// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include "VideoBackends/D3D/Render.h"

#include <cinttypes>
#include <cmath>
#include <memory>
#include <string>
#include <strsafe.h>
#include <unordered_map>

#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/MathUtil.h"

#include "Core/Core.h"
#include "Core/Host.h"

#include "VideoBackends/D3D/BoundingBox.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/Television.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"

#include "VideoCommon/AVIDump.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"

namespace DX11
{
static u32 s_last_multisamples = 1;
static bool s_last_stereo_mode = false;
static bool s_last_xfb_mode = false;

static Television s_television;

ID3D11BlendState* clearblendstates[4] = {nullptr};
ID3D11DepthStencilState* cleardepthstates[3] = {nullptr};
ID3D11BlendState* resetblendstate = nullptr;
ID3D11DepthStencilState* resetdepthstate = nullptr;
ID3D11RasterizerState* resetraststate = nullptr;

static ID3D11Texture2D* s_screenshot_texture = nullptr;
static D3DTexture2D* s_3d_vision_texture = nullptr;

// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
typedef struct _Nv_Stereo_Image_Header
{
  unsigned int dwSignature;
  unsigned int dwWidth;
  unsigned int dwHeight;
  unsigned int dwBPP;
  unsigned int dwFlags;
} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;

#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e

// GX pipeline state
struct
{
  SamplerState sampler[8];
  BlendState blend;
  ZMode zmode;
  RasterizerState raster;

} gx_state;

StateCache gx_state_cache;

static void SetupDeviceObjects()
{
  s_television.Init();

  g_framebuffer_manager = std::make_unique<FramebufferManager>();

  HRESULT hr;

  D3D11_DEPTH_STENCIL_DESC ddesc;
  ddesc.DepthEnable = FALSE;
  ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
  ddesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
  ddesc.StencilEnable = FALSE;
  ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
  ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
  hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]);
  CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
  ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  ddesc.DepthEnable = TRUE;
  hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[1]);
  CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
  ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
  hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[2]);
  CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[0],
                          "depth state for Renderer::ClearScreen (depth buffer disabled)");
  D3D::SetDebugObjectName(
      (ID3D11DeviceChild*)cleardepthstates[1],
      "depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
  D3D::SetDebugObjectName(
      (ID3D11DeviceChild*)cleardepthstates[2],
      "depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");

  D3D11_BLEND_DESC blenddesc;
  blenddesc.AlphaToCoverageEnable = FALSE;
  blenddesc.IndependentBlendEnable = FALSE;
  blenddesc.RenderTarget[0].BlendEnable = FALSE;
  blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
  blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
  blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
  blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  hr = D3D::device->CreateBlendState(&blenddesc, &resetblendstate);
  CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate,
                          "blend state for Renderer::ResetAPIState");

  clearblendstates[0] = resetblendstate;
  resetblendstate->AddRef();

  blenddesc.RenderTarget[0].RenderTargetWriteMask =
      D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
  hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[1]);
  CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");

  blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
  hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[2]);
  CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");

  blenddesc.RenderTarget[0].RenderTargetWriteMask = 0;
  hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[3]);
  CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");

  ddesc.DepthEnable = FALSE;
  ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
  ddesc.DepthFunc = D3D11_COMPARISON_LESS;
  ddesc.StencilEnable = FALSE;
  ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
  ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
  hr = D3D::device->CreateDepthStencilState(&ddesc, &resetdepthstate);
  CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate,
                          "depth stencil state for Renderer::ResetAPIState");

  D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
                                                          0, 0.f, 0.f, false, false, false, false);
  hr = D3D::device->CreateRasterizerState(&rastdesc, &resetraststate);
  CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate,
                          "rasterizer state for Renderer::ResetAPIState");

  s_screenshot_texture = nullptr;
}

// Kill off all device objects
static void TeardownDeviceObjects()
{
  g_framebuffer_manager.reset();

  SAFE_RELEASE(clearblendstates[0]);
  SAFE_RELEASE(clearblendstates[1]);
  SAFE_RELEASE(clearblendstates[2]);
  SAFE_RELEASE(clearblendstates[3]);
  SAFE_RELEASE(cleardepthstates[0]);
  SAFE_RELEASE(cleardepthstates[1]);
  SAFE_RELEASE(cleardepthstates[2]);
  SAFE_RELEASE(resetblendstate);
  SAFE_RELEASE(resetdepthstate);
  SAFE_RELEASE(resetraststate);
  SAFE_RELEASE(s_screenshot_texture);
  SAFE_RELEASE(s_3d_vision_texture);

  s_television.Shutdown();

  gx_state_cache.Clear();
}

static void CreateScreenshotTexture()
{
  // We can't render anything outside of the backbuffer anyway, so use the backbuffer size as the
  // screenshot buffer size.
  // This texture is released to be recreated when the window is resized in Renderer::SwapImpl.
  D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(
      DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0,
      D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
  HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
  CHECK(hr == S_OK, "Create screenshot staging texture");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
}

static D3D11_BOX GetScreenshotSourceBox(const TargetRectangle& targetRc)
{
  // Since the screenshot buffer is copied back to the CPU via Map(), we can't access pixels that
  // fall outside the backbuffer bounds. Therefore, when crop is enabled and the target rect is
  // off-screen to the top/left, we clamp the origin at zero, as well as the bottom/right
  // coordinates at the backbuffer dimensions. This will result in a rectangle that can be
  // smaller than the backbuffer, but never larger.
  return CD3D11_BOX(std::max(targetRc.left, 0), std::max(targetRc.top, 0), 0,
                    std::min(D3D::GetBackBufferWidth(), (unsigned int)targetRc.right),
                    std::min(D3D::GetBackBufferHeight(), (unsigned int)targetRc.bottom), 1);
}

static void Create3DVisionTexture(int width, int height)
{
  // Create a staging texture for 3D vision with signature information in the last row.
  // Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
  D3D11_SUBRESOURCE_DATA sysData;
  sysData.SysMemPitch = 4 * width * 2;
  sysData.pSysMem = new u8[(height + 1) * sysData.SysMemPitch];
  LPNVSTEREOIMAGEHEADER header =
      (LPNVSTEREOIMAGEHEADER)((u8*)sysData.pSysMem + height * sysData.SysMemPitch);
  header->dwSignature = NVSTEREO_IMAGE_SIGNATURE;
  header->dwWidth = width * 2;
  header->dwHeight = height + 1;
  header->dwBPP = 32;
  header->dwFlags = 0;

  s_3d_vision_texture =
      D3DTexture2D::Create(width * 2, height + 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT,
                           DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sysData);
  delete[] sysData.pSysMem;
}

Renderer::Renderer(void*& window_handle)
{
  D3D::Create((HWND)window_handle);

  s_backbuffer_width = D3D::GetBackBufferWidth();
  s_backbuffer_height = D3D::GetBackBufferHeight();

  FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
  FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);

  UpdateDrawRectangle();

  s_last_multisamples = g_ActiveConfig.iMultisamples;
  s_last_efb_scale = g_ActiveConfig.iEFBScale;
  s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
  s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
  CalculateTargetSize();
  PixelShaderManager::SetEfbScaleChanged();

  SetupDeviceObjects();

  // Setup GX pipeline state
  gx_state.blend.blend_enable = false;
  gx_state.blend.write_mask = D3D11_COLOR_WRITE_ENABLE_ALL;
  gx_state.blend.src_blend = D3D11_BLEND_ONE;
  gx_state.blend.dst_blend = D3D11_BLEND_ZERO;
  gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
  gx_state.blend.use_dst_alpha = false;

  for (unsigned int k = 0; k < 8; k++)
  {
    gx_state.sampler[k].packed = 0;
  }

  gx_state.zmode.testenable = false;
  gx_state.zmode.updateenable = false;
  gx_state.zmode.func = ZMode::NEVER;

  gx_state.raster.cull_mode = D3D11_CULL_NONE;

  // Clear EFB textures
  float ClearColor[4] = {0.f, 0.f, 0.f, 1.f};
  D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
                                      ClearColor);
  D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
                                      D3D11_CLEAR_DEPTH, 0.f, 0);

  D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_target_width, (float)s_target_height);
  D3D::context->RSSetViewports(1, &vp);
  D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
                                   FramebufferManager::GetEFBDepthTexture()->GetDSV());
  D3D::BeginFrame();
}

Renderer::~Renderer()
{
  TeardownDeviceObjects();
  D3D::EndFrame();
  D3D::Present();
  D3D::Close();
}

void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
{
  D3D::font.DrawTextScaled((float)(left + 1), (float)(top + 1), 20.f, 0.0f, color & 0xFF000000,
                           text);
  D3D::font.DrawTextScaled((float)left, (float)top, 20.f, 0.0f, color, text);
}

TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
  TargetRectangle result;
  result.left = EFBToScaledX(rc.left);
  result.top = EFBToScaledY(rc.top);
  result.right = EFBToScaledX(rc.right);
  result.bottom = EFBToScaledY(rc.bottom);
  return result;
}

// With D3D, we have to resize the backbuffer if the window changed
// size.
bool Renderer::CheckForResize()
{
  RECT rcWindow;
  GetClientRect(D3D::hWnd, &rcWindow);
  int client_width = rcWindow.right - rcWindow.left;
  int client_height = rcWindow.bottom - rcWindow.top;

  // Sanity check
  if ((client_width != Renderer::GetBackbufferWidth() ||
       client_height != Renderer::GetBackbufferHeight()) &&
      client_width >= 4 && client_height >= 4)
  {
    return true;
  }

  return false;
}

void Renderer::SetScissorRect(const EFBRectangle& rc)
{
  TargetRectangle trc = ConvertEFBRectangle(rc);
  D3D::context->RSSetScissorRects(1, trc.AsRECT());
}

void Renderer::SetColorMask()
{
  // Only enable alpha channel if it's supported by the current EFB format
  UINT8 color_mask = 0;
  if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
  {
    if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24))
      color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
    if (bpmem.blendmode.colorupdate)
      color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
                    D3D11_COLOR_WRITE_ENABLE_BLUE;
  }
  gx_state.blend.write_mask = color_mask;
}

// This function allows the CPU to directly access the EFB.
// There are EFB peeks (which will read the color or depth of a pixel)
// and EFB pokes (which will change the color or depth of a pixel).
//
// The behavior of EFB peeks can only be modified by:
//  - GX_PokeAlphaRead
// The behavior of EFB pokes can be modified by:
//  - GX_PokeAlphaMode (TODO)
//  - GX_PokeAlphaUpdate (TODO)
//  - GX_PokeBlendMode (TODO)
//  - GX_PokeColorUpdate (TODO)
//  - GX_PokeDither (TODO)
//  - GX_PokeDstAlpha (TODO)
//  - GX_PokeZMode (TODO)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
  // Convert EFB dimensions to the ones of our render target
  EFBRectangle efbPixelRc;
  efbPixelRc.left = x;
  efbPixelRc.top = y;
  efbPixelRc.right = x + 1;
  efbPixelRc.bottom = y + 1;
  TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);

  // Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the
  // average color instead
  D3D11_RECT RectToLock;
  if (type == EFBAccessType::PeekColor || type == EFBAccessType::PeekZ)
  {
    RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
    RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
    RectToLock.right = RectToLock.left + 1;
    RectToLock.bottom = RectToLock.top + 1;
  }
  else
  {
    RectToLock.left = targetPixelRc.left;
    RectToLock.right = targetPixelRc.right;
    RectToLock.top = targetPixelRc.top;
    RectToLock.bottom = targetPixelRc.bottom;
  }

  // Reset any game specific settings.
  ResetAPIState();
  D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
  D3D::context->RSSetViewports(1, &vp);
  D3D::SetPointCopySampler();

  // Select copy and read textures depending on if we are doing a color or depth read (since they
  // are different formats).
  D3DTexture2D* source_tex;
  D3DTexture2D* read_tex;
  ID3D11Texture2D* staging_tex;
  if (type == EFBAccessType::PeekColor)
  {
    source_tex = FramebufferManager::GetEFBColorTexture();
    read_tex = FramebufferManager::GetEFBColorReadTexture();
    staging_tex = FramebufferManager::GetEFBColorStagingBuffer();
  }
  else
  {
    source_tex = FramebufferManager::GetEFBDepthTexture();
    read_tex = FramebufferManager::GetEFBDepthReadTexture();
    staging_tex = FramebufferManager::GetEFBDepthStagingBuffer();
  }

  // Select pixel shader (we don't want to average depth samples, instead select the minimum).
  ID3D11PixelShader* copy_pixel_shader;
  if (type == EFBAccessType::PeekZ && g_ActiveConfig.iMultisamples > 1)
    copy_pixel_shader = PixelShaderCache::GetDepthResolveProgram();
  else
    copy_pixel_shader = PixelShaderCache::GetColorCopyProgram(true);

  // Draw a quad to grab the texel we want to read.
  D3D::context->OMSetRenderTargets(1, &read_tex->GetRTV(), nullptr);
  D3D::drawShadedTexQuad(source_tex->GetSRV(), &RectToLock, Renderer::GetTargetWidth(),
                         Renderer::GetTargetHeight(), copy_pixel_shader,
                         VertexShaderCache::GetSimpleVertexShader(),
                         VertexShaderCache::GetSimpleInputLayout());

  // Restore expected game state.
  D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
                                   FramebufferManager::GetEFBDepthTexture()->GetDSV());
  RestoreAPIState();

  // Copy the pixel from the renderable to cpu-readable buffer.
  D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
  D3D::context->CopySubresourceRegion(staging_tex, 0, 0, 0, 0, read_tex->GetTex(), 0, &box);
  D3D11_MAPPED_SUBRESOURCE map;
  CHECK(D3D::context->Map(staging_tex, 0, D3D11_MAP_READ, 0, &map) == S_OK,
        "Map staging buffer failed");

  // Convert the framebuffer data to the format the game is expecting to receive.
  u32 ret;
  if (type == EFBAccessType::PeekColor)
  {
    u32 val;
    memcpy(&val, map.pData, sizeof(val));

    // our buffers are RGBA, yet a BGRA value is expected
    val = ((val & 0xFF00FF00) | ((val >> 16) & 0xFF) | ((val << 16) & 0xFF0000));

    // check what to do with the alpha channel (GX_PokeAlphaRead)
    PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();

    if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
    {
      val = RGBA8ToRGBA6ToRGBA8(val);
    }
    else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
    {
      val = RGBA8ToRGB565ToRGBA8(val);
    }
    if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
    {
      val |= 0xFF000000;
    }

    if (alpha_read_mode.ReadMode == 2)
      ret = val;  // GX_READ_NONE
    else if (alpha_read_mode.ReadMode == 1)
      ret = (val | 0xFF000000);  // GX_READ_FF
    else                         /*if(alpha_read_mode.ReadMode == 0)*/
      ret = (val & 0x00FFFFFF);  // GX_READ_00
  }
  else  // type == EFBAccessType::PeekZ
  {
    float val;
    memcpy(&val, map.pData, sizeof(val));

    // depth buffer is inverted in the d3d backend
    val = 1.0f - val;

    if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
    {
      // if Z is in 16 bit format you must return a 16 bit integer
      ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 65536.0f), 0, 0xFFFF);
    }
    else
    {
      ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 16777216.0f), 0, 0xFFFFFF);
    }
  }

  D3D::context->Unmap(staging_tex, 0);
  return ret;
}

void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
{
  ResetAPIState();

  if (type == EFBAccessType::PokeColor)
  {
    D3D11_VIEWPORT vp =
        CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
    D3D::context->RSSetViewports(1, &vp);
    D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
                                     nullptr);
  }
  else  // if (type == EFBAccessType::PokeZ)
  {
    D3D::stateman->PushBlendState(clearblendstates[3]);
    D3D::stateman->PushDepthState(cleardepthstates[1]);

    D3D11_VIEWPORT vp =
        CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());

    D3D::context->RSSetViewports(1, &vp);

    D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
                                     FramebufferManager::GetEFBDepthTexture()->GetDSV());
  }

  D3D::DrawEFBPokeQuads(type, points, num_points);

  if (type == EFBAccessType::PokeZ)
  {
    D3D::stateman->PopDepthState();
    D3D::stateman->PopBlendState();
  }

  RestoreAPIState();
}

void Renderer::SetViewport()
{
  // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
  // [0] = width/2
  // [1] = height/2
  // [2] = 16777215 * (farz - nearz)
  // [3] = xorig + width/2 + 342
  // [4] = yorig + height/2 + 342
  // [5] = 16777215 * farz

  // D3D crashes for zero viewports
  if (xfmem.viewport.wd == 0 || xfmem.viewport.ht == 0)
    return;

  int scissorXOff = bpmem.scissorOffset.x * 2;
  int scissorYOff = bpmem.scissorOffset.y * 2;

  float X = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff);
  float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
  float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
  float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
  float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f);
  float min_depth =
      MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
  float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
  if (Wd < 0.0f)
  {
    X += Wd;
    Wd = -Wd;
  }
  if (Ht < 0.0f)
  {
    Y += Ht;
    Ht = -Ht;
  }

  // If an inverted depth range is used, which D3D doesn't support,
  // we need to calculate the depth range in the vertex shader.
  if (xfmem.viewport.zRange < 0.0f)
  {
    min_depth = 0.0f;
    max_depth = GX_MAX_DEPTH;
  }

  // In D3D, the viewport rectangle must fit within the render target.
  X = (X >= 0.f) ? X : 0.f;
  Y = (Y >= 0.f) ? Y : 0.f;
  Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
  Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);

  // We use an inverted depth range here to apply the Reverse Z trick.
  // This trick makes sure we match the precision provided by the 1:0
  // clipping depth range on the hardware.
  D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
  D3D::context->RSSetViewports(1, &vp);
}

void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
                           u32 color, u32 z)
{
  ResetAPIState();

  if (colorEnable && alphaEnable)
    D3D::stateman->PushBlendState(clearblendstates[0]);
  else if (colorEnable)
    D3D::stateman->PushBlendState(clearblendstates[1]);
  else if (alphaEnable)
    D3D::stateman->PushBlendState(clearblendstates[2]);
  else
    D3D::stateman->PushBlendState(clearblendstates[3]);

  // TODO: Should we enable Z testing here?
  /*if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(cleardepthstates[0]);
	else */ if (zEnable)
    D3D::stateman->PushDepthState(cleardepthstates[1]);
  else /*if (!zEnable)*/
    D3D::stateman->PushDepthState(cleardepthstates[2]);

  // Update the view port for clearing the picture
  TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
  D3D11_VIEWPORT vp =
      CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(),
                      (float)targetRc.GetHeight(), 0.f, 1.f);
  D3D::context->RSSetViewports(1, &vp);

  // Color is passed in bgra mode so we need to convert it to rgba
  u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
  D3D::drawClearQuad(rgbaColor, 1.0f - (z & 0xFFFFFF) / 16777216.0f);

  D3D::stateman->PopDepthState();
  D3D::stateman->PopBlendState();

  RestoreAPIState();
}

void Renderer::ReinterpretPixelData(unsigned int convtype)
{
  // TODO: MSAA support..
  D3D11_RECT source = CD3D11_RECT(0, 0, GetTargetWidth(), GetTargetHeight());

  ID3D11PixelShader* pixel_shader;
  if (convtype == 0)
    pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
  else if (convtype == 2)
    pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(true);
  else
  {
    ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d",
              convtype);
    return;
  }

  // convert data and set the target texture as our new EFB
  ResetAPIState();

  D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(GetTargetWidth()),
                                      static_cast<float>(GetTargetHeight()));
  D3D::context->RSSetViewports(1, &vp);

  D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(),
                                   nullptr);
  D3D::SetPointCopySampler();
  D3D::drawShadedTexQuad(
      FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, GetTargetWidth(),
      GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
      VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());

  RestoreAPIState();

  FramebufferManager::SwapReinterpretTexture();
  D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
                                   FramebufferManager::GetEFBDepthTexture()->GetDSV());
}

void Renderer::SetBlendMode(bool forceUpdate)
{
  // Our render target always uses an alpha channel, so we need to override the blend functions to
  // assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
  // Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel
  // is assumed to always be 1.
  bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
  const D3D11_BLEND d3dSrcFactors[8] = {
      D3D11_BLEND_ZERO,
      D3D11_BLEND_ONE,
      D3D11_BLEND_DEST_COLOR,
      D3D11_BLEND_INV_DEST_COLOR,
      D3D11_BLEND_SRC1_ALPHA,
      D3D11_BLEND_INV_SRC1_ALPHA,
      (target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
      (target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO};
  const D3D11_BLEND d3dDestFactors[8] = {
      D3D11_BLEND_ZERO,
      D3D11_BLEND_ONE,
      D3D11_BLEND_SRC_COLOR,
      D3D11_BLEND_INV_SRC_COLOR,
      D3D11_BLEND_SRC1_ALPHA,
      D3D11_BLEND_INV_SRC1_ALPHA,
      (target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
      (target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO};

  if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable && !forceUpdate)
    return;

  if (bpmem.blendmode.subtract)
  {
    gx_state.blend.blend_enable = true;
    gx_state.blend.blend_op = D3D11_BLEND_OP_REV_SUBTRACT;
    gx_state.blend.src_blend = D3D11_BLEND_ONE;
    gx_state.blend.dst_blend = D3D11_BLEND_ONE;
  }
  else
  {
    gx_state.blend.blend_enable = (u32)bpmem.blendmode.blendenable;
    if (bpmem.blendmode.blendenable)
    {
      gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
      gx_state.blend.src_blend = d3dSrcFactors[bpmem.blendmode.srcfactor];
      gx_state.blend.dst_blend = d3dDestFactors[bpmem.blendmode.dstfactor];
    }
  }
}

// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
                        const EFBRectangle& rc, u64 ticks, float Gamma)
{
  if ((!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
  {
    Core::Callback_VideoCopiedToXFB(false);
    return;
  }

  u32 xfbCount = 0;
  const XFBSourceBase* const* xfbSourceList =
      FramebufferManager::GetXFBSource(xfbAddr, fbStride, fbHeight, &xfbCount);
  if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
  {
    Core::Callback_VideoCopiedToXFB(false);
    return;
  }

  ResetAPIState();

  // Prepare to copy the XFBs to our backbuffer
  UpdateDrawRectangle();
  TargetRectangle targetRc = GetTargetRectangle();

  D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);

  float ClearColor[4] = {0.f, 0.f, 0.f, 1.f};
  D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);

  // activate linear filtering for the buffer copies
  D3D::SetLinearCopySampler();

  if (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)
  {
    // TODO: Television should be used to render Virtual XFB mode as well.
    D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top,
                                        (float)targetRc.GetWidth(), (float)targetRc.GetHeight());
    D3D::context->RSSetViewports(1, &vp);

    s_television.Submit(xfbAddr, fbStride, fbWidth, fbHeight);
    s_television.Render();
  }
  else if (g_ActiveConfig.bUseXFB)
  {
    const XFBSource* xfbSource;

    // draw each xfb source
    for (u32 i = 0; i < xfbCount; ++i)
    {
      xfbSource = (const XFBSource*)xfbSourceList[i];

      TargetRectangle drawRc;

      // use virtual xfb with offset
      int xfbHeight = xfbSource->srcHeight;
      int xfbWidth = xfbSource->srcWidth;
      int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);

      drawRc.top = targetRc.top + hOffset * targetRc.GetHeight() / (s32)fbHeight;
      drawRc.bottom = targetRc.top + (hOffset + xfbHeight) * targetRc.GetHeight() / (s32)fbHeight;
      drawRc.left = targetRc.left +
                    (targetRc.GetWidth() - xfbWidth * targetRc.GetWidth() / (s32)fbStride) / 2;
      drawRc.right = targetRc.left +
                     (targetRc.GetWidth() + xfbWidth * targetRc.GetWidth() / (s32)fbStride) / 2;

      // The following code disables auto stretch.  Kept for reference.
      // scale draw area for a 1 to 1 pixel mapping with the draw target
      // float vScale = (float)fbHeight / (float)s_backbuffer_height;
      // float hScale = (float)fbWidth / (float)s_backbuffer_width;
      // drawRc.top *= vScale;
      // drawRc.bottom *= vScale;
      // drawRc.left *= hScale;
      // drawRc.right *= hScale;

      TargetRectangle sourceRc;
      sourceRc.left = xfbSource->sourceRc.left;
      sourceRc.top = xfbSource->sourceRc.top;
      sourceRc.right = xfbSource->sourceRc.right;
      sourceRc.bottom = xfbSource->sourceRc.bottom;

      sourceRc.right -= Renderer::EFBToScaledX(fbStride - fbWidth);

      BlitScreen(sourceRc, drawRc, xfbSource->tex, xfbSource->texWidth, xfbSource->texHeight,
                 Gamma);
    }
  }
  else
  {
    TargetRectangle sourceRc = Renderer::ConvertEFBRectangle(rc);

    // TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB
    // texture as source
    D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture();
    BlitScreen(sourceRc, targetRc, read_texture, GetTargetWidth(), GetTargetHeight(), Gamma);
  }

  // Dump frames
  if (IsFrameDumping())
  {
    if (!s_screenshot_texture)
      CreateScreenshotTexture();

    D3D11_BOX source_box = GetScreenshotSourceBox(targetRc);
    unsigned int source_width = source_box.right - source_box.left;
    unsigned int source_height = source_box.bottom - source_box.top;
    D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0,
                                        (ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0,
                                        &source_box);

    D3D11_MAPPED_SUBRESOURCE map;
    D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map);

    AVIDump::Frame state = AVIDump::FetchState(ticks);
    DumpFrameData(reinterpret_cast<const u8*>(map.pData), source_width, source_height, map.RowPitch,
                  state);
    FinishFrameData();

    D3D::context->Unmap(s_screenshot_texture, 0);
  }

  // Reset viewport for drawing text
  D3D11_VIEWPORT vp =
      CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetBackbufferWidth(), (float)GetBackbufferHeight());
  D3D::context->RSSetViewports(1, &vp);

  Renderer::DrawDebugText();

  OSD::DrawMessages();
  D3D::EndFrame();

  g_texture_cache->Cleanup(frameCount);

  // Enable configuration changes
  UpdateActiveConfig();
  g_texture_cache->OnConfigChanged(g_ActiveConfig);

  SetWindowSize(fbStride, fbHeight);

  const bool windowResized = CheckForResize();

  bool xfbchanged = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;

  if (FramebufferManagerBase::LastXfbWidth() != fbStride ||
      FramebufferManagerBase::LastXfbHeight() != fbHeight)
  {
    xfbchanged = true;
    unsigned int xfb_w = (fbStride < 1 || fbStride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbStride;
    unsigned int xfb_h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
    FramebufferManagerBase::SetLastXfbWidth(xfb_w);
    FramebufferManagerBase::SetLastXfbHeight(xfb_h);
  }

  // Flip/present backbuffer to frontbuffer here
  D3D::Present();

  // Resize the back buffers NOW to avoid flickering
  if (CalculateTargetSize() || xfbchanged || windowResized ||
      s_last_efb_scale != g_ActiveConfig.iEFBScale ||
      s_last_multisamples != g_ActiveConfig.iMultisamples ||
      s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
  {
    s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
    s_last_multisamples = g_ActiveConfig.iMultisamples;
    PixelShaderCache::InvalidateMSAAShaders();

    if (windowResized)
    {
      // TODO: Aren't we still holding a reference to the back buffer right now?
      D3D::Reset();
      SAFE_RELEASE(s_screenshot_texture);
      SAFE_RELEASE(s_3d_vision_texture);
      s_backbuffer_width = D3D::GetBackBufferWidth();
      s_backbuffer_height = D3D::GetBackBufferHeight();
    }

    UpdateDrawRectangle();

    s_last_efb_scale = g_ActiveConfig.iEFBScale;
    s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;

    PixelShaderManager::SetEfbScaleChanged();

    D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);

    g_framebuffer_manager.reset();
    g_framebuffer_manager = std::make_unique<FramebufferManager>();
    float clear_col[4] = {0.f, 0.f, 0.f, 1.f};
    D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
                                        clear_col);
    D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
                                        D3D11_CLEAR_DEPTH, 0.f, 0);
  }

  // begin next frame
  RestoreAPIState();
  D3D::BeginFrame();
  D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
                                   FramebufferManager::GetEFBDepthTexture()->GetDSV());
  SetViewport();
}

// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{
  D3D::stateman->PushBlendState(resetblendstate);
  D3D::stateman->PushDepthState(resetdepthstate);
  D3D::stateman->PushRasterizerState(resetraststate);
}

void Renderer::RestoreAPIState()
{
  // Gets us back into a more game-like state.
  D3D::stateman->PopBlendState();
  D3D::stateman->PopDepthState();
  D3D::stateman->PopRasterizerState();
  SetViewport();
  BPFunctions::SetScissor();
}

void Renderer::ApplyState()
{
  // TODO: Refactor this logic here.
  bool bUseDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
                      bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;

  gx_state.blend.use_dst_alpha = bUseDstAlpha;
  D3D::stateman->PushBlendState(gx_state_cache.Get(gx_state.blend));
  D3D::stateman->PushDepthState(gx_state_cache.Get(gx_state.zmode));
  D3D::stateman->PushRasterizerState(gx_state_cache.Get(gx_state.raster));

  for (unsigned int stage = 0; stage < 8; stage++)
  {
    // TODO: cache SamplerState directly, not d3d object
    gx_state.sampler[stage].max_anisotropy = UINT64_C(1) << g_ActiveConfig.iMaxAnisotropy;
    D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
  }

  if (bUseDstAlpha)
  {
    // restore actual state
    SetBlendMode(false);
    SetLogicOpMode();
  }

  ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();

  D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
                                   g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
  D3D::stateman->SetVertexConstants(vertexConstants);
  D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());

  D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader());
  D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader());
  D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
}

void Renderer::RestoreState()
{
  D3D::stateman->PopBlendState();
  D3D::stateman->PopDepthState();
  D3D::stateman->PopRasterizerState();
}

void Renderer::ApplyCullDisable()
{
  RasterizerState rast = gx_state.raster;
  rast.cull_mode = D3D11_CULL_NONE;

  ID3D11RasterizerState* raststate = gx_state_cache.Get(rast);
  D3D::stateman->PushRasterizerState(raststate);
}

void Renderer::RestoreCull()
{
  D3D::stateman->PopRasterizerState();
}

void Renderer::SetGenerationMode()
{
  const D3D11_CULL_MODE d3dCullModes[4] = {D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT,
                                           D3D11_CULL_BACK};

  // rastdc.FrontCounterClockwise must be false for this to work
  // TODO: GX_CULL_ALL not supported, yet!
  gx_state.raster.cull_mode = d3dCullModes[bpmem.genMode.cullmode];
}

void Renderer::SetDepthMode()
{
  gx_state.zmode.hex = bpmem.zmode.hex;
}

void Renderer::SetLogicOpMode()
{
  // D3D11 doesn't support logic blending, so this is a huge hack
  // TODO: Make use of D3D11.1's logic blending support

  // 0   0x00
  // 1   Source & destination
  // 2   Source & ~destination
  // 3   Source
  // 4   ~Source & destination
  // 5   Destination
  // 6   Source ^ destination =  Source & ~destination | ~Source & destination
  // 7   Source | destination
  // 8   ~(Source | destination)
  // 9   ~(Source ^ destination) = ~Source & ~destination | Source & destination
  // 10  ~Destination
  // 11  Source | ~destination
  // 12  ~Source
  // 13  ~Source | destination
  // 14  ~(Source & destination)
  // 15  0xff
  const D3D11_BLEND_OP d3dLogicOps[16] = {
      D3D11_BLEND_OP_ADD,           // 0
      D3D11_BLEND_OP_ADD,           // 1
      D3D11_BLEND_OP_SUBTRACT,      // 2
      D3D11_BLEND_OP_ADD,           // 3
      D3D11_BLEND_OP_REV_SUBTRACT,  // 4
      D3D11_BLEND_OP_ADD,           // 5
      D3D11_BLEND_OP_MAX,           // 6
      D3D11_BLEND_OP_ADD,           // 7
      D3D11_BLEND_OP_MAX,           // 8
      D3D11_BLEND_OP_MAX,           // 9
      D3D11_BLEND_OP_ADD,           // 10
      D3D11_BLEND_OP_ADD,           // 11
      D3D11_BLEND_OP_ADD,           // 12
      D3D11_BLEND_OP_ADD,           // 13
      D3D11_BLEND_OP_ADD,           // 14
      D3D11_BLEND_OP_ADD            // 15
  };
  const D3D11_BLEND d3dLogicOpSrcFactors[16] = {
      D3D11_BLEND_ZERO,            // 0
      D3D11_BLEND_DEST_COLOR,      // 1
      D3D11_BLEND_ONE,             // 2
      D3D11_BLEND_ONE,             // 3
      D3D11_BLEND_DEST_COLOR,      // 4
      D3D11_BLEND_ZERO,            // 5
      D3D11_BLEND_INV_DEST_COLOR,  // 6
      D3D11_BLEND_INV_DEST_COLOR,  // 7
      D3D11_BLEND_INV_SRC_COLOR,   // 8
      D3D11_BLEND_INV_SRC_COLOR,   // 9
      D3D11_BLEND_INV_DEST_COLOR,  // 10
      D3D11_BLEND_ONE,             // 11
      D3D11_BLEND_INV_SRC_COLOR,   // 12
      D3D11_BLEND_INV_SRC_COLOR,   // 13
      D3D11_BLEND_INV_DEST_COLOR,  // 14
      D3D11_BLEND_ONE              // 15
  };
  const D3D11_BLEND d3dLogicOpDestFactors[16] = {
      D3D11_BLEND_ZERO,            // 0
      D3D11_BLEND_ZERO,            // 1
      D3D11_BLEND_INV_SRC_COLOR,   // 2
      D3D11_BLEND_ZERO,            // 3
      D3D11_BLEND_ONE,             // 4
      D3D11_BLEND_ONE,             // 5
      D3D11_BLEND_INV_SRC_COLOR,   // 6
      D3D11_BLEND_ONE,             // 7
      D3D11_BLEND_INV_DEST_COLOR,  // 8
      D3D11_BLEND_SRC_COLOR,       // 9
      D3D11_BLEND_INV_DEST_COLOR,  // 10
      D3D11_BLEND_INV_DEST_COLOR,  // 11
      D3D11_BLEND_INV_SRC_COLOR,   // 12
      D3D11_BLEND_ONE,             // 13
      D3D11_BLEND_INV_SRC_COLOR,   // 14
      D3D11_BLEND_ONE              // 15
  };

  if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable)
  {
    gx_state.blend.blend_enable = true;
    gx_state.blend.blend_op = d3dLogicOps[bpmem.blendmode.logicmode];
    gx_state.blend.src_blend = d3dLogicOpSrcFactors[bpmem.blendmode.logicmode];
    gx_state.blend.dst_blend = d3dLogicOpDestFactors[bpmem.blendmode.logicmode];
  }
  else
  {
    SetBlendMode(true);
  }
}

void Renderer::SetDitherMode()
{
  // TODO: Set dither mode to bpmem.blendmode.dither
}

void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
{
  const FourTexUnits& tex = bpmem.tex[texindex];
  const TexMode0& tm0 = tex.texMode0[stage];
  const TexMode1& tm1 = tex.texMode1[stage];

  if (texindex)
    stage += 4;

  if (g_ActiveConfig.bForceFiltering)
  {
    // Only use mipmaps if the game says they are available.
    gx_state.sampler[stage].min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
    gx_state.sampler[stage].mag_filter = 1;  // linear mag
  }
  else
  {
    gx_state.sampler[stage].min_filter = (u32)tm0.min_filter;
    gx_state.sampler[stage].mag_filter = (u32)tm0.mag_filter;
  }

  gx_state.sampler[stage].wrap_s = (u32)tm0.wrap_s;
  gx_state.sampler[stage].wrap_t = (u32)tm0.wrap_t;
  gx_state.sampler[stage].max_lod = (u32)tm1.max_lod;
  gx_state.sampler[stage].min_lod = (u32)tm1.min_lod;
  gx_state.sampler[stage].lod_bias = (s32)tm0.lod_bias;

  // custom textures may have higher resolution, so disable the max_lod
  if (custom_tex)
  {
    gx_state.sampler[stage].max_lod = 255;
  }
}

void Renderer::SetInterlacingMode()
{
  // TODO
}

u32 Renderer::GetMaxTextureSize()
{
  return DX11::D3D::GetMaxTextureSize();
}

u16 Renderer::BBoxRead(int index)
{
  // Here we get the min/max value of the truncated position of the upscaled framebuffer.
  // So we have to correct them to the unscaled EFB sizes.
  int value = BBox::Get(index);

  if (index < 2)
  {
    // left/right
    value = value * EFB_WIDTH / s_target_width;
  }
  else
  {
    // up/down
    value = value * EFB_HEIGHT / s_target_height;
  }
  if (index & 1)
    value++;  // fix max values to describe the outer border

  return value;
}

void Renderer::BBoxWrite(int index, u16 _value)
{
  int value = _value;  // u16 isn't enough to multiply by the efb width
  if (index & 1)
    value--;
  if (index < 2)
  {
    value = value * s_target_width / EFB_WIDTH;
  }
  else
  {
    value = value * s_target_height / EFB_HEIGHT;
  }

  BBox::Set(index, value);
}

void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
                          u32 src_width, u32 src_height, float Gamma)
{
  if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
  {
    TargetRectangle leftRc, rightRc;
    ConvertStereoRectangle(dst, leftRc, rightRc);

    D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)leftRc.left, (float)leftRc.top,
                                            (float)leftRc.GetWidth(), (float)leftRc.GetHeight());
    D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)rightRc.left, (float)rightRc.top,
                                             (float)rightRc.GetWidth(), (float)rightRc.GetHeight());

    D3D::context->RSSetViewports(1, &leftVp);
    D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
                           PixelShaderCache::GetColorCopyProgram(false),
                           VertexShaderCache::GetSimpleVertexShader(),
                           VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);

    D3D::context->RSSetViewports(1, &rightVp);
    D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
                           PixelShaderCache::GetColorCopyProgram(false),
                           VertexShaderCache::GetSimpleVertexShader(),
                           VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
  }
  else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
  {
    if (!s_3d_vision_texture)
      Create3DVisionTexture(s_backbuffer_width, s_backbuffer_height);

    D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
                                            (float)dst.GetHeight());
    D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + s_backbuffer_width), (float)dst.top,
                                             (float)dst.GetWidth(), (float)dst.GetHeight());

    // Render to staging texture which is double the width of the backbuffer
    D3D::context->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV(), nullptr);

    D3D::context->RSSetViewports(1, &leftVp);
    D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
                           PixelShaderCache::GetColorCopyProgram(false),
                           VertexShaderCache::GetSimpleVertexShader(),
                           VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);

    D3D::context->RSSetViewports(1, &rightVp);
    D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
                           PixelShaderCache::GetColorCopyProgram(false),
                           VertexShaderCache::GetSimpleVertexShader(),
                           VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);

    // Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
    // recognize the signature and automatically include the right eye frame.
    D3D11_BOX box = CD3D11_BOX(0, 0, 0, s_backbuffer_width, s_backbuffer_height, 1);
    D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0,
                                        s_3d_vision_texture->GetTex(), 0, &box);

    // Restore render target to backbuffer
    D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
  }
  else
  {
    D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
                                        (float)dst.GetHeight());
    D3D::context->RSSetViewports(1, &vp);
    D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
                           (g_Config.iStereoMode == STEREO_ANAGLYPH) ?
                               PixelShaderCache::GetAnaglyphProgram() :
                               PixelShaderCache::GetColorCopyProgram(false),
                           VertexShaderCache::GetSimpleVertexShader(),
                           VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma);
  }
}

void Renderer::SetFullscreen(bool enable_fullscreen)
{
  D3D::SetFullscreenState(enable_fullscreen);
}

bool Renderer::IsFullscreen() const
{
  return D3D::GetFullscreenState();
}

}  // namespace DX11