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

#include "VideoBackends/D3D12/FramebufferManager.h"
#include "Common/Align.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/Render.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "VideoBackends/D3D12/XFBEncoder.h"
#include "VideoCommon/VideoConfig.h"

namespace DX12
{
FramebufferManager::Efb FramebufferManager::m_efb;
unsigned int FramebufferManager::m_target_width;
unsigned int FramebufferManager::m_target_height;

D3DTexture2D*& FramebufferManager::GetEFBColorTexture()
{
  return m_efb.color_tex;
}
D3DTexture2D*& FramebufferManager::GetEFBDepthTexture()
{
  return m_efb.depth_tex;
}

D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture()
{
  return m_efb.color_temp_tex;
}

void FramebufferManager::SwapReinterpretTexture()
{
  D3DTexture2D* swaptex = GetEFBColorTempTexture();
  m_efb.color_temp_tex = GetEFBColorTexture();
  m_efb.color_tex = swaptex;
}

D3DTexture2D*& FramebufferManager::GetResolvedEFBColorTexture()
{
  if (g_ActiveConfig.iMultisamples > 1)
  {
    m_efb.resolved_color_tex->TransitionToResourceState(D3D::current_command_list,
                                                        D3D12_RESOURCE_STATE_RESOLVE_DEST);
    m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
                                               D3D12_RESOURCE_STATE_RESOLVE_SOURCE);

    for (int i = 0; i < m_efb.slices; i++)
    {
      D3D::current_command_list->ResolveSubresource(
          m_efb.resolved_color_tex->GetTex12(), D3D12CalcSubresource(0, i, 0, 1, m_efb.slices),
          m_efb.color_tex->GetTex12(), D3D12CalcSubresource(0, i, 0, 1, m_efb.slices),
          DXGI_FORMAT_R8G8B8A8_UNORM);
    }

    m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
                                               D3D12_RESOURCE_STATE_RENDER_TARGET);

    return m_efb.resolved_color_tex;
  }
  else
  {
    return m_efb.color_tex;
  }
}

D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
{
  if (g_ActiveConfig.iMultisamples > 1)
  {
    ResolveDepthTexture();

    return m_efb.resolved_depth_tex;
  }
  else
  {
    return m_efb.depth_tex;
  }
}

FramebufferManager::FramebufferManager()
{
  m_target_width = std::max(Renderer::GetTargetWidth(), 1);
  m_target_height = std::max(Renderer::GetTargetHeight(), 1);

  DXGI_SAMPLE_DESC sample_desc;
  sample_desc.Count = g_ActiveConfig.iMultisamples;
  sample_desc.Quality = 0;

  ID3D12Resource* buf12;
  D3D12_RESOURCE_DESC texdesc12;
  D3D12_CLEAR_VALUE optimized_clear_valueRTV = {DXGI_FORMAT_R8G8B8A8_UNORM,
                                                {0.0f, 0.0f, 0.0f, 1.0f}};
  D3D12_CLEAR_VALUE optimized_clear_valueDSV = CD3DX12_CLEAR_VALUE(DXGI_FORMAT_D32_FLOAT, 0.0f, 0);

  HRESULT hr;

  m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;

  // EFB color texture - primary render target
  texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(
      DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1,
      sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
  hr = D3D::device12->CreateCommittedResource(
      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
      D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));

  m_efb.color_tex =
      new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
                       DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
                       (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
  SAFE_RELEASE(buf12);

  // Temporary EFB color texture - used in ReinterpretPixelData
  texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(
      DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1,
      sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
  CheckHR(D3D::device12->CreateCommittedResource(
      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
      D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12)));
  m_efb.color_temp_tex =
      new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
                       DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
                       (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
  SAFE_RELEASE(buf12);
  D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");

  // EFB depth buffer - primary depth buffer
  texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(
      DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count,
      sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  CheckHR(D3D::device12->CreateCommittedResource(
      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
      D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));

  m_efb.depth_tex =
      new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_DEPTH_STENCIL,
                       DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN,
                       (sample_desc.Count > 1), D3D12_RESOURCE_STATE_COMMON);
  SAFE_RELEASE(buf12);
  D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");

  if (g_ActiveConfig.iMultisamples > 1)
  {
    // Framebuffer resolve textures (color+depth)
    texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width,
                                             m_target_height, m_efb.slices, 1);
    hr = D3D::device12->CreateCommittedResource(
        &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
        D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
    CHECK(hr == S_OK, "create EFB color resolve texture (size: %dx%d)", m_target_width,
          m_target_height);
    m_efb.resolved_color_tex = new D3DTexture2D(
        buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN,
        DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
    SAFE_RELEASE(buf12);
    D3D::SetDebugObjectName12(m_efb.resolved_color_tex->GetTex12(),
                              "EFB color resolve texture shader resource view");

    texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, m_target_width, m_target_height,
                                             m_efb.slices, 1, 1, 0,
                                             D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
    hr = D3D::device12->CreateCommittedResource(
        &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
        D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&buf12));
    CHECK(hr == S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", m_target_width,
          m_target_height, hr);
    m_efb.resolved_depth_tex =
        new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
                         DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false,
                         D3D12_RESOURCE_STATE_COMMON);
    SAFE_RELEASE(buf12);
    D3D::SetDebugObjectName12(m_efb.resolved_depth_tex->GetTex12(),
                              "EFB depth resolve texture shader resource view");
  }
  else
  {
    m_efb.resolved_color_tex = nullptr;
    m_efb.resolved_depth_tex = nullptr;
  }

  InitializeEFBAccessCopies();
}

FramebufferManager::~FramebufferManager()
{
  DestroyEFBAccessCopies();

  SAFE_RELEASE(m_efb.color_tex);
  SAFE_RELEASE(m_efb.depth_tex);
  SAFE_RELEASE(m_efb.color_temp_tex);
  SAFE_RELEASE(m_efb.resolved_color_tex);
  SAFE_RELEASE(m_efb.resolved_depth_tex);
}

void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
                                       const EFBRectangle& sourceRc, float gamma)
{
  u8* dst = Memory::GetPointer(xfbAddr);
  D3DTexture2D* src_texture = GetResolvedEFBColorTexture();
  TargetRectangle scaled_rect = g_renderer->ConvertEFBRectangle(sourceRc);
  g_xfb_encoder->EncodeTextureToRam(dst, fbStride, fbHeight, src_texture, scaled_rect,
                                    m_target_width, m_target_height, gamma);
}

std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width,
                                                                   unsigned int target_height,
                                                                   unsigned int layers)
{
  return std::make_unique<XFBSource>(
      D3DTexture2D::Create(target_width, target_height,
                           TEXTURE_BIND_FLAG_SHADER_RESOURCE | TEXTURE_BIND_FLAG_RENDER_TARGET,
                           DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers),
      layers);
}

void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height)
{
  *width = m_target_width;
  *height = m_target_height;
}

void FramebufferManager::ResolveDepthTexture()
{
  // ResolveSubresource does not work with depth textures.
  // Instead, we use a shader that selects the minimum depth from all samples.
  D3D::SetViewportAndScissor(0, 0, m_target_width, m_target_height);

  m_efb.resolved_depth_tex->TransitionToResourceState(D3D::current_command_list,
                                                      D3D12_RESOURCE_STATE_RENDER_TARGET);
  D3D::current_command_list->OMSetRenderTargets(0, nullptr, FALSE,
                                                &m_efb.resolved_depth_tex->GetDSV12());

  FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
      D3D::current_command_list, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);

  const D3D12_RECT source_rect = CD3DX12_RECT(0, 0, m_target_width, m_target_height);
  D3D::DrawShadedTexQuad(FramebufferManager::GetEFBDepthTexture(), &source_rect, m_target_width,
                         m_target_height, StaticShaderCache::GetDepthResolveToColorPixelShader(),
                         StaticShaderCache::GetSimpleVertexShader(),
                         StaticShaderCache::GetSimpleVertexShaderInputLayout(),
                         StaticShaderCache::GetCopyGeometryShader(), 1.0, 0, DXGI_FORMAT_D32_FLOAT);

  FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
      D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
  FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
      D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);

  // Restores proper viewport/scissor settings.
  g_renderer->RestoreAPIState();
}

void FramebufferManager::RestoreEFBRenderTargets()
{
  D3D::current_command_list->OMSetRenderTargets(
      1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE,
      &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
}

u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y)
{
  if (!m_efb.color_access_readback_map)
    MapEFBColorAccessCopy();

  u32 color;
  size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
  memcpy(&color, &m_efb.color_access_readback_map[buffer_offset], sizeof(color));
  return color;
}

float FramebufferManager::ReadEFBDepthAccessCopy(u32 x, u32 y)
{
  if (!m_efb.depth_access_readback_map)
    MapEFBDepthAccessCopy();

  float depth;
  size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
  memcpy(&depth, &m_efb.depth_access_readback_map[buffer_offset], sizeof(depth));
  return depth;
}

void FramebufferManager::UpdateEFBColorAccessCopy(u32 x, u32 y, u32 color)
{
  if (!m_efb.color_access_readback_map)
    return;

  size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
  memcpy(&m_efb.color_access_readback_map[buffer_offset], &color, sizeof(color));
}

void FramebufferManager::UpdateEFBDepthAccessCopy(u32 x, u32 y, float depth)
{
  if (!m_efb.depth_access_readback_map)
    return;

  size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
  memcpy(&m_efb.depth_access_readback_map[buffer_offset], &depth, sizeof(depth));
}

void FramebufferManager::InitializeEFBAccessCopies()
{
  D3D12_CLEAR_VALUE optimized_color_clear_value = {DXGI_FORMAT_R8G8B8A8_UNORM,
                                                   {0.0f, 0.0f, 0.0f, 1.0f}};
  D3D12_CLEAR_VALUE optimized_depth_clear_value = {DXGI_FORMAT_R32_FLOAT, {1.0f}};
  CD3DX12_RESOURCE_DESC texdesc12;
  ID3D12Resource* buf12;
  HRESULT hr;

  // EFB access - color resize buffer
  texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, 1,
                                           1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
                                           D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
  hr = D3D::device12->CreateCommittedResource(
      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
      D3D12_RESOURCE_STATE_COMMON, &optimized_color_clear_value, IID_PPV_ARGS(&buf12));
  CHECK(hr == S_OK, "create EFB access color resize buffer (hr=%#x)", hr);
  m_efb.color_access_resize_tex =
      new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
  D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(),
                            "EFB access color resize buffer");
  buf12->Release();

  // EFB access - color staging/readback buffer
  m_efb.color_access_readback_pitch = Common::AlignUp(static_cast<u32>(EFB_WIDTH * sizeof(u32)),
                                                      D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.color_access_readback_pitch * EFB_HEIGHT);
  hr = D3D::device12->CreateCommittedResource(
      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12,
      D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_access_readback_buffer));
  D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access color readback buffer");

  // EFB access - depth resize buffer
  texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0,
                                           D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
                                           D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
  hr = D3D::device12->CreateCommittedResource(
      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12,
      D3D12_RESOURCE_STATE_COMMON, &optimized_depth_clear_value, IID_PPV_ARGS(&buf12));
  CHECK(hr == S_OK, "create EFB access depth resize buffer (hr=%#x)", hr);
  m_efb.depth_access_resize_tex =
      new D3DTexture2D(buf12, TEXTURE_BIND_FLAG_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT);
  D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(),
                            "EFB access depth resize buffer");
  buf12->Release();

  // EFB access - depth staging/readback buffer
  m_efb.depth_access_readback_pitch = Common::AlignUp(static_cast<u32>(EFB_WIDTH * sizeof(float)),
                                                      D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.depth_access_readback_pitch * EFB_HEIGHT);
  hr = D3D::device12->CreateCommittedResource(
      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12,
      D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_access_readback_buffer));
  D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access depth readback buffer");
}

void FramebufferManager::MapEFBColorAccessCopy()
{
  D3D::command_list_mgr->CPUAccessNotify();

  ID3D12Resource* src_resource;
  if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT ||
      g_ActiveConfig.iMultisamples > 1)
  {
    // for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
    m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
                                                             D3D12_RESOURCE_STATE_RENDER_TARGET);

    D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
    D3D::SetPointCopySampler();
    D3D::current_command_list->OMSetRenderTargets(1, &m_efb.color_access_resize_tex->GetRTV12(),
                                                  FALSE, nullptr);

    CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
    D3D::DrawShadedTexQuad(m_efb.color_tex, &src_rect, m_target_width, m_target_height,
                           StaticShaderCache::GetColorCopyPixelShader(true),
                           StaticShaderCache::GetSimpleVertexShader(),
                           StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, 1.0f, 0,
                           DXGI_FORMAT_R8G8B8A8_UNORM, false, false);

    m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
                                                             D3D12_RESOURCE_STATE_COPY_SOURCE);
    src_resource = m_efb.color_access_resize_tex->GetTex12();
  }
  else
  {
    // Can source the EFB buffer
    m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
                                               D3D12_RESOURCE_STATE_COPY_SOURCE);
    src_resource = m_efb.color_tex->GetTex12();
  }

  // Copy to staging resource
  D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {
      0, {DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.color_access_readback_pitch}};
  CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.color_access_readback_buffer, dst_footprint);
  CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
  D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);

  // Restore EFB resource state if it was sourced from here
  if (src_resource == m_efb.color_tex->GetTex12())
    m_efb.color_tex->TransitionToResourceState(D3D::current_command_list,
                                               D3D12_RESOURCE_STATE_RENDER_TARGET);

  // Block until completion - state is automatically restored
  D3D::command_list_mgr->ExecuteQueuedWork(true);

  // Resource copy has finished, so safe to map now
  D3D12_RANGE read_range = {0, m_efb.color_access_readback_pitch * EFB_HEIGHT};
  m_efb.color_access_readback_buffer->Map(
      0, &read_range, reinterpret_cast<void**>(&m_efb.color_access_readback_map));
}

void FramebufferManager::MapEFBDepthAccessCopy()
{
  D3D::command_list_mgr->CPUAccessNotify();

  ID3D12Resource* src_resource;
  if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT ||
      g_ActiveConfig.iMultisamples > 1)
  {
    // for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
    m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
                                                             D3D12_RESOURCE_STATE_RENDER_TARGET);

    D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
    D3D::SetPointCopySampler();
    D3D::current_command_list->OMSetRenderTargets(1, &m_efb.depth_access_resize_tex->GetRTV12(),
                                                  FALSE, nullptr);

    CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
    D3D::DrawShadedTexQuad(m_efb.depth_tex, &src_rect, m_target_width, m_target_height,
                           (g_ActiveConfig.iMultisamples > 1) ?
                               StaticShaderCache::GetDepthResolveToColorPixelShader() :
                               StaticShaderCache::GetColorCopyPixelShader(false),
                           StaticShaderCache::GetSimpleVertexShader(),
                           StaticShaderCache::GetSimpleVertexShaderInputLayout(), {}, 1.0f, 0,
                           DXGI_FORMAT_R32_FLOAT, false, false);

    m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list,
                                                             D3D12_RESOURCE_STATE_COPY_SOURCE);
    src_resource = m_efb.depth_access_resize_tex->GetTex12();
  }
  else
  {
    // Can source the EFB buffer
    m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list,
                                               D3D12_RESOURCE_STATE_COPY_SOURCE);
    src_resource = m_efb.depth_tex->GetTex12();
  }

  // Copy to staging resource
  D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = {
      0, {DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.depth_access_readback_pitch}};
  CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.depth_access_readback_buffer, dst_footprint);
  CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
  D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);

  // Restore EFB resource state if it was sourced from here
  if (src_resource == m_efb.depth_tex->GetTex12())
    m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list,
                                               D3D12_RESOURCE_STATE_DEPTH_WRITE);

  // Block until completion - state is automatically restored
  D3D::command_list_mgr->ExecuteQueuedWork(true);

  // Resource copy has finished, so safe to map now
  D3D12_RANGE read_range = {0, m_efb.depth_access_readback_pitch * EFB_HEIGHT};
  m_efb.depth_access_readback_buffer->Map(
      0, &read_range, reinterpret_cast<void**>(&m_efb.depth_access_readback_map));
}

void FramebufferManager::InvalidateEFBAccessCopies()
{
  D3D12_RANGE write_range = {};

  if (m_efb.color_access_readback_map)
  {
    m_efb.color_access_readback_buffer->Unmap(0, &write_range);
    m_efb.color_access_readback_map = nullptr;
  }

  if (m_efb.depth_access_readback_map)
  {
    m_efb.depth_access_readback_buffer->Unmap(0, &write_range);
    m_efb.depth_access_readback_map = nullptr;
  }
}

void FramebufferManager::DestroyEFBAccessCopies()
{
  InvalidateEFBAccessCopies();

  SAFE_RELEASE(m_efb.color_access_resize_tex);
  D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(
      m_efb.color_access_readback_buffer);
  m_efb.color_access_readback_buffer = nullptr;

  SAFE_RELEASE(m_efb.depth_access_resize_tex);
  D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(
      m_efb.depth_access_readback_buffer);
  m_efb.depth_access_readback_buffer = nullptr;
}

void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
  u8* src = Memory::GetPointer(xfbAddr);
  g_xfb_encoder->DecodeToTexture(m_tex, src, fbWidth, fbHeight);
}

void XFBSource::CopyEFB(float gamma)
{
  // Copy EFB data to XFB and restore render target again
  D3D::SetViewportAndScissor(0, 0, texWidth, texHeight);

  const D3D12_RECT rect = CD3DX12_RECT(0, 0, texWidth, texHeight);

  m_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
  D3D::current_command_list->OMSetRenderTargets(1, &m_tex->GetRTV12(), FALSE, nullptr);

  D3D::SetPointCopySampler();

  D3D::DrawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &rect,
                         Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
                         StaticShaderCache::GetColorCopyPixelShader(true),
                         StaticShaderCache::GetSimpleVertexShader(),
                         StaticShaderCache::GetSimpleVertexShaderInputLayout(),
                         StaticShaderCache::GetCopyGeometryShader(), gamma, 0,
                         DXGI_FORMAT_R8G8B8A8_UNORM, false, m_tex->GetMultisampled());

  FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(
      D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
  FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(
      D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);

  // Restores proper viewport/scissor settings.
  g_renderer->RestoreAPIState();
}

}  // namespace DX12