel_format == new_params.pixel_format)
            FastLayeredCopySurface(old_surface, new_surface);
        else {
            AccurateCopySurface(old_surface, new_surface);
        }
        break;
    default:
        LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
                     static_cast<u32>(new_params.target));
        UNREACHABLE();
    }

    return new_surface;
}

Surface RasterizerCacheOpenGL::TryFindFramebufferSurface(VAddr addr) const {
    return TryGet(addr);
}

void RasterizerCacheOpenGL::ReserveSurface(const Surface& surface) {
    const auto& surface_reserve_key{SurfaceReserveKey::Create(surface->GetSurfaceParams())};
    surface_reserve[surface_reserve_key] = surface;
}

Surface RasterizerCacheOpenGL::TryGetReservedSurface(const SurfaceParams& params) {
    const auto& surface_reserve_key{SurfaceReserveKey::Create(params)};
    auto search{surface_reserve.find(surface_reserve_key)};
    if (search != surface_reserve.end()) {
        return search->second;
    }
    return {};
}

} // namespace OpenGL