#include "gpu_hw.h"
#include "common/assert.h"
#include "common/log.h"
#include "common/state_wrapper.h"
#include "settings.h"
#include "system.h"
#include <imgui.h>
#include <sstream>
Log_SetChannel(GPU_HW);

GPU_HW::GPU_HW() : GPU()
{
  m_vram_ptr = m_vram_shadow.data();
}

GPU_HW::~GPU_HW() = default;

bool GPU_HW::IsHardwareRenderer() const
{
  return true;
}

bool GPU_HW::Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller,
                        Timers* timers)
{
  if (!GPU::Initialize(host_display, system, dma, interrupt_controller, timers))
    return false;

  const Settings& settings = m_system->GetSettings();
  m_resolution_scale = settings.gpu_resolution_scale;
  m_true_color = settings.gpu_true_color;
  m_scaled_dithering = settings.gpu_scaled_dithering;
  m_texture_filtering = settings.gpu_texture_filtering;
  if (m_resolution_scale < 1 || m_resolution_scale > m_max_resolution_scale)
  {
    m_system->GetHostInterface()->AddFormattedOSDMessage(5.0f, "Invalid resolution scale %ux specified. Maximum is %u.",
                                                         m_resolution_scale, m_max_resolution_scale);
    m_resolution_scale = std::clamp<u32>(m_resolution_scale, 1u, m_max_resolution_scale);
  }

  PrintSettingsToLog();
  return true;
}

void GPU_HW::Reset()
{
  GPU::Reset();

  m_vram_shadow.fill(0);

  m_batch = {};
  m_batch_ubo_data = {};
  m_batch_ubo_dirty = true;

  SetFullVRAMDirtyRectangle();
}

bool GPU_HW::DoState(StateWrapper& sw)
{
  if (!GPU::DoState(sw))
    return false;

  // invalidate the whole VRAM read texture when loading state
  if (sw.IsReading())
    SetFullVRAMDirtyRectangle();

  return true;
}

void GPU_HW::UpdateSettings()
{
  GPU::UpdateSettings();

  const Settings& settings = m_system->GetSettings();
  m_resolution_scale = std::clamp<u32>(settings.gpu_resolution_scale, 1, m_max_resolution_scale);
  m_true_color = settings.gpu_true_color;
  m_scaled_dithering = settings.gpu_scaled_dithering;
  m_texture_filtering = settings.gpu_texture_filtering;
  PrintSettingsToLog();
}

void GPU_HW::PrintSettingsToLog()
{
  Log_InfoPrintf("Resolution Scale: %u (%ux%u), maximum %u", m_resolution_scale, VRAM_WIDTH * m_resolution_scale,
                 VRAM_HEIGHT * m_resolution_scale, m_max_resolution_scale);
  Log_InfoPrintf("Dithering: %s%s", m_true_color ? "Disabled" : "Enabled",
                 (!m_true_color && m_scaled_dithering) ? " (Scaled)" : "");
  Log_InfoPrintf("Texture Filtering: %s", m_texture_filtering ? "Enabled" : "Disabled");
  Log_InfoPrintf("Dual-source blending: %s", m_supports_dual_source_blend ? "Supported" : "Not supported");
}

void GPU_HW::HandleFlippedQuadTextureCoordinates(BatchVertex* vertices)
{
  // Taken from beetle-psx gpu_polygon.cpp
  // For X/Y flipped 2D sprites, PSX games rely on a very specific rasterization behavior. If U or V is decreasing in X
  // or Y, and we use the provided U/V as is, we will sample the wrong texel as interpolation covers an entire pixel,
  // while PSX samples its interpolation essentially in the top-left corner and splats that interpolant across the
  // entire pixel. While we could emulate this reasonably well in native resolution by shifting our vertex coords by
  // 0.5, this breaks in upscaling scenarios, because we have several samples per native sample and we need NN rules to
  // hit the same UV every time. One approach here is to use interpolate at offset or similar tricks to generalize the
  // PSX interpolation patterns, but the problem is that vertices sharing an edge will no longer see the same UV (due to
  // different plane derivatives), we end up sampling outside the intended boundary and artifacts are inevitable, so the
  // only case where we can apply this fixup is for "sprites" or similar which should not share edges, which leads to
  // this unfortunate code below.

  // It might be faster to do more direct checking here, but the code below handles primitives in any order and
  // orientation, and is far more SIMD-friendly if needed.
  const s32 abx = vertices[1].x - vertices[0].x;
  const s32 aby = vertices[1].y - vertices[0].y;
  const s32 bcx = vertices[2].x - vertices[1].x;
  const s32 bcy = vertices[2].y - vertices[1].y;
  const s32 cax = vertices[0].x - vertices[2].x;
  const s32 cay = vertices[0].y - vertices[2].y;

  // Compute static derivatives, just assume W is uniform across the primitive and that the plane equation remains the
  // same across the quad. (which it is, there is no Z.. yet).
  const s32 dudx = -aby * vertices[2].u - bcy * vertices[0].u - cay * vertices[1].u;
  const s32 dvdx = -aby * vertices[2].v - bcy * vertices[0].v - cay * vertices[1].v;
  const s32 dudy = +abx * vertices[2].u + bcx * vertices[0].u + cax * vertices[1].u;
  const s32 dvdy = +abx * vertices[2].v + bcx * vertices[0].v + cax * vertices[1].v;
  const s32 area = bcx * cay - bcy * cax;

  // Detect and reject any triangles with 0 size texture area
  const s32 texArea = (vertices[1].u - vertices[0].u) * (vertices[2].v - vertices[0].v) -
                      (vertices[2].u - vertices[0].u) * (vertices[1].v - vertices[0].v);

  // Shouldn't matter as degenerate primitives will be culled anyways.
  if (area == 0 && texArea == 0)
    return;

  // Use floats here as it'll be faster than integer divides.
  const float rcp_area = 1.0f / static_cast<float>(area);
  const float dudx_area = static_cast<float>(dudx) * rcp_area;
  const float dudy_area = static_cast<float>(dudy) * rcp_area;
  const float dvdx_area = static_cast<float>(dvdx) * rcp_area;
  const float dvdy_area = static_cast<float>(dvdy) * rcp_area;
  const bool neg_dudx = dudx_area < 0.0f;
  const bool neg_dudy = dudy_area < 0.0f;
  const bool neg_dvdx = dvdx_area < 0.0f;
  const bool neg_dvdy = dvdy_area < 0.0f;
  const bool zero_dudx = dudx_area == 0.0f;
  const bool zero_dudy = dudy_area == 0.0f;
  const bool zero_dvdx = dvdx_area == 0.0f;
  const bool zero_dvdy = dvdy_area == 0.0f;

  // If we have negative dU or dV in any direction, increment the U or V to work properly with nearest-neighbor in
  // this impl. If we don't have 1:1 pixel correspondence, this creates a slight "shift" in the sprite, but we
  // guarantee that we don't sample garbage at least. Overall, this is kinda hacky because there can be legitimate,
  // rare cases where 3D meshes hit this scenario, and a single texel offset can pop in, but this is way better than
  // having borked 2D overall.
  //
  // TODO: If perf becomes an issue, we can probably SIMD the 8 comparisons above,
  // create an 8-bit code, and use a LUT to get the offsets.
  // Case 1: U is decreasing in X, but no change in Y.
  // Case 2: U is decreasing in Y, but no change in X.
  // Case 3: V is decreasing in X, but no change in Y.
  // Case 4: V is decreasing in Y, but no change in X.
  if ((neg_dudx && zero_dudy) || (neg_dudy && zero_dudx))
  {
    vertices[0].u++;
    vertices[1].u++;
    vertices[2].u++;
    vertices[3].u++;
  }

  if ((neg_dvdx && zero_dvdy) || (neg_dvdy && zero_dvdx))
  {
    vertices[0].v++;
    vertices[1].v++;
    vertices[2].v++;
    vertices[3].v++;
  }
}

void GPU_HW::LoadVertices()
{
  const RenderCommand rc{m_render_command.bits};
  const u32 texpage = ZeroExtend32(m_draw_mode.mode_reg.bits) | (ZeroExtend32(m_draw_mode.palette_reg) << 16);

  // TODO: Move this to the GPU..
  switch (rc.primitive)
  {
    case Primitive::Polygon:
    {
      EnsureVertexBufferSpace(rc.quad_polygon ? 6 : 3);

      const u32 first_color = rc.color_for_first_vertex;
      const bool shaded = rc.shading_enable;
      const bool textured = rc.texture_enable;

      const u32 num_vertices = rc.quad_polygon ? 4 : 3;
      std::array<BatchVertex, 4> vertices;
      for (u32 i = 0; i < num_vertices; i++)
      {
        const u32 color = (shaded && i > 0) ? (m_fifo.Pop() & UINT32_C(0x00FFFFFF)) : first_color;
        const VertexPosition vp{m_fifo.Pop()};
        const u16 packed_texcoord = textured ? Truncate16(m_fifo.Pop()) : 0;

        vertices[i].Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, texpage, packed_texcoord);
      }

      if (rc.quad_polygon)
        HandleFlippedQuadTextureCoordinates(vertices.data());

      // Cull polygons which are too large.
      const s32 min_x_12 = std::min(vertices[1].x, vertices[2].x);
      const s32 max_x_12 = std::max(vertices[2].x, vertices[2].x);
      const s32 min_y_12 = std::min(vertices[1].y, vertices[2].y);
      const s32 max_y_12 = std::max(vertices[1].y, vertices[2].y);
      const s32 min_x = std::min(min_x_12, vertices[2].x);
      const s32 max_x = std::max(max_x_12, vertices[2].x);
      const s32 min_y = std::min(min_y_12, vertices[2].y);
      const s32 max_y = std::max(max_y_12, vertices[2].y);

      if ((max_x - min_x) >= MAX_PRIMITIVE_WIDTH || (max_y - min_y) >= MAX_PRIMITIVE_HEIGHT)
      {
        Log_DebugPrintf("Culling too-large polygon: %d,%d %d,%d %d,%d", vertices[0].x, vertices[0].y, vertices[1].x,
                        vertices[1].y, vertices[2].x, vertices[2].y);
      }
      else
      {
        const u32 clip_left = static_cast<u32>(std::clamp<s32>(min_x, m_drawing_area.left, m_drawing_area.right));
        const u32 clip_right = static_cast<u32>(std::clamp<s32>(max_x, m_drawing_area.left, m_drawing_area.right)) + 1u;
        const u32 clip_top = static_cast<u32>(std::clamp<s32>(min_y, m_drawing_area.top, m_drawing_area.bottom));
        const u32 clip_bottom =
          static_cast<u32>(std::clamp<s32>(max_y, m_drawing_area.top, m_drawing_area.bottom)) + 1u;

        m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
        AddDrawTriangleTicks(clip_right - clip_left, clip_bottom - clip_top, rc.texture_enable, rc.shading_enable);

        std::memcpy(m_batch_current_vertex_ptr, vertices.data(), sizeof(BatchVertex) * 3);
        m_batch_current_vertex_ptr += 3;
      }

      // quads
      if (rc.quad_polygon)
      {
        const s32 min_x_123 = std::min(min_x_12, vertices[3].x);
        const s32 max_x_123 = std::max(min_x_12, vertices[3].x);
        const s32 min_y_123 = std::min(min_y_12, vertices[3].y);
        const s32 max_y_123 = std::max(min_y_12, vertices[3].y);

        // Cull polygons which are too large.
        if ((max_x_123 - min_x_123) >= MAX_PRIMITIVE_WIDTH || (max_y_123 - min_y_123) >= MAX_PRIMITIVE_HEIGHT)
        {
          Log_DebugPrintf("Culling too-large polygon (quad second half): %d,%d %d,%d %d,%d", vertices[2].x,
                          vertices[2].y, vertices[1].x, vertices[1].y, vertices[0].x, vertices[0].y);
        }
        else
        {
          const u32 clip_left = static_cast<u32>(std::clamp<s32>(min_x_123, m_drawing_area.left, m_drawing_area.right));
          const u32 clip_right =
            static_cast<u32>(std::clamp<s32>(max_x_123, m_drawing_area.left, m_drawing_area.right)) + 1u;
          const u32 clip_top = static_cast<u32>(std::clamp<s32>(min_y_123, m_drawing_area.top, m_drawing_area.bottom));
          const u32 clip_bottom =
            static_cast<u32>(std::clamp<s32>(max_y_123, m_drawing_area.top, m_drawing_area.bottom)) + 1u;

          m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
          AddDrawTriangleTicks(clip_right - clip_left, clip_bottom - clip_top, rc.texture_enable, rc.shading_enable);

          AddVertex(vertices[2]);
          AddVertex(vertices[1]);
          AddVertex(vertices[3]);
        }
      }
    }
    break;

    case Primitive::Rectangle:
    {
      const u32 color = rc.color_for_first_vertex;
      const VertexPosition vp{m_fifo.Pop()};
      const s32 pos_x = m_drawing_offset.x + vp.x;
      const s32 pos_y = m_drawing_offset.y + vp.y;

      const auto [texcoord_x, texcoord_y] = UnpackTexcoord(rc.texture_enable ? Truncate16(m_fifo.Pop()) : 0);
      u16 orig_tex_left = ZeroExtend16(texcoord_x);
      u16 orig_tex_top = ZeroExtend16(texcoord_y);
      s32 rectangle_width;
      s32 rectangle_height;
      switch (rc.rectangle_size)
      {
        case DrawRectangleSize::R1x1:
          rectangle_width = 1;
          rectangle_height = 1;
          break;
        case DrawRectangleSize::R8x8:
          rectangle_width = 8;
          rectangle_height = 8;
          break;
        case DrawRectangleSize::R16x16:
          rectangle_width = 16;
          rectangle_height = 16;
          break;
        default:
        {
          const u32 width_and_height = m_fifo.Pop();
          rectangle_width = static_cast<s32>(width_and_height & 0xFFFF);
          rectangle_height = static_cast<s32>(width_and_height >> 16);
        }
        break;
      }

      if (rectangle_width >= MAX_PRIMITIVE_WIDTH || rectangle_height >= MAX_PRIMITIVE_HEIGHT)
      {
        Log_DebugPrintf("Culling too-large rectangle: %d,%d %dx%d", pos_x, pos_y, rectangle_width, rectangle_height);
        return;
      }

      // we can split the rectangle up into potentially 8 quads
      const u32 required_vertices = 6 * (((rectangle_width + (TEXTURE_PAGE_WIDTH - 1)) / TEXTURE_PAGE_WIDTH) + 1u) *
                                    (((rectangle_height + (TEXTURE_PAGE_HEIGHT - 1)) / TEXTURE_PAGE_HEIGHT) + 1u);
      EnsureVertexBufferSpace(required_vertices);

      // Split the rectangle into multiple quads if it's greater than 256x256, as the texture page should repeat.
      u16 tex_top = orig_tex_top;
      for (s32 y_offset = 0; y_offset < rectangle_height;)
      {
        const s32 quad_height = std::min<s32>(rectangle_height - y_offset, TEXTURE_PAGE_WIDTH - tex_top);
        const s32 quad_start_y = pos_y + y_offset;
        const s32 quad_end_y = quad_start_y + quad_height;
        const u16 tex_bottom = tex_top + static_cast<u16>(quad_height);

        u16 tex_left = orig_tex_left;
        for (s32 x_offset = 0; x_offset < rectangle_width;)
        {
          const s32 quad_width = std::min<s32>(rectangle_width - x_offset, TEXTURE_PAGE_HEIGHT - tex_left);
          const s32 quad_start_x = pos_x + x_offset;
          const s32 quad_end_x = quad_start_x + quad_width;
          const u16 tex_right = tex_left + static_cast<u16>(quad_width);

          AddNewVertex(quad_start_x, quad_start_y, color, texpage, tex_left, tex_top);
          AddNewVertex(quad_end_x, quad_start_y, color, texpage, tex_right, tex_top);
          AddNewVertex(quad_start_x, quad_end_y, color, texpage, tex_left, tex_bottom);

          AddNewVertex(quad_start_x, quad_end_y, color, texpage, tex_left, tex_bottom);
          AddNewVertex(quad_end_x, quad_start_y, color, texpage, tex_right, tex_top);
          AddNewVertex(quad_end_x, quad_end_y, color, texpage, tex_right, tex_bottom);

          x_offset += quad_width;
          tex_left = 0;
        }

        y_offset += quad_height;
        tex_top = 0;
      }

      const u32 clip_left = static_cast<u32>(std::clamp<s32>(pos_x, m_drawing_area.left, m_drawing_area.right));
      const u32 clip_right =
        static_cast<u32>(std::clamp<s32>(pos_x + rectangle_width, m_drawing_area.left, m_drawing_area.right)) + 1u;
      const u32 clip_top = static_cast<u32>(std::clamp<s32>(pos_y, m_drawing_area.top, m_drawing_area.bottom));
      const u32 clip_bottom =
        static_cast<u32>(std::clamp<s32>(pos_y + rectangle_height, m_drawing_area.top, m_drawing_area.bottom)) + 1u;

      m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
      AddDrawRectangleTicks(clip_right - clip_left, clip_bottom - clip_top, rc.texture_enable);
    }
    break;

    case Primitive::Line:
    {
      const u32 num_vertices = rc.polyline ? GetPolyLineVertexCount() : 2;
      EnsureVertexBufferSpace(num_vertices);

      const u32 first_color = rc.color_for_first_vertex;
      const bool shaded = rc.shading_enable;

      BatchVertex last_vertex;
      u32 buffer_pos = 0;
      for (u32 i = 0; i < num_vertices; i++)
      {
        u32 color;
        VertexPosition vp;

        if (rc.polyline)
        {
          color = (shaded && i > 0) ? (m_blit_buffer[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
          vp.bits = m_blit_buffer[buffer_pos++];
        }
        else
        {
          color = (shaded && i > 0) ? (m_fifo.Pop() & UINT32_C(0x00FFFFFF)) : first_color;
          vp.bits = m_fifo.Pop();
        }

        BatchVertex vertex;
        vertex.Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, 0, 0);

        if (i > 0)
        {
          const s32 min_x = std::min(last_vertex.x, vertex.x);
          const s32 max_x = std::max(last_vertex.x, vertex.x);
          const s32 min_y = std::min(last_vertex.y, vertex.y);
          const s32 max_y = std::max(last_vertex.y, vertex.y);

          if ((max_x - min_x) >= MAX_PRIMITIVE_WIDTH || (max_y - min_y) >= MAX_PRIMITIVE_HEIGHT)
          {
            Log_DebugPrintf("Culling too-large line: %d,%d - %d,%d", last_vertex.x, last_vertex.y, vertex.x, vertex.y);
          }
          else
          {
            AddVertex(last_vertex);
            AddVertex(vertex);

            const u32 clip_left = static_cast<u32>(std::clamp<s32>(min_x, m_drawing_area.left, m_drawing_area.left));
            const u32 clip_right =
              static_cast<u32>(std::clamp<s32>(max_x, m_drawing_area.left, m_drawing_area.right)) + 1u;
            const u32 clip_top = static_cast<u32>(std::clamp<s32>(min_y, m_drawing_area.top, m_drawing_area.bottom));
            const u32 clip_bottom =
              static_cast<u32>(std::clamp<s32>(max_y, m_drawing_area.top, m_drawing_area.bottom)) + 1u;

            m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
            AddDrawLineTicks(clip_right - clip_left, clip_bottom - clip_top, rc.shading_enable);
          }
        }

        std::memcpy(&last_vertex, &vertex, sizeof(BatchVertex));
      }
    }
    break;

    default:
      UnreachableCode();
      break;
  }
}

void GPU_HW::CalcScissorRect(int* left, int* top, int* right, int* bottom)
{
  *left = m_drawing_area.left * m_resolution_scale;
  *right = std::max<u32>((m_drawing_area.right + 1) * m_resolution_scale, *left + 1);
  *top = m_drawing_area.top * m_resolution_scale;
  *bottom = std::max<u32>((m_drawing_area.bottom + 1) * m_resolution_scale, *top + 1);
}

Common::Rectangle<u32> GPU_HW::GetVRAMTransferBounds(u32 x, u32 y, u32 width, u32 height)
{
  Common::Rectangle<u32> out_rc = Common::Rectangle<u32>::FromExtents(x, y, width, height);
  if (out_rc.right > VRAM_WIDTH)
  {
    out_rc.left = 0;
    out_rc.right = VRAM_WIDTH;
  }
  if (out_rc.bottom > VRAM_HEIGHT)
  {
    out_rc.top = 0;
    out_rc.bottom = VRAM_HEIGHT;
  }
  return out_rc;
}

GPU_HW::BatchPrimitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
{
  if (rc.primitive == Primitive::Line)
    return BatchPrimitive::Lines;
  else
    return BatchPrimitive::Triangles;
}

void GPU_HW::IncludeVRAMDityRectangle(const Common::Rectangle<u32>& rect)
{
  m_vram_dirty_rect.Include(rect);

  // the vram area can include the texture page, but the game can leave it as-is. in this case, set it as dirty so the
  // shadow texture is updated
  if (!m_draw_mode.IsTexturePageChanged() &&
      (m_draw_mode.GetTexturePageRectangle().Intersects(rect) ||
       (m_draw_mode.IsUsingPalette() && m_draw_mode.GetTexturePaletteRectangle().Intersects(rect))))
  {
    m_draw_mode.SetTexturePageChanged();
  }
}

void GPU_HW::EnsureVertexBufferSpace(u32 required_vertices)
{
  if (m_batch_current_vertex_ptr)
  {
    if (GetBatchVertexSpace() >= required_vertices)
      return;

    FlushRender();
  }

  MapBatchVertexPointer(required_vertices);
}

void GPU_HW::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
{
  IncludeVRAMDityRectangle(
    Common::Rectangle<u32>::FromExtents(x, y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
}

void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
{
  DebugAssert((x + width) <= VRAM_WIDTH && (y + height) <= VRAM_HEIGHT);
  IncludeVRAMDityRectangle(Common::Rectangle<u32>::FromExtents(x, y, width, height));
}

void GPU_HW::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{
  IncludeVRAMDityRectangle(
    Common::Rectangle<u32>::FromExtents(dst_x, dst_y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
}

void GPU_HW::DispatchRenderCommand()
{
  const RenderCommand rc{m_render_command.bits};

  TextureMode texture_mode;
  if (rc.IsTexturingEnabled())
  {
    // texture page changed - check that the new page doesn't intersect the drawing area
    if (m_draw_mode.IsTexturePageChanged())
    {
      m_draw_mode.ClearTexturePageChangedFlag();
      if (m_vram_dirty_rect.Valid() &&
          (m_draw_mode.GetTexturePageRectangle().Intersects(m_vram_dirty_rect) ||
           (m_draw_mode.IsUsingPalette() && m_draw_mode.GetTexturePaletteRectangle().Intersects(m_vram_dirty_rect))))
      {
        // Log_DevPrintf("Invalidating VRAM read cache due to drawing area overlap");
        if (!IsFlushed())
          FlushRender();

        UpdateVRAMReadTexture();
        m_renderer_stats.num_vram_read_texture_updates++;
        ClearVRAMDirtyRectangle();
      }
    }

    texture_mode = m_draw_mode.GetTextureMode();
    if (rc.raw_texture_enable)
    {
      texture_mode =
        static_cast<TextureMode>(static_cast<u8>(texture_mode) | static_cast<u8>(TextureMode::RawTextureBit));
    }
  }
  else
  {
    texture_mode = TextureMode::Disabled;
  }

  // has any state changed which requires a new batch?
  const TransparencyMode transparency_mode =
    rc.transparency_enable ? m_draw_mode.GetTransparencyMode() : TransparencyMode::Disabled;
  const BatchPrimitive rc_primitive = GetPrimitiveForCommand(rc);
  const bool dithering_enable = (!m_true_color && rc.IsDitheringEnabled()) ? m_GPUSTAT.dither_enable : false;
  if (m_batch.texture_mode != texture_mode || m_batch.transparency_mode != transparency_mode ||
      m_batch.primitive != rc_primitive || dithering_enable != m_batch.dithering)
  {
    FlushRender();
  }

  // transparency mode change
  if (m_batch.transparency_mode != transparency_mode && transparency_mode != TransparencyMode::Disabled)
  {
    static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}};
    m_batch_ubo_data.u_src_alpha_factor = transparent_alpha[static_cast<u32>(transparency_mode)][0];
    m_batch_ubo_data.u_dst_alpha_factor = transparent_alpha[static_cast<u32>(transparency_mode)][1];
    m_batch_ubo_dirty = true;
  }

  if (m_batch.check_mask_before_draw != m_GPUSTAT.check_mask_before_draw ||
      m_batch.set_mask_while_drawing != m_GPUSTAT.set_mask_while_drawing)
  {
    m_batch.check_mask_before_draw = m_GPUSTAT.check_mask_before_draw;
    m_batch.set_mask_while_drawing = m_GPUSTAT.set_mask_while_drawing;
    m_batch_ubo_data.u_set_mask_while_drawing = BoolToUInt32(m_GPUSTAT.set_mask_while_drawing);
    m_batch_ubo_dirty = true;
  }

  m_batch.interlacing = IsInterlacedRenderingEnabled();
  if (m_batch.interlacing)
  {
    const u32 displayed_field = GetInterlacedField();
    m_batch_ubo_dirty |= (m_batch_ubo_data.u_interlaced_displayed_field != displayed_field);
    m_batch_ubo_data.u_interlaced_displayed_field = displayed_field;
  }

  // update state
  m_batch.primitive = rc_primitive;
  m_batch.texture_mode = texture_mode;
  m_batch.transparency_mode = transparency_mode;
  m_batch.dithering = dithering_enable;

  if (m_draw_mode.IsTextureWindowChanged())
  {
    m_draw_mode.ClearTextureWindowChangedFlag();

    m_batch_ubo_data.u_texture_window_mask[0] = ZeroExtend32(m_draw_mode.texture_window_mask_x);
    m_batch_ubo_data.u_texture_window_mask[1] = ZeroExtend32(m_draw_mode.texture_window_mask_y);
    m_batch_ubo_data.u_texture_window_offset[0] = ZeroExtend32(m_draw_mode.texture_window_offset_x);
    m_batch_ubo_data.u_texture_window_offset[1] = ZeroExtend32(m_draw_mode.texture_window_offset_y);
    m_batch_ubo_dirty = true;
  }

  LoadVertices();
}

void GPU_HW::FlushRender()
{
  if (!m_batch_current_vertex_ptr)
    return;

  const u32 vertex_count = GetBatchVertexCount();
  UnmapBatchVertexPointer(vertex_count);

  if (vertex_count == 0)
    return;

  if (m_drawing_area_changed)
  {
    m_drawing_area_changed = false;
    SetScissorFromDrawingArea();
  }

  if (m_batch_ubo_dirty)
  {
    UploadUniformBuffer(&m_batch_ubo_data, sizeof(m_batch_ubo_data));
    m_batch_ubo_dirty = false;
  }

  if (m_batch.NeedsTwoPassRendering())
  {
    m_renderer_stats.num_batches += 2;
    DrawBatchVertices(BatchRenderMode::OnlyTransparent, m_batch_base_vertex, vertex_count);
    DrawBatchVertices(BatchRenderMode::OnlyOpaque, m_batch_base_vertex, vertex_count);
  }
  else
  {
    m_renderer_stats.num_batches++;
    DrawBatchVertices(m_batch.GetRenderMode(), m_batch_base_vertex, vertex_count);
  }
}

void GPU_HW::DrawRendererStats(bool is_idle_frame)
{
  if (!is_idle_frame)
  {
    m_last_renderer_stats = m_renderer_stats;
    m_renderer_stats = {};
  }

  if (ImGui::CollapsingHeader("Renderer Statistics", ImGuiTreeNodeFlags_DefaultOpen))
  {
    const auto& stats = m_last_renderer_stats;

    ImGui::Columns(2);
    ImGui::SetColumnWidth(0, 200.0f * ImGui::GetIO().DisplayFramebufferScale.x);

    ImGui::TextUnformatted("Batches Drawn:");
    ImGui::NextColumn();
    ImGui::Text("%u", stats.num_batches);
    ImGui::NextColumn();

    ImGui::TextUnformatted("VRAM Read Texture Updates:");
    ImGui::NextColumn();
    ImGui::Text("%u", stats.num_vram_read_texture_updates);
    ImGui::NextColumn();

    ImGui::TextUnformatted("Uniform Buffer Updates: ");
    ImGui::NextColumn();
    ImGui::Text("%u", stats.num_uniform_buffer_updates);
    ImGui::NextColumn();

    ImGui::Columns(1);
  }
}