/*
 *	Copyright (C) 2007-2009 Gabest
 *	http://www.gabest.org
 *
 *  This Program is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2, or (at your option)
 *  any later version.
 *
 *  This Program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with GNU Make; see the file COPYING.  If not, write to
 *  the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA USA.
 *  http://www.gnu.org/copyleft/gpl.html
 *
 */

#include "stdafx.h"
#include "GSTextureCache.h"
#include "GSRendererHW.h"
#include "GSUtil.h"

bool GSTextureCache::m_disable_partial_invalidation = false;
bool GSTextureCache::m_wrap_gs_mem = false;

GSTextureCache::GSTextureCache(GSRenderer* r)
	: m_renderer(r)
	, m_palette_map(r)
{
	if (theApp.GetConfigB("UserHacks")) {
		UserHacks_HalfPixelOffset      = theApp.GetConfigI("UserHacks_HalfPixelOffset") == 1;
		m_preload_frame                = theApp.GetConfigB("preload_frame_with_gs_data");
		m_disable_partial_invalidation = theApp.GetConfigB("UserHacks_DisablePartialInvalidation");
		m_can_convert_depth            = !theApp.GetConfigB("UserHacks_DisableDepthSupport");
		m_cpu_fb_conversion            = theApp.GetConfigB("UserHacks_CPU_FB_Conversion");
		m_texture_inside_rt            = theApp.GetConfigB("UserHacks_TextureInsideRt");
		m_wrap_gs_mem                  = theApp.GetConfigB("wrap_gs_mem");
	} else {
		UserHacks_HalfPixelOffset      = false;
		m_preload_frame                = false;
		m_disable_partial_invalidation = false;
		m_can_convert_depth            = true;
		m_cpu_fb_conversion            = false;
		m_texture_inside_rt            = false;
		m_wrap_gs_mem                  = false;
	}

	m_paltex = theApp.GetConfigB("paltex");
	m_crc_hack_level = theApp.GetConfigT<CRCHackLevel>("crc_hack_level");
	if (m_crc_hack_level == CRCHackLevel::Automatic)
		m_crc_hack_level = GSUtil::GetRecommendedCRCHackLevel(theApp.GetCurrentRendererType());

	// In theory 4MB is enough but 9MB is safer for overflow (8MB
	// isn't enough in custom resolution)
	// Test: onimusha 3 PAL 60Hz
	m_temp = (uint8*)_aligned_malloc(9 * 1024 * 1024, 32);

	m_texture_inside_rt_cache.reserve(m_texture_inside_rt_cache_size);
}

GSTextureCache::~GSTextureCache()
{
	RemoveAll();

	m_texture_inside_rt_cache.clear();

	_aligned_free(m_temp);
}

void GSTextureCache::RemovePartial()
{
	//m_src.RemoveAll();

	for (int type = 0; type < 2; type++)
	{
		for (auto t : m_dst[type]) delete t;

		m_dst[type].clear();
	}
}

void GSTextureCache::RemoveAll()
{
	m_src.RemoveAll();

	for(int type = 0; type < 2; type++)
	{
		for (auto t : m_dst[type]) delete t;

		m_dst[type].clear();
	}

	m_palette_map.Clear();
}

GSTextureCache::Source* GSTextureCache::LookupDepthSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r, bool palette)
{
	if (!m_can_convert_depth) {
		GL_CACHE("LookupDepthSource not supported (0x%x, F:0x%x)", TEX0.TBP0, TEX0.PSM);
		if (m_renderer->m_game.title == CRC::JackieChanAdv || m_renderer->m_game.title == CRC::SVCChaos) {
			// JackieChan and SVCChaos cause regressions when skipping the draw calls when depth is disabled/not supported.
			// This way we make sure there are no regressions on D3D as well.
			return LookupSource(TEX0, TEXA, r);
		} else {
			throw GSDXRecoverableError();
		}
	}

	const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[TEX0.PSM];

	Source* src = NULL;
	Target* dst = NULL;

	// Check only current frame, I guess it is only used as a postprocessing effect
	uint32 bp = TEX0.TBP0;
	uint32 psm = TEX0.PSM;

	for(auto t : m_dst[DepthStencil]) {
		if(t->m_used && t->m_dirty.empty() && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
		{
			ASSERT(GSLocalMemory::m_psm[t->m_TEX0.PSM].depth);
			if (t->m_age == 0) {
				// Perfect Match
				dst = t;
				break;
			} else if (t->m_age == 1) {
				// Better than nothing (Full Spectrum Warrior)
				dst = t;
			}
		}
	}

	if (!dst) {
		// Retry on the render target (Silent Hill 4)
		for(auto t : m_dst[RenderTarget]) {
			// FIXME: do I need to allow m_age == 1 as a potential match (as DepthStencil) ???
			if(!t->m_age && t->m_used && t->m_dirty.empty() && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
			{
				ASSERT(GSLocalMemory::m_psm[t->m_TEX0.PSM].depth);
				dst = t;
				break;
			}
		}
	}

	if (dst) {
		GL_CACHE("TC depth: dst %s hit: %d (0x%x, %s)", to_string(dst->m_type),
				dst->m_texture ? dst->m_texture->GetID() : 0,
				TEX0.TBP0, psm_str(psm));

		// Create a shared texture source
		src = new Source(m_renderer, TEX0, TEXA, m_temp, true);
		src->m_texture = dst->m_texture;
		src->m_shared_texture = true;
		src->m_target = true; // So renderer can check if a conversion is required
		src->m_from_target = dst->m_texture; // avoid complex condition on the renderer
		src->m_from_target_TEX0 = dst->m_TEX0;
		src->m_32_bits_fmt = dst->m_32_bits_fmt;
		src->m_valid_rect = dst->m_valid;
		src->m_end_block = dst->m_end_block;

		// Insert the texture in the hash set to keep track of it. But don't bother with
		// texture cache list. It means that a new Source is created everytime we need it.
		// If it is too expensive, one could cut memory allocation in Source constructor for this
		// use case.
		if (palette) {
			AttachPaletteToSource(src, psm_s.pal, true);
		}

		m_src.m_surfaces.insert(src);
	} else {
		GL_CACHE("TC depth: ERROR miss (0x%x, %s)", TEX0.TBP0, psm_str(psm));
		// Possible ? In this case we could call LookupSource
		// Or just put a basic texture
		// src->m_texture = m_renderer->m_dev->CreateTexture(tw, th);
		// In all cases rendering will be broken
		//
		// Note: might worth to check previous frame
		// Note: otherwise return NULL and skip the draw

		if (m_renderer->m_game.title == CRC::JackieChanAdv || m_renderer->m_game.title == CRC::SVCChaos) {
			// JackieChan and SVCChaos cause regressions when skipping the draw calls so we reuse the old code for these two.
			return LookupSource(TEX0, TEXA, r);
		} else {
			// Full Spectrum Warrior: first draw call of cut-scene rendering
			// The game tries to emulate a texture shuffle with an old depth buffer
			// (don't exists yet for us due to the cache)
			// Rendering is nicer (less garbage) if we skip the draw call.
			throw GSDXRecoverableError();
		}

		//ASSERT(0);
	}

	return src;
}

GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r)
{
	const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[TEX0.PSM];
	//const GSLocalMemory::psm_t& cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[TEX0.CPSM] : psm;

	// Until DX is fixed
	if(psm_s.pal > 0)
		m_renderer->m_mem.m_clut.Read32(TEX0, TEXA);

	const uint32* clut = m_renderer->m_mem.m_clut;

	Source* src = NULL;

	auto& m = m_src.m_map[TEX0.TBP0 >> 5];

	for(auto i = m.begin(); i != m.end(); ++i)
	{
		Source* s = *i;

		if (((TEX0.u32[0] ^ s->m_TEX0.u32[0]) | ((TEX0.u32[1] ^ s->m_TEX0.u32[1]) & 3)) != 0) // TBP0 TBW PSM TW TH
			continue;

		// Target are converted (AEM & palette) on the fly by the GPU. They don't need extra check
		if (!s->m_target) {
			// We request a palette texture (psm_s.pal). If the texture was
			// converted by the CPU (!s->m_palette), we need to ensure
			// palette content is the same.
			if (psm_s.pal > 0 && !s->m_palette && !s->ClutMatch({ clut, psm_s.pal }))
				continue;

			// We request a 24/16 bit RGBA texture. Alpha expansion was done by
			// the CPU.  We need to check that TEXA is identical
			if (psm_s.pal == 0 && psm_s.fmt > 0 && s->m_TEXA.u64 != TEXA.u64)
				continue;
		}

		m.MoveFront(i.Index());

		src = s;

		break;
	}

	Target* dst = NULL;
	bool half_right = false;
	int x_offset = 0;
	int y_offset = 0;

#ifdef DISABLE_HW_TEXTURE_CACHE
	if( 0 )
#else
	if(src == NULL)
#endif
	{
		uint32 bp = TEX0.TBP0;
		uint32 psm = TEX0.PSM;

		uint32 bw = TEX0.TBW;
		int tw = 1 << TEX0.TW;
		int th = 1 << TEX0.TH;
		uint32 bp_end = psm_s.bn(tw - 1, th - 1, bp, bw);  // Valid only for color formats

		// Arc the Lad finds the wrong surface here when looking for a depth stencil.
		// Since we're currently not caching depth stencils (check ToDo in CreateSource) we should not look for it here.

		// (Simply not doing this code at all makes a lot of previsouly missing stuff show (but breaks pretty much everything
		// else.)

		bool texture_inside_rt = ShallSearchTextureInsideRt();

		for(auto t : m_dst[RenderTarget]) {
			if(t->m_used && t->m_dirty.empty()) {
				// Typical bug (MGS3 blue cloud):
				// 1/ RT used as 32 bits => alpha channel written
				// 2/ RT used as 24 bits => no update of alpha channel
				// 3/ Lookup of texture that used alpha channel as index, HasSharedBits will return false
				//    because of the previous draw call format
				//
				// Solution: consider the RT as 32 bits if the alpha was used in the past
				uint32 t_psm = (t->m_dirty_alpha) ? t->m_TEX0.PSM & ~0x1 : t->m_TEX0.PSM;

				if (GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t_psm)) {
					// It is a complex to convert the code in shader. As a reference, let's do it on the CPU, it will be slow but
					// 1/ it just works :)
					// 2/ even with upscaling
					// 3/ for both Direct3D and OpenGL
					if (m_cpu_fb_conversion && (psm == PSM_PSMT4 || psm == PSM_PSMT8))
						// Forces 4-bit and 8-bit frame buffer conversion to be done on the CPU instead of the GPU, but performance will be slower.
						// There is no dedicated shader to handle 4-bit conversion (Stuntman has been confirmed to use 4-bit).
						// Direct3D10/11 and OpenGL support 8-bit fb conversion but don't render some corner cases properly (Harry Potter games).
						// The hack can fix glitches in some games.
						Read(t, t->m_valid);
					else
						dst = t;

					break;

				} else if ((t->m_TEX0.TBW >= 16) && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0 + t->m_TEX0.TBW * 0x10, t->m_TEX0.PSM)) {
					// Detect half of the render target (fix snow engine game)
					// Target Page (8KB) have always a width of 64 pixels
					// Half of the Target is TBW/2 pages * 8KB / (1 block * 256B) = 0x10
					half_right = true;
					dst = t;

					break;

				} else if (texture_inside_rt && psm == PSM_PSMCT32 && t->m_TEX0.PSM == psm && t->m_TEX0.TBP0 < bp && t->m_end_block >= bp) {
					// Only PSMCT32 to limit false hits

					// Check if it is possible to hit with valid <x,y> offset on the given Target
					// Fixes Jak eyes rendering

					bool valid_offset_may_exist = true;

					// CACHE SEARCH: <x,y> offset
					for (auto& el : m_texture_inside_rt_cache)
					{
						if (el.psm == psm && el.bp == bp && el.bp_end == bp_end && el.bw == bw &&
							el.t_tex0_tbp0 == t->m_TEX0.TBP0 && el.m_end_block == t->m_end_block)
						{
							if (el.has_valid_offset)
							{
								// CACHE HIT: <x,y> offset found
								dst = t;
								x_offset = el.x_offset;
								y_offset = el.y_offset;
							}
							else
							{
								// CACHE HIT: No valid <x,y> offset exists
								valid_offset_may_exist = false;
							}

							break;
						}
					}

					if (dst != nullptr)
						break;

					if (!valid_offset_may_exist)
						continue;

					// CACHE MISS

					// SWEEP SEARCH: <x,y> offset

					TexInsideRtCacheEntry entry = { psm, bp, bp_end, bw, t->m_TEX0.TBP0, t->m_end_block, false, 0, 0 };

					for (int candidate_x_offset = 0; candidate_x_offset < t->m_valid.z; ++candidate_x_offset)
					{
						for (int candidate_y_offset = 0; candidate_y_offset < t->m_valid.w; ++candidate_y_offset)
						{
							if (candidate_x_offset == 0 && candidate_y_offset == 0)
								continue;
							uint32 candidate_bp = psm_s.bn(candidate_x_offset, candidate_y_offset, t->m_TEX0.TBP0, bw);
							if (bp == candidate_bp && bp_end <= t->m_end_block)
							{
								// SWEEP HIT: <x,y> offset found
								dst = t;
								x_offset = candidate_x_offset;
								y_offset = candidate_y_offset;

								// Add result to cache
								while (m_texture_inside_rt_cache.size() > m_texture_inside_rt_cache_size)
								{
									GL_PERF("TC tex in rt: Size of cache %d too big, clearing it.", m_texture_inside_rt_cache.size());
									m_texture_inside_rt_cache.clear();
								}
								entry.has_valid_offset = true;
								entry.x_offset = x_offset;
								entry.y_offset = y_offset;
								m_texture_inside_rt_cache.emplace_back(entry);
								GL_CACHE("TC tex in rt: Cached HIT element (size %d), BW: %d, PSM %s, rt 0x%x <%d,%d> + off <%d,%d> -> 0x%x <%d,%d> (END: 0x%x)",
									m_texture_inside_rt_cache.size(), bw, psm_str(psm), t->m_TEX0.TBP0, t->m_valid.z, t->m_valid.w, x_offset, y_offset, bp, tw, th, bp_end);
								break;
							}
						}
						if (dst != nullptr)
							break;
					}
					if (dst != nullptr)
						break;

					// SWEEP MISS: no valid <x,y> offset found
					while (m_texture_inside_rt_cache.size() > m_texture_inside_rt_cache_size)
					{
						GL_PERF("TC tex in rt: Size of cache %d too big, clearing it.", m_texture_inside_rt_cache.size());
						m_texture_inside_rt_cache.clear();
					}
					GL_CACHE("TC tex in rt: Cached MISS element (size %d), BW: %d, PSM %s, rt 0x%x <%d,%d> -/-> 0x%x <%d,%d> (END: 0x%x)",
						m_texture_inside_rt_cache.size(), bw, psm_str(psm), t->m_TEX0.TBP0, t->m_valid.z, t->m_valid.w, bp, tw, th, bp_end);
					m_texture_inside_rt_cache.emplace_back(entry);
				}
			}
		}

		// Pure depth texture format will be fetched by LookupDepthSource.
		// However guess what, some games (GoW) read the depth as a standard
		// color format (instead of a depth format). All pixels are scrambled
		// (because color and depth don't have same location). They don't care
		// pixel will be several draw calls later.
		//
		// Sigh... They don't help us.

		if (dst == NULL && m_can_convert_depth) {
			// Let's try a trick to avoid to use wrongly a depth buffer
			// Unfortunately, I don't have any Arc the Lad testcase
			//
			// 1/ Check only current frame, I guess it is only used as a postprocessing effect
			for(auto t : m_dst[DepthStencil]) {
				if(!t->m_age && t->m_used && t->m_dirty.empty() && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
				{
					GL_INS("TC: Warning depth format read as color format. Pixels will be scrambled");
					// Let's fetch a depth format texture. Rational, it will avoid the texture allocation and the
					// rescaling of the current function.
					if (psm_s.bpp > 8) {
						GIFRegTEX0 depth_TEX0;
						depth_TEX0.u32[0] = TEX0.u32[0] | (0x30u << 20u);
						depth_TEX0.u32[1] = TEX0.u32[1];
						return LookupDepthSource(depth_TEX0, TEXA, r);
					} else {
						return LookupDepthSource(TEX0, TEXA, r, true);
					}
				}
			}
		}
	}

	bool new_source = false;

	if(src == NULL)
	{
#ifdef ENABLE_OGL_DEBUG
		if (dst) {
			GL_CACHE("TC: dst %s hit (%s): %d (0x%x, %s)", to_string(dst->m_type), half_right ? "half" : "full",
						dst->m_texture ? dst->m_texture->GetID() : 0,
						TEX0.TBP0, psm_str(TEX0.PSM));
		} else {
			GL_CACHE("TC: src miss (0x%x, 0x%x, %s)", TEX0.TBP0, psm_s.pal > 0 ? TEX0.CBP : 0, psm_str(TEX0.PSM));
		}
#endif
		src = CreateSource(TEX0, TEXA, dst, half_right, x_offset, y_offset);
		new_source = true;

	} else {
		GL_CACHE("TC: src hit: %d (0x%x, 0x%x, %s)",
					src->m_texture ? src->m_texture->GetID() : 0,
					TEX0.TBP0, psm_s.pal > 0 ? TEX0.CBP : 0,
					psm_str(TEX0.PSM));
	}

	if (src->m_palette && !new_source && !src->ClutMatch({ clut, psm_s.pal })) {
		AttachPaletteToSource(src, psm_s.pal, true);
	}

	src->Update(r);

	m_src.m_used = true;

	return src;
}

void GSTextureCache::ScaleTexture(GSTexture* texture)
{
	if (!m_renderer->CanUpscale())
		return;

	float multiplier = static_cast<float>(m_renderer->GetUpscaleMultiplier());
	bool custom_resolution = (multiplier == 0);
	GSVector2 scale_factor(multiplier);

	if (custom_resolution)
	{
		int width = m_renderer->GetDisplayRect().width();
		int height = m_renderer->GetDisplayRect().height();

		GSVector2i requested_resolution = m_renderer->GetCustomResolution();
		scale_factor.x = static_cast<float>(requested_resolution.x) / width;
		scale_factor.y = static_cast<float>(requested_resolution.y) / height;
	}

	texture->SetScale(scale_factor);
}

bool GSTextureCache::ShallSearchTextureInsideRt()
{
	return m_texture_inside_rt || (m_renderer->m_game.flags & CRC::Flags::TextureInsideRt);
}

GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int w, int h, int type, bool used, uint32 fbmask)
{
	const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[TEX0.PSM];
	uint32 bp = TEX0.TBP0;

	Target* dst = NULL;

	auto& list = m_dst[type];
	for(auto i = list.begin(); i != list.end(); ++i) {
		Target* t = *i;

		if(bp == t->m_TEX0.TBP0)
		{
			list.MoveFront(i.Index());

			dst = t;

			dst->m_32_bits_fmt |= (psm_s.bpp != 16);
			dst->m_TEX0 = TEX0;

			break;
		}
	}

	if (dst) {
		GL_CACHE("TC: Lookup Target(%s) %dx%d, hit: %d (0x%x, %s)", to_string(type), w, h, dst->m_texture->GetID(), bp, psm_str(TEX0.PSM));

		dst->Update();

		dst->m_dirty_alpha |= (psm_s.trbpp == 32 && (fbmask & 0xFF000000) != 0xFF000000) || (psm_s.trbpp == 16);

	} else if (m_can_convert_depth) {

		int rev_type = (type == DepthStencil) ? RenderTarget : DepthStencil;

		// Depth stencil/RT can be an older RT/DS but only check recent RT/DS to avoid to pick
		// some bad data.
		Target* dst_match = nullptr;
		for(auto t : m_dst[rev_type]) {
			if (bp == t->m_TEX0.TBP0) {
				if (t->m_age == 0) {
					dst_match = t;
					break;
				} else if (t->m_age == 1) {
					dst_match = t;
				}
			}
		}

		if (dst_match) {
			GSVector4 sRect(0, 0, 1, 1);
			GSVector4 dRect(0, 0, w, h);

			dst = CreateTarget(TEX0, w, h, type);
			dst->m_32_bits_fmt = dst_match->m_32_bits_fmt;

			int shader;
			bool fmt_16_bits = (psm_s.bpp == 16 && GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].bpp == 16);
			if (type == DepthStencil) {
				GL_CACHE("TC: Lookup Target(Depth) %dx%d, hit Color (0x%x, %s was %s)", w, h, bp, psm_str(TEX0.PSM), psm_str(dst_match->m_TEX0.PSM));
				shader = (fmt_16_bits) ? ShaderConvert_RGB5A1_TO_FLOAT16 : ShaderConvert_RGBA8_TO_FLOAT32 + psm_s.fmt;
			} else {
				GL_CACHE("TC: Lookup Target(Color) %dx%d, hit Depth (0x%x, %s was %s)", w, h, bp, psm_str(TEX0.PSM), psm_str(dst_match->m_TEX0.PSM));
				shader = (fmt_16_bits) ? ShaderConvert_FLOAT16_TO_RGB5A1 : ShaderConvert_FLOAT32_TO_RGBA8;
			}
			m_renderer->m_dev->StretchRect(dst_match->m_texture, sRect, dst->m_texture, dRect, shader, false);
		}
	}

	if(dst == NULL)
	{
		GL_CACHE("TC: Lookup Target(%s) %dx%d, miss (0x%x, %s)", to_string(type), w, h, bp, psm_str(TEX0.PSM));

		dst = CreateTarget(TEX0, w, h, type);

		// In theory new textures contain invalidated data. Still in theory a new target
		// must contains the content of the GS memory.
		// In practice, TC will wrongly invalidate some RT. For example due to write on the alpha
		// channel but colors is still valid. Unfortunately TC doesn't support the upload of data
		// in target.
		//
		// Cleaning the code here will likely break several games. However it might reduce
		// the noise in draw call debugging. It is the main reason to enable it on debug build.
		//
		// From a performance point of view, it might cost a little on big upscaling
		// but normally few RT are miss so it must remain reasonable.
		bool supported_fmt = m_can_convert_depth || psm_s.depth == 0;
		if (m_preload_frame && TEX0.TBW > 0 && supported_fmt) {
			GL_INS("Preloading the RT DATA");
			// RT doesn't have height but if we use a too big value, we will read outside of the GS memory.
			int page0 = TEX0.TBP0 >> 5;
			int max_page = (MAX_PAGES - page0);
			int max_h = 32 * max_page / TEX0.TBW;
			// h is likely smaller than w (true most of the time). Reduce the upload size (speed)
			max_h = std::min<int>(max_h, TEX0.TBW * 64);

			dst->m_dirty.push_back(GSDirtyRect(GSVector4i(0, 0, TEX0.TBW * 64, max_h), TEX0.PSM));
			dst->Update();
		} else {
#ifdef ENABLE_OGL_DEBUG
			switch (type) {
			case RenderTarget: m_renderer->m_dev->ClearRenderTarget(dst->m_texture, 0); break;
			case DepthStencil: m_renderer->m_dev->ClearDepth(dst->m_texture); break;
			default: break;
			}
#endif
		}
	}
	ScaleTexture(dst->m_texture);
	if(used)
	{
		dst->m_used = true;
	}

	return dst;
}

GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int w, int h, int real_h)
{
	uint32 bp = TEX0.TBP0;

	Target* dst = NULL;

#if 0
	// Dump the list of targets for debug
	for(auto t : m_dst[RenderTarget]) {
		GL_INS("TC: frame 0x%x -> 0x%x : %d (age %d)", t->m_TEX0.TBP0, t->m_end_block, t->m_texture->GetID(), t->m_age);
	}
#endif

	// Let's try to find a perfect frame that contains valid data
	for(auto t : m_dst[RenderTarget]) {
		if(bp == t->m_TEX0.TBP0 && t->m_end_block >= bp) {
			dst = t;

			GL_CACHE("TC: Lookup Frame %dx%d, perfect hit: %d (0x%x -> 0x%x %s)", w, h, dst->m_texture->GetID(), bp, t->m_end_block, psm_str(TEX0.PSM));

			break;
		}
	}

	// 2nd try ! Try to find a frame that include the bp
	if (dst == NULL) {
		for(auto t : m_dst[RenderTarget]) {
			if (t->m_TEX0.TBP0 < bp && bp <= t->m_end_block) {
				dst = t;

				GL_CACHE("TC: Lookup Frame %dx%d, inclusive hit: %d (0x%x, took 0x%x -> 0x%x %s)", w, h, t->m_texture->GetID(), bp, t->m_TEX0.TBP0, t->m_end_block, psm_str(TEX0.PSM));

				break;
			}
		}
	}

	// 3rd try ! Try to find a frame that doesn't contain valid data (honestly I'm not sure we need to do it)
	if (dst == NULL) {
		for(auto t : m_dst[RenderTarget]) {
			if(bp == t->m_TEX0.TBP0) {
				dst = t;

				GL_CACHE("TC: Lookup Frame %dx%d, empty hit: %d (0x%x -> 0x%x %s)", w, h, dst->m_texture->GetID(), bp, t->m_end_block, psm_str(TEX0.PSM));

				break;
			}
		}
	}


#if 0
	for(auto t : m_dst[RenderTarget])
	{
		if(bp == t->m_TEX0.TBP0)
		{
			dst = t;

			GL_CACHE("TC: Lookup Frame %dx%d, perfect hit: %d (0x%x -> 0x%x)", w, h, dst->m_texture->GetID(), bp, t->m_end_block);

			break;
		}
		else
		{
			// HACK: try to find something close to the base pointer

			if(t->m_TEX0.TBP0 <= bp && bp < t->m_TEX0.TBP0 + 0xe00UL && (!dst || t->m_TEX0.TBP0 >= dst->m_TEX0.TBP0))
			{
				GL_CACHE("TC: Lookup Frame %dx%d, close hit: %d (0x%x, took 0x%x -> 0x%x)", w, h, t->m_texture->GetID(), bp, t->m_TEX0.TBP0, t->m_end_block);
				dst = t;
			}
		}
	}
#endif

	if(dst == NULL)
	{
		GL_CACHE("TC: Lookup Frame %dx%d, miss (0x%x %s)", w, h, bp, psm_str(TEX0.PSM));

		dst = CreateTarget(TEX0, w, h, RenderTarget);
		ScaleTexture(dst->m_texture);

		m_renderer->m_dev->ClearRenderTarget(dst->m_texture, 0); // new frame buffers after reset should be cleared, don't display memory garbage

		if (m_preload_frame) {
			// Load GS data into frame. Game can directly uploads a background or the full image in
			// "CTRC" buffer. It will also avoid various black screen issue in gs dump.
			//
			// Code is more or less an equivalent of the SW renderer
			//
			// Option is hidden and not enabled by default to avoid any regression
			dst->m_dirty.push_back(GSDirtyRect(GSVector4i(0, 0, TEX0.TBW * 64, real_h), TEX0.PSM));
			dst->Update();
		}
	}
	else
	{
		dst->Update();
	}

	dst->m_used = true;
	dst->m_dirty_alpha = false;

	return dst;
}

// Goal: Depth And Target at the same address is not possible. On GS it is
// the same memory but not on the Dx/GL. Therefore a write to the Depth/Target
// must invalidate the Target/Depth respectively
void GSTextureCache::InvalidateVideoMemType(int type, uint32 bp)
{
	if (!m_can_convert_depth)
		return;

	auto& list = m_dst[type];
	for(auto i = list.begin(); i != list.end(); ++i)
	{
		Target* t = *i;

		if(bp == t->m_TEX0.TBP0)
		{
			GL_CACHE("TC: InvalidateVideoMemType: Remove Target(%s) %d (0x%x)", to_string(type),
					t->m_texture ? t->m_texture->GetID() : 0,
					t->m_TEX0.TBP0);

			list.erase(i);
			delete t;

			break;
		}
	}

}

// Goal: invalidate data sent to the GPU when the source (GS memory) is modified
// Called each time you want to write to the GS memory
void GSTextureCache::InvalidateVideoMem(GSOffset* off, const GSVector4i& rect, bool target)
{
	if(!off) return; // Fixme. Crashes Dual Hearts, maybe others as well. Was fine before r1549.

	uint32 bp = off->bp;
	uint32 bw = off->bw;
	uint32 psm = off->psm;

	if(!target)
	{
		// Remove Source that have same BP as the render target (color&dss)
		// rendering will dirty the copy
		auto& list = m_src.m_map[bp >> 5];
		for(auto i = list.begin(); i != list.end(); )
		{
			Source* s = *i;
			++i;

			if (GSUtil::HasSharedBits(bp, psm, s->m_TEX0.TBP0, s->m_TEX0.PSM) ||
				GSUtil::HasSharedBits(bp, psm, s->m_from_target_TEX0.TBP0, s->m_TEX0.PSM))
			{
				m_src.RemoveAt(s);
			}
		}

		uint32 bbp = bp + bw * 0x10;
		if (bw >= 16 && bbp < 16384) {
			// Detect half of the render target (fix snow engine game)
			// Target Page (8KB) have always a width of 64 pixels
			// Half of the Target is TBW/2 pages * 8KB / (1 block * 256B) = 0x10
			auto& list = m_src.m_map[bbp >> 5];
			for(auto i = list.begin(); i != list.end(); )
			{
				Source* s = *i;
				++i;

				if(GSUtil::HasSharedBits(bbp, psm, s->m_TEX0.TBP0, s->m_TEX0.PSM))
				{
					m_src.RemoveAt(s);
				}
			}
		}

		// Haunting ground write frame buffer 0x3000 and expect to write data to 0x3380
		// Note: the game only does a 0 direct write. If some games expect some real data
		// we are screwed.
		if (m_renderer->m_game.title == CRC::HauntingGround) {
			uint32 end_block = GSLocalMemory::m_psm[psm].bn(rect.z - 1, rect.w - 1, bp, bw);  // Valid only for color formats
			auto type = RenderTarget;

			for(auto t : m_dst[type])
			{
				if (t->m_TEX0.TBP0 > bp && t->m_end_block <= end_block) {
					// Haunting ground expect to clean buffer B with a rendering into buffer A.
					// Situation is quite messy as it would require to extract the data from the buffer A
					// and to move in buffer B.
					//
					// Of course buffers don't share the same line width. You can't delete the buffer as next
					// miss will load invalid data.
					//
					// So just clear the damn buffer and forget about it.
					GL_CACHE("TC: Clear Sub Target(%s) %d (0x%x)", to_string(type),
							t->m_texture ? t->m_texture->GetID() : 0,
							t->m_TEX0.TBP0);
					m_renderer->m_dev->ClearRenderTarget(t->m_texture, 0);
				}
			}
		}
	}

	GSVector4i r;

	uint32* pages = (uint32*)m_temp;

	off->GetPages(rect, pages, &r);

	bool found = false;

	for(const uint32* p = pages; *p != GSOffset::EOP; p++)
	{
		uint32 page = *p;

		auto& list = m_src.m_map[page];
		for(auto i = list.begin(); i != list.end(); )
		{
			Source* s = *i;
			++i;

			if(GSUtil::HasSharedBits(psm, s->m_TEX0.PSM))
			{
				bool b = bp == s->m_TEX0.TBP0;

				if(!s->m_target)
				{
					if(m_disable_partial_invalidation && s->m_repeating)
					{
						m_src.RemoveAt(s);
					}
					else
					{
						uint32* RESTRICT valid = s->m_valid;

						// Invalidate data of input texture
						if(s->m_repeating)
						{
							// Note: very hot path on snowbling engine game
							for(const GSVector2i& k : s->m_p2t[page])
							{
								valid[k.x] &= k.y;
							}
						}
						else
						{
							valid[page] = 0;
						}

						s->m_complete = false;

						found |= b;
					}
				}
				else
				{
					// render target used as input texture
					b |= bp == s->m_from_target_TEX0.TBP0;

					if (!b)
						b = s->Overlaps(bp, bw, psm, rect);

					if(b)
					{
						m_src.RemoveAt(s);
					}
				}
			}
		}
	}

	if(!target) return;

	for(int type = 0; type < 2; type++)
	{
		auto& list = m_dst[type];
		for(auto i = list.begin(); i != list.end(); )
		{
			auto j = i++;
			Target* t = *j;

			// GH: (I think) this code is completely broken. Typical issue:
			// EE write an alpha channel into 32 bits texture
			// Results: the target is deleted (because HasCompatibleBits is false)
			//
			// Major issues are expected if the game try to reuse the target
			// If we dirty the RT, it will likely upload partially invalid data.
			// (The color on the previous example)
			if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
			{
				if(!found && GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM))
				{
					GL_CACHE("TC: Dirty Target(%s) %d (0x%x) r(%d,%d,%d,%d)", to_string(type),
								t->m_texture ? t->m_texture->GetID() : 0,
								t->m_TEX0.TBP0, r.x, r.y, r.z, r.w);
					t->m_dirty.push_back(GSDirtyRect(r, psm));
					t->m_TEX0.TBW = bw;
				}
				else
				{
					list.erase(j);
					GL_CACHE("TC: Remove Target(%s) %d (0x%x)", to_string(type),
								t->m_texture ? t->m_texture->GetID() : 0,
								t->m_TEX0.TBP0);
					delete t;
					continue;
				}
			} else if (bp == t->m_TEX0.TBP0) {
				// EE writes the ALPHA channel. Mark it as invalid for
				// the texture cache. Otherwise it will generate a wrong
				// hit on the texture cache.
				// Game: Conflict - Desert Storm (flickering)
				t->m_dirty_alpha = false;
			}

			// GH: Try to detect texture write that will overlap with a target buffer
			if(GSUtil::HasSharedBits(psm, t->m_TEX0.PSM)) {
				if (bp < t->m_TEX0.TBP0)
				{
					uint32 rowsize = bw * 8192;
					uint32 offset = (uint32)((t->m_TEX0.TBP0 - bp) * 256);

					if(rowsize > 0 && offset % rowsize == 0)
					{
						int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;

						if(r.bottom > y)
						{
							GL_CACHE("TC: Dirty After Target(%s) %d (0x%x)", to_string(type),
									t->m_texture ? t->m_texture->GetID() : 0,
									t->m_TEX0.TBP0);
							// TODO: do not add this rect above too
							t->m_dirty.push_back(GSDirtyRect(GSVector4i(r.left, r.top - y, r.right, r.bottom - y), psm));
							t->m_TEX0.TBW = bw;
							continue;
						}
					}
				}

				// FIXME: this code "fixes" black FMV issue with rule of rose.
#if 1
				// Greg: I'm not sure the 'bw' equality is required but it won't hurt too much
				//
				// Ben 10 Alien Force : Vilgax Attacks uses a small temporary target for multiple textures (different bw)
				// It is too complex to handle, and purpose of the code was to handle FMV (large bw). So let's skip small
				// (128 pixels) target
				if (bw > 2 && t->m_TEX0.TBW == bw && t->Inside(bp, bw, psm, rect) && GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM)) {
					uint32 rowsize = bw * 8192u;
					uint32 offset = (uint32)((bp - t->m_TEX0.TBP0) * 256);

					if(rowsize > 0 && offset % rowsize == 0) {
						int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;

						GL_CACHE("TC: Dirty in the middle of Target(%s) %d (0x%x->0x%x) pos(%d,%d => %d,%d) bw:%u", to_string(type),
								t->m_texture ? t->m_texture->GetID() : 0,
								t->m_TEX0.TBP0, t->m_end_block,
								r.left, r.top + y, r.right, r.bottom + y, bw);

						t->m_dirty.push_back(GSDirtyRect(GSVector4i(r.left, r.top + y, r.right, r.bottom + y), psm));
						t->m_TEX0.TBW = bw;
						continue;
					}
				}
#endif
			}
		}
	}
}

// Goal: retrive the data from the GPU to the GS memory.
// Called each time you want to read from the GS memory
void GSTextureCache::InvalidateLocalMem(GSOffset* off, const GSVector4i& r)
{
	uint32 bp = off->bp;
	uint32 psm = off->psm;
	//uint32 bw = off->bw;

	// No depth handling please.
	if (psm == PSM_PSMZ32 || psm == PSM_PSMZ24 || psm == PSM_PSMZ16 || psm == PSM_PSMZ16S) {
		GL_INS("ERROR: InvalidateLocalMem depth format isn't supported (%d,%d to %d,%d)", r.x, r.y, r.z, r.w);
		if (m_can_convert_depth) {
			for(auto t : m_dst[DepthStencil]) {
				if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM)) {
					if (GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM))
						Read(t, r.rintersect(t->m_valid));
				}
			}
		}
		return;
	}

	// This is a shorter but potentially slower version of the below, commented out code.
	// It works for all the games mentioned below and fixes a couple of other ones as well
	// (Busen0: Wizardry and Chaos Legion).
	// Also in a few games the below code ran the Grandia3 case when it shouldn't :p
	for(auto t : m_dst[RenderTarget])
	{
		if (t->m_TEX0.PSM != PSM_PSMZ32 && t->m_TEX0.PSM != PSM_PSMZ24 && t->m_TEX0.PSM != PSM_PSMZ16 && t->m_TEX0.PSM != PSM_PSMZ16S)
		{
			if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
			{
				// GH Note: Read will do a StretchRect and then will sizzle data to the GS memory
				// t->m_valid will do the full target texture whereas r.intersect(t->m_valid) will be limited
				// to the useful part for the transfer.
				// 1/ Logically intersect must be enough, except if we miss some call to InvalidateLocalMem
				// or it need the depth part too
				// 2/ Read function is slow but I suspect the swizzle part to be costly. Maybe a compute shader
				// that do the swizzle at the same time of the Stretching could save CPU computation.

				// note: r.rintersect breaks Wizardry and Chaos Legion
				// Read(t, t->m_valid) works in all tested games but is very slow in GUST titles ><
				if (GSTextureCache::m_disable_partial_invalidation) {
					Read(t, r.rintersect(t->m_valid));
				} else {
					if (r.x == 0 && r.y == 0) // Full screen read?
						Read(t, t->m_valid);
					else // Block level read?
						Read(t, r.rintersect(t->m_valid));
				}
			}
		} else {
			GL_INS("ERROR: InvalidateLocalMem target is a depth format");
		}
	}

	//GSTextureCache::Target* rt2 = NULL;
	//int ymin = INT_MAX;
	//for(auto i = m_dst[RenderTarget].begin(); i != m_dst[RenderTarget].end(); )
	//{
	//	auto j = i++;

	//	Target* t = *j;

	//	if (t->m_TEX0.PSM != PSM_PSMZ32 && t->m_TEX0.PSM != PSM_PSMZ24 && t->m_TEX0.PSM != PSM_PSMZ16 && t->m_TEX0.PSM != PSM_PSMZ16S)
	//	{
	//		if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
	//		{
	//			if(GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM))
	//			{
	//				Read(t, r.rintersect(t->m_valid));
	//				return;
	//			}
	//			else if(psm == PSM_PSMCT32 && (t->m_TEX0.PSM == PSM_PSMCT16 || t->m_TEX0.PSM == PSM_PSMCT16S))
	//			{
	//				// ffx-2 riku changing to her default (shoots some reflecting glass at the end), 16-bit rt read as 32-bit
	//				Read(t, GSVector4i(r.left, r.top, r.right, r.top + (r.bottom - r.top) * 2).rintersect(t->m_valid));
	//				return;
	//			}
	//			else
	//			{
	//				if (psm == PSM_PSMT4HH && t->m_TEX0.PSM == PSM_PSMCT32)
	//				{
	//					// Silent Hill Origins shadows: Read 8 bit using only the HIGH bits (4 bit) texture as 32 bit.
	//					Read(t, r.rintersect(t->m_valid));
	//					return;
	//				}
	//				else
	//				{
	//					//printf("Trashing render target. We have a %d type texture and we are trying to write into a %d type texture\n", t->m_TEX0.PSM, psm);
	//					m_dst[RenderTarget].erase(j);
	//					delete t;
	//				}
	//			}
	//		}

	//		// Grandia3, FFX, FFX-2 pause menus. t->m_TEX0.TBP0 magic number checks because otherwise kills xs2 videos
	//		if( (GSUtil::HasSharedBits(psm, t->m_TEX0.PSM) && (bp > t->m_TEX0.TBP0) )
	//			&& ((t->m_TEX0.TBP0 == 0) || (t->m_TEX0.TBP0==3328) || (t->m_TEX0.TBP0==3584) ))
	//		{
	//			//printf("first : %d-%d child : %d-%d\n", psm, bp, t->m_TEX0.PSM, t->m_TEX0.TBP0);
	//			uint32 rowsize = bw * 8192;
	//			uint32 offset = (uint32)((bp - t->m_TEX0.TBP0) * 256);

	//			if(rowsize > 0 && offset % rowsize == 0)
	//			{
	//				int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;

	//				if(y < ymin && y < 512)
	//				{
	//					rt2 = t;
	//					ymin = y;
	//				}
	//			}
	//		}
	//	}
	//}
	//if(rt2)
	//{
	//	Read(rt2, GSVector4i(r.left, r.top + ymin, r.right, r.bottom + ymin));
	//}


	// TODO: ds
}

// Hack: remove Target that are strictly included in current rt. Typically uses for FMV
// For example, game is rendered at 0x800->0x1000, fmv will be uploaded to 0x0->0x2800
// FIXME In theory, we ought to report the data from the sub rt to the main rt. But let's
// postpone it for later.
void GSTextureCache::InvalidateVideoMemSubTarget(GSTextureCache::Target* rt)
{
	if (!rt)
		return;

	auto& list = m_dst[RenderTarget];

	for(auto i = list.begin(); i != list.end(); ) {
		Target* t = *i;

		if((t->m_TEX0.TBP0 > rt->m_TEX0.TBP0) && (t->m_end_block < rt->m_end_block) && (t->m_TEX0.TBW == rt->m_TEX0.TBW)
				&& (t->m_TEX0.TBP0 < t->m_end_block)) {
			GL_INS("InvalidateVideoMemSubTarget: rt 0x%x -> 0x%x, sub rt 0x%x -> 0x%x",
					rt->m_TEX0.TBP0, rt->m_end_block, t->m_TEX0.TBP0, t->m_end_block);

			i = list.erase(i);
			delete t;
		} else {
			++i;
		}
	}
}

void GSTextureCache::IncAge()
{
	int maxage = m_src.m_used ? 3 : 30;

	// You can't use m_map[page] because Source* are duplicated on several pages.
	for(auto i = m_src.m_surfaces.begin(); i != m_src.m_surfaces.end(); )
	{
		Source* s = *i;

		if(s->m_shared_texture) {
			// Shared textures are temporary only added in the hash set but not in the texture
			// cache list therefore you can't use RemoveAt
			i = m_src.m_surfaces.erase(i);
			delete s;
		} else {
			++i;
			if (++s->m_age > maxage) {
				m_src.RemoveAt(s);
			}
		}
	}

	m_src.m_used = false;

	// Clearing of Rendertargets causes flickering in many scene transitions.
	// Sigh, this seems to be used to invalidate surfaces. So set a huge maxage to avoid flicker,
	// but still invalidate surfaces. (Disgaea 2 fmv when booting the game through the BIOS)
	// Original maxage was 4 here, Xenosaga 2 needs at least 240, else it flickers on scene transitions.
	maxage = 400; // ffx intro scene changes leave the old image untouched for a couple of frames and only then start using it

	for(int type = 0; type < 2; type++)
	{
		auto& list = m_dst[type];
		for(auto i = list.begin(); i != list.end(); )
		{
			Target* t = *i;

			// This variable is used to detect the texture shuffle effect. There is a high
			// probability that game will do it on the current RT.
			// Variable is cleared here to avoid issue with game that uses a 16 bits
			// render target
			if (t->m_age > 0) {
				// GoW2 uses the effect at the start of the frame
				t->m_32_bits_fmt = false;
			}

			if(++t->m_age > maxage)
			{
				i = list.erase(i);
				GL_CACHE("TC: Remove Target(%s): %d (0x%x) due to age", to_string(type),
							t->m_texture ? t->m_texture->GetID() : 0,
							t->m_TEX0.TBP0);

				delete t;
			} else {
				++i;
			}
		}
	}
}

//Fixme: Several issues in here. Not handling depth stencil, pitch conversion doesnt work.
GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst, bool half_right, int x_offset, int y_offset)
{
	const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
	Source* src = new Source(m_renderer, TEX0, TEXA, m_temp);

	int tw = 1 << TEX0.TW;
	int th = 1 << TEX0.TH;
	//int tp = TEX0.TBW << 6;

	bool hack = false;

	if (dst && (x_offset != 0 || y_offset != 0))
	{
		GSVector2 scale = dst->m_texture->GetScale();
		int x = (int)(scale.x * x_offset);
		int y = (int)(scale.y * y_offset);
		int w = (int)(scale.x * tw);
		int h = (int)(scale.y * th);

		GSTexture* sTex = dst->m_texture;
		GSTexture* dTex = m_renderer->m_dev->CreateRenderTarget(w, h);

		GSVector4i area(x, y, x + w, y + h);
		m_renderer->m_dev->CopyRect(sTex, dTex, area);

		// Keep a trace of origin of the texture
		src->m_texture = dTex;
		src->m_target = true;
		src->m_from_target = dst->m_texture;
		src->m_from_target_TEX0 = dst->m_TEX0;
		src->m_texture->SetScale(scale);
		src->m_end_block = dst->m_end_block;

		if (psm.pal > 0) {
			// Attach palette for GPU texture conversion
			AttachPaletteToSource(src, psm.pal, true);
		}
	}
	else if (dst && static_cast<GSRendererHW*>(m_renderer)->IsDummyTexture())
	{
		// This shortcut is a temporary solution. It isn't a good solution
		// as it won't work with Channel Shuffle/Texture Shuffle pattern
		// (we need texture cache result to detect those effects).
		// Instead a better solution would be to defer the copy/StrechRect later
		// in the rendering.
		// Still this poor solution is enough for a huge speed up in a couple of games
		//
		// Be aware that you can't use StrechRect between BeginScene/EndScene.
		// So it could be tricky to put in the middle of the DrawPrims

		// Texture is created to keep code compatibility
		GSTexture* dTex = m_renderer->m_dev->CreateRenderTarget(tw, th);

		// Keep a trace of origin of the texture
		src->m_texture = dTex;
		src->m_target = true;
		src->m_from_target = dst->m_texture;
		src->m_from_target_TEX0 = dst->m_TEX0;
		src->m_end_block = dst->m_end_block;

		// Even if we sample the framebuffer directly we might need the palette
		// to handle the format conversion on GPU
		if (psm.pal > 0)
			AttachPaletteToSource(src, psm.pal, true);
	}
	else if (dst)
	{
		// TODO: clean up this mess

		int shader = dst->m_type != RenderTarget ? ShaderConvert_FLOAT32_TO_RGBA8 : ShaderConvert_COPY;
		bool is_8bits = TEX0.PSM == PSM_PSMT8;

		if (is_8bits) {
			GL_INS("Reading RT as a packed-indexed 8 bits format");
			shader = ShaderConvert_RGBA_TO_8I;
		}

#ifdef ENABLE_OGL_DEBUG
		if (TEX0.PSM == PSM_PSMT4) {
			GL_INS("ERROR: Reading RT as a packed-indexed 4 bits format is not supported");
		}
#endif

		if (GSLocalMemory::m_psm[TEX0.PSM].bpp > 8) {
			src->m_32_bits_fmt = dst->m_32_bits_fmt;
		}

		// Keep a trace of origin of the texture
		src->m_target = true;
		src->m_from_target = dst->m_texture;
		src->m_from_target_TEX0 = dst->m_TEX0;
		src->m_valid_rect = dst->m_valid;
		src->m_end_block = dst->m_end_block;

		dst->Update();

		// do not round here!!! if edge becomes a black pixel and addressing mode is clamp => everything outside the clamped area turns into black (kh2 shadows)

		int w = (int)(dst->m_texture->GetScale().x * tw);
		int h = (int)(dst->m_texture->GetScale().y * th);
		if (is_8bits) {
			// Unscale 8 bits textures, quality won't be nice but format is really awful
			w = tw;
			h = th;
		}

		GSVector2i dstsize = dst->m_texture->GetSize();

		// pitch conversion

		if(dst->m_TEX0.TBW != TEX0.TBW) // && dst->m_TEX0.PSM == TEX0.PSM
		{
			// This is so broken :p
			////Better not do the code below, "fixes" like every game that ever gets here..
			////Edit: Ratchet and Clank needs this to show most of it's graphics at all.
			////Someone else fix this please, I can't :p
			////delete src; return NULL;

			//// sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left)

			//ASSERT(dst->m_TEX0.TBW > TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO)

			//src->m_texture = m_renderer->m_dev->CreateRenderTarget(dstsize.x, dstsize.y, false);

			//GSVector4 size = GSVector4(dstsize).xyxy();
			//GSVector4 scale = GSVector4(dst->m_texture->GetScale()).xyxy();

			//int blockWidth  = 64;
			//int blockHeight = TEX0.PSM == PSM_PSMCT32 || TEX0.PSM == PSM_PSMCT24 ? 32 : 64;

			//GSVector4i br(0, 0, blockWidth, blockHeight);

			//int sw = (int)dst->m_TEX0.TBW << 6;

			//int dw = (int)TEX0.TBW << 6;
			//int dh = 1 << TEX0.TH;

			//if(sw != 0)
			//for(int dy = 0; dy < dh; dy += blockHeight)
			//{
			//	for(int dx = 0; dx < dw; dx += blockWidth)
			//	{
			//		int off = dy * dw / blockHeight + dx;

			//		int sx = off % sw;
			//		int sy = off / sw;

			//		GSVector4 sRect = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size;
			//		GSVector4 dRect = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale;

			//		m_renderer->m_dev->StretchRect(dst->m_texture, sRect, src->m_texture, dRect);

			//		// TODO: this is quite a lot of StretchRect, do it with one Draw
			//	}
			//}
		}
		else if(tw < 1024)
		{
			// FIXME: timesplitters blurs the render target by blending itself over a couple of times
			hack = true;
			//if(tw == 256 && th == 128 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00))
			//{
			//	delete src;
			//	return NULL;
			//}
		}
		// width/height conversion

		GSVector2 scale = dst->m_texture->GetScale();

		GSVector4 dRect(0, 0, w, h);

		// Lengthy explanation of the rescaling code.
		// Here an example in 2x:
		// RT is 1280x1024 but only contains 512x448 valid data (so 256x224 pixels without upscaling)
		//
		// PS2 want to read it back as a 1024x1024 pixels (they don't care about the extra pixels)
		// So in theory we need to shrink a 2048x2048 RT into a 1024x1024 texture. Obviously the RT is
		// too small.
		//
		// So we will only limit the resize to the available data in RT.
		// Therefore we will resize the RT from 1280x1024 to 1280x1024/2048x2048 % of the new texture
		// size (which is 1280x1024) (i.e. 800x512)
		// From the rendering point of view. UV coordinate will be normalized on the real GS texture size
		// This way it can be used on an upscaled texture without extra scaling factor (only requirement is
		// to have same proportion)
		//
		// FIXME: The scaling will create a bad offset. For example if texture coordinate start at 0.5 (pixel 0)
		// At 2x it will become 0.5/128 * 256 = 1 (pixel 1)
		// I think it is the purpose of the UserHacks_HalfPixelOffset below. However implementation is less
		// than ideal.
		// 1/ It suppose games have an half pixel offset on texture coordinate which could be wrong
		// 2/ It doesn't support rescaling of the RT (tw = 1024)
		// Maybe it will be more easy to just round the UV value in the Vertex Shader

		if (!is_8bits) {
			// 8 bits handling is special due to unscaling. It is better to not execute this code
			if (w > dstsize.x)
			{
				scale.x = (float)dstsize.x / tw;
				dRect.z = (float)dstsize.x * scale.x / dst->m_texture->GetScale().x;
				w = dstsize.x;
			}

			if (h > dstsize.y)
			{
				scale.y = (float)dstsize.y / th;
				dRect.w = (float)dstsize.y * scale.y / dst->m_texture->GetScale().y;
				h = dstsize.y;
			}
		}

		GSVector4 sRect(0, 0, w, h);

		// Don't be fooled by the name. 'dst' is the old target (hence the input)
		// 'src' is the new texture cache entry (hence the output)
		GSTexture* sTex = dst->m_texture;
		GSTexture* dTex = m_renderer->m_dev->CreateRenderTarget(w, h);
		src->m_texture = dTex;

		// GH: by default (m_paltex == 0) GSdx converts texture to the 32 bit format
		// However it is different here. We want to reuse a Render Target as a texture.
		// Because the texture is already on the GPU, CPU can't convert it.
		if (psm.pal > 0) {
			AttachPaletteToSource(src, psm.pal, true);
		}
		// Disable linear filtering for various GS post-processing effect
		// 1/ Palette is used to interpret the alpha channel of the RT as an index.
		// Star Ocean 3 uses it to emulate a stencil buffer.
		// 2/ Z formats are a bad idea to interpolate (discontinuties).
		// 3/ 16 bits buffer is used to move data from a channel to another.
		//
		// I keep linear filtering for standard color even if I'm not sure that it is
		// working correctly.
		// Indeed, texture is reduced so you need to read all covered pixels (9 in 3x)
		// to correctly interpolate the value. Linear interpolation is likely acceptable
		// only in 2x scaling
		//
		// Src texture will still be bilinear interpolated so I'm really not sure
		// that we need to do it here too.
		//
		// Future note: instead to do
		// RT 2048x2048 -> T 1024x1024 -> RT 2048x2048
		// We can maybe sample directly a bigger texture
		// RT 2048x2048 -> T 2048x2048 -> RT 2048x2048
		// Pro: better quality. Copy instead of StretchRect (must be faster)
		// Cons: consume more memory
		//
		// In distant future: investigate to reuse the RT directly without any
		// copy. Likely a speed boost and memory usage reduction.
		bool linear = (TEX0.PSM == PSM_PSMCT32 || TEX0.PSM == PSM_PSMCT24);

		if ((sRect == dRect).alltrue() && !shader)
		{
			if (half_right) {
				// You typically hit this code in snow engine game. Dstsize is the size of of Dx/GL RT
				// which is arbitrary set to 1280 (biggest RT used by GS). h/w are based on the input texture
				// so the only reliable way to find the real size of the target is to use the TBW value.
				float real_width = dst->m_TEX0.TBW * 64u * dst->m_texture->GetScale().x;
				m_renderer->m_dev->CopyRect(sTex, dTex, GSVector4i((int)(real_width/2.0f), 0, (int)real_width, h));
			} else {
				m_renderer->m_dev->CopyRect(sTex, dTex, GSVector4i(0, 0, w, h)); // <= likely wrong dstsize.x could be bigger than w
			}
		}
		else
		{
			// Different size or not the same format
			sRect.z /= sTex->GetWidth();
			sRect.w /= sTex->GetHeight();

			if (half_right) {
				sRect.x = sRect.z/2.0f;
			}

			m_renderer->m_dev->StretchRect(sTex, sRect, dTex, dRect, shader, linear);
		}

		if( src->m_texture )
			src->m_texture->SetScale(scale);
		else
			ASSERT(0);

		// Offset hack. Can be enabled via GSdx options.
		// The offset will be used in Draw().

		float modx = 0.0f;
		float mody = 0.0f;

		if(UserHacks_HalfPixelOffset && hack)
		{
			switch(m_renderer->GetUpscaleMultiplier())
			{
			case 0: //Custom Resolution
			{
				const float offset = 0.2f;
				modx = dst->m_texture->GetScale().x + offset;
				mody = dst->m_texture->GetScale().y + offset;
				dst->m_texture->LikelyOffset = true;
				break;
			}
			case 2:  modx = 2.2f; mody = 2.2f; dst->m_texture->LikelyOffset = true;  break;
			case 3:  modx = 3.1f; mody = 3.1f; dst->m_texture->LikelyOffset = true;  break;
			case 4:  modx = 4.2f; mody = 4.2f; dst->m_texture->LikelyOffset = true;  break;
			case 5:  modx = 5.3f; mody = 5.3f; dst->m_texture->LikelyOffset = true;  break;
			case 6:  modx = 6.2f; mody = 6.2f; dst->m_texture->LikelyOffset = true;  break;
			case 8:  modx = 8.2f; mody = 8.2f; dst->m_texture->LikelyOffset = true;  break;
			default: modx = 0.0f; mody = 0.0f; dst->m_texture->LikelyOffset = false; break;
			}
		}

		dst->m_texture->OffsetHack_modx = modx;
		dst->m_texture->OffsetHack_mody = mody;
	}
	else
	{
		if (m_paltex && psm.pal > 0)
		{
			src->m_texture = m_renderer->m_dev->CreateTexture(tw, th, Get8bitFormat());
			AttachPaletteToSource(src, psm.pal, true);
		}
		else {
			src->m_texture = m_renderer->m_dev->CreateTexture(tw, th);
			if (psm.pal > 0) {
				AttachPaletteToSource(src, psm.pal, false);
			}
		}
	}

	ASSERT(src->m_texture);

	m_src.Add(src, TEX0, m_renderer->m_context->offset.tex);

	return src;
}

GSTextureCache::Target* GSTextureCache::CreateTarget(const GIFRegTEX0& TEX0, int w, int h, int type)
{
	ASSERT(type == RenderTarget || type == DepthStencil);

	Target* t = new Target(m_renderer, TEX0, m_temp, m_can_convert_depth);

	// FIXME: initial data should be unswizzled from local mem in Update() if dirty

	t->m_type = type;

	if(type == RenderTarget)
	{
		t->m_texture = m_renderer->m_dev->CreateSparseRenderTarget(w, h);

		t->m_used = true; // FIXME
	}
	else if(type == DepthStencil)
	{
		t->m_texture = m_renderer->m_dev->CreateSparseDepthStencil(w, h);
	}

	m_dst[type].push_front(t);

	return t;
}

void GSTextureCache::PrintMemoryUsage()
{
#ifdef ENABLE_OGL_DEBUG
	uint32 tex    = 0;
	uint32 tex_rt = 0;
	uint32 rt     = 0;
	uint32 dss    = 0;
	for(auto s : m_src.m_surfaces) {
		if(s && !s->m_shared_texture) {
			if(s->m_target)
				tex_rt += s->m_texture->GetMemUsage();
			else
				tex    += s->m_texture->GetMemUsage();
		}
	}
	for(auto t : m_dst[RenderTarget]) {
		if(t)
			rt += t->m_texture->GetMemUsage();
	}
	for(auto t : m_dst[DepthStencil]) {
		if(t)
			dss += t->m_texture->GetMemUsage();
	}

	GL_PERF("MEM: RO Tex %dMB. RW Tex %dMB. Target %dMB. Depth %dMB", tex >> 20u, tex_rt >> 20u, rt >> 20u, dss >> 20u);
#endif
}

// GSTextureCache::Surface

GSTextureCache::Surface::Surface(GSRenderer* r, uint8* temp)
	: m_renderer(r)
	, m_texture(NULL)
	, m_age(0)
	, m_temp(temp)
	, m_32_bits_fmt(false)
	, m_shared_texture(false)
	, m_end_block(0)
{
	m_TEX0.TBP0 = 0x3fff;
}

GSTextureCache::Surface::~Surface()
{
	// Shared textures are pointers copy. Therefore no allocation
	// to recycle.
	if (!m_shared_texture)
		m_renderer->m_dev->Recycle(m_texture);
}

void GSTextureCache::Surface::UpdateAge()
{
	m_age = 0;
}

bool GSTextureCache::Surface::Inside(uint32 bp, uint32 bw, uint32 psm, const GSVector4i& rect)
{
	// Valid only for color formats.
	uint32 const end_block = GSLocalMemory::m_psm[psm].bn(rect.z - 1, rect.w - 1, bp, bw);
	return bp >= m_TEX0.TBP0 && end_block <= m_end_block;
}

bool GSTextureCache::Surface::Overlaps(uint32 bp, uint32 bw, uint32 psm, const GSVector4i& rect)
{
	// Valid only for color formats.
	uint32 const end_block = GSLocalMemory::m_psm[psm].bn(rect.z - 1, rect.w - 1, bp, bw);
	return (m_TEX0.TBP0 <= bp        && bp        <= m_end_block)
		|| (m_TEX0.TBP0 <= end_block && end_block <= m_end_block);
}

// GSTextureCache::Source

GSTextureCache::Source::Source(GSRenderer* r, const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, uint8* temp, bool dummy_container)
	: Surface(r, temp)
	, m_palette_obj(nullptr)
	, m_palette(nullptr)
	, m_valid_rect(0, 0)
	, m_target(false)
	, m_complete(false)
	, m_p2t(NULL)
	, m_from_target(NULL)
	, m_from_target_TEX0(TEX0)
{
	m_TEX0 = TEX0;
	m_TEXA = TEXA;

	if (dummy_container) {
		// Dummy container only contain a m_texture that is a pointer to another source.

		m_write.rect = NULL;
		m_write.count = 0;

		m_repeating = false;

	} else {
		memset(m_layer_TEX0, 0, sizeof(m_layer_TEX0));

		memset(m_valid, 0, sizeof(m_valid));

		m_write.rect = (GSVector4i*)_aligned_malloc(3 * sizeof(GSVector4i), 32);
		m_write.count = 0;

		m_repeating = m_TEX0.IsRepeating();

		if(m_repeating)
		{
			m_p2t = r->m_mem.GetPage2TileMap(m_TEX0);
		}

		GSOffset* off = m_renderer->m_context->offset.tex;
		m_pages_as_bit = off->GetPagesAsBits(m_TEX0);
	}
}

GSTextureCache::Source::~Source()
{
	_aligned_free(m_write.rect);
}

void GSTextureCache::Source::Update(const GSVector4i& rect, int layer)
{
	Surface::UpdateAge();

	if(layer == 0 && (m_complete || m_target))
	{
		return;
	}

	const GSVector2i& bs = GSLocalMemory::m_psm[m_TEX0.PSM].bs;

	int tw = std::max<int>(1 << m_TEX0.TW, bs.x);
	int th = std::max<int>(1 << m_TEX0.TH, bs.y);

	GSVector4i r = rect.ralign<Align_Outside>(bs);

	if(layer == 0 && r.eq(GSVector4i(0, 0, tw, th)))
	{
		m_complete = true; // lame, but better than nothing
	}

	const GSOffset* off = m_renderer->m_context->offset.tex;

	uint32 blocks = 0;

	if(m_repeating)
	{
		for(int y = r.top; y < r.bottom; y += bs.y)
		{
			uint32 base = off->block.row[y >> 3u];

			for(int x = r.left, i = (y << 7) + x; x < r.right; x += bs.x, i += bs.x)
			{
				uint32 block = base + off->block.col[x >> 3u];

				if(block < MAX_BLOCKS || m_wrap_gs_mem)
				{
					uint32 addr = (i >> 3u) % MAX_BLOCKS;

					uint32 row = addr >> 5u;
					uint32 col = 1 << (addr & 31u);

					if((m_valid[row] & col) == 0)
					{
						m_valid[row] |= col;

						Write(GSVector4i(x, y, x + bs.x, y + bs.y), layer);

						blocks++;
					}
				}
			}
		}
	}
	else
	{
		for(int y = r.top; y < r.bottom; y += bs.y)
		{
			uint32 base = off->block.row[y >> 3u];

			for(int x = r.left; x < r.right; x += bs.x)
			{
				uint32 block = base + off->block.col[x >> 3u];

				if(block < MAX_BLOCKS || m_wrap_gs_mem)
				{
					block %= MAX_BLOCKS;

					uint32 row = block >> 5u;
					uint32 col = 1 << (block & 31u);

					if((m_valid[row] & col) == 0)
					{
						m_valid[row] |= col;

						Write(GSVector4i(x, y, x + bs.x, y + bs.y), layer);

						blocks++;
					}
				}
			}
		}
	}

	if(blocks > 0)
	{
		m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, bs.x * bs.y * blocks << (m_palette ? 2 : 0));

		Flush(m_write.count, layer);
	}
}

void GSTextureCache::Source::UpdateLayer(const GIFRegTEX0& TEX0, const GSVector4i& rect, int layer)
{
	if (layer > 6)
		return;

	if (m_target) // Yeah keep dreaming
		return;

	if (TEX0 == m_layer_TEX0[layer])
		return;

	GIFRegTEX0 old_TEX0 = m_TEX0;

	m_layer_TEX0[layer] = TEX0;
	m_TEX0 = TEX0;

	Update(rect, layer);

	m_TEX0 = old_TEX0;
}

void GSTextureCache::Source::Write(const GSVector4i& r, int layer)
{
	m_write.rect[m_write.count++] = r;

	while(m_write.count >= 2)
	{
		GSVector4i& a = m_write.rect[m_write.count - 2];
		GSVector4i& b = m_write.rect[m_write.count - 1];

		if((a == b.zyxw()).mask() == 0xfff0)
		{
			a.right = b.right; // extend right

			m_write.count--;
		}
		else if((a == b.xwzy()).mask() == 0xff0f)
		{
			a.bottom = b.bottom; // extend down

			m_write.count--;
		}
		else
		{
			break;
		}
	}

	if(m_write.count > 2)
	{
		Flush(1, layer);
	}
}

void GSTextureCache::Source::Flush(uint32 count, int layer)
{
	// This function as written will not work for paletted formats copied from framebuffers
	// because they are 8 or 4 bit formats on the GS and the GS local memory module reads
	// these into an 8 bit format while the D3D surfaces are 32 bit.
	// However the function is never called for these cases.  This is just for information
	// should someone wish to use this function for these cases later.
	const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[m_TEX0.PSM];

	int tw = 1 << m_TEX0.TW;
	int th = 1 << m_TEX0.TH;

	GSVector4i tr(0, 0, tw, th);

	int pitch = std::max(tw, psm.bs.x) * sizeof(uint32);

	GSLocalMemory& mem = m_renderer->m_mem;

	const GSOffset* off = m_renderer->m_context->offset.tex;

	GSLocalMemory::readTexture rtx = psm.rtx;

	if(m_palette)
	{
		pitch >>= 2;
		rtx = psm.rtxP;
	}

	uint8* buff = m_temp;

	for(uint32 i = 0; i < count; i++)
	{
		GSVector4i r = m_write.rect[i];

		if((r > tr).mask() & 0xff00)
		{
			(mem.*rtx)(off, r, buff, pitch, m_TEXA);

			m_texture->Update(r.rintersect(tr), buff, pitch, layer);
		}
		else
		{
			GSTexture::GSMap m;

			if(m_texture->Map(m, &r, layer))
			{
				(mem.*rtx)(off, r, m.bits, m.pitch, m_TEXA);

				m_texture->Unmap();
			}
			else
			{
				(mem.*rtx)(off, r, buff, pitch, m_TEXA);

				m_texture->Update(r, buff, pitch, layer);
			}
		}
	}

	if(count < m_write.count)
	{
		// Warning src and destination overlap. Memmove must be used instead of memcpy
		memmove(&m_write.rect[0], &m_write.rect[count], (m_write.count - count) * sizeof(m_write.rect[0]));
	}

	m_write.count -= count;
}

bool GSTextureCache::Source::ClutMatch(PaletteKey palette_key) {
	return PaletteKeyEqual()(palette_key, m_palette_obj->GetPaletteKey());
}

// GSTextureCache::Target

GSTextureCache::Target::Target(GSRenderer* r, const GIFRegTEX0& TEX0, uint8* temp, bool depth_supported)
	: Surface(r, temp)
	, m_type(-1)
	, m_used(false)
	, m_depth_supported(depth_supported)
{
	m_TEX0 = TEX0;
	m_32_bits_fmt |= (GSLocalMemory::m_psm[TEX0.PSM].trbpp != 16);
	m_dirty_alpha = GSLocalMemory::m_psm[TEX0.PSM].trbpp != 24;

	m_valid = GSVector4i::zero();
}

void GSTextureCache::Target::Update()
{
	Surface::UpdateAge();

	// FIXME: the union of the rects may also update wrong parts of the render target (but a lot faster :)
	// GH: it must be doable
	// 1/ rescale the new t to the good size
	// 2/ copy each rectangle (rescale the rectangle) (use CopyRect or multiple vertex)
	// Alternate
	// 1/ uses multiple vertex rectangle

	GSVector2i t_size = default_rt_size;

	// Ensure buffer width is at least of the minimum required value.
	// Probably not necessary but doesn't hurt to be on the safe side.
	// I've seen some games use buffer sizes over 1024, which might bypass our default limit
	int buffer_width = m_TEX0.TBW << 6;
	t_size.x = std::max(buffer_width, t_size.x);

	GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, t_size);

	if (r.rempty()) return;

	// No handling please
	if ((m_type == DepthStencil) && !m_depth_supported) {
		// do the most likely thing a direct write would do, clear it
		GL_INS("ERROR: Update DepthStencil dummy");

		return;
	} else if (m_type == DepthStencil && m_renderer->m_game.title == CRC::FFX2) {
		GL_INS("ERROR: bad invalidation detected, depth buffer will be cleared");
		// FFX2 menu. Invalidation of the depth is wrongly done and only the first
		// page is invalidated. Technically a CRC hack will be better but I don't expect
		// any games to only upload a single page of data for the depth.
		//
		// FFX2 menu got another bug. I'm not sure the top-left is properly written or not. It
		// could be a gsdx transfer bug too due to unaligned-page transfer.
		//
		// So the quick and dirty solution is just to clean the depth buffer.
		m_renderer->m_dev->ClearDepth(m_texture);
		return;
	}

	int w = r.width();
	int h = r.height();

	GIFRegTEXA TEXA;

	TEXA.AEM = 1;
	TEXA.TA0 = 0;
	TEXA.TA1 = 0x80;

	GSTexture* t = m_renderer->m_dev->CreateTexture(w, h);

	const GSOffset* off = m_renderer->m_mem.GetOffset(m_TEX0.TBP0, m_TEX0.TBW, m_TEX0.PSM);

	GSTexture::GSMap m;

	if(t->Map(m))
	{
		m_renderer->m_mem.ReadTexture(off, r, m.bits,  m.pitch, TEXA);

		t->Unmap();
	}
	else
	{
		int pitch = ((w + 3) & ~3) * 4;

		m_renderer->m_mem.ReadTexture(off, r, m_temp, pitch, TEXA);

		t->Update(r.rsize(), m_temp, pitch);
	}

	// m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, w * h * 4);

	// Copy the new GS memory content into the destination texture.
	if(m_type == RenderTarget)
	{
		GL_INS("ERROR: Update RenderTarget 0x%x bw:%d (%d,%d => %d,%d)", m_TEX0.TBP0, m_TEX0.TBW, r.x, r.y, r.z, r.w);

		m_renderer->m_dev->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy());
	}
	else if(m_type == DepthStencil)
	{
		GL_INS("ERROR: Update DepthStencil 0x%x", m_TEX0.TBP0);

		// FIXME linear or not?
		m_renderer->m_dev->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy(), ShaderConvert_RGBA8_TO_FLOAT32);
	}

	m_renderer->m_dev->Recycle(t);
}

void GSTextureCache::Target::UpdateValidity(const GSVector4i& rect)
{
	m_valid = m_valid.runion(rect);

	// Block of the bottom right texel of the validity rectangle, last valid block of the texture
	m_end_block = GSLocalMemory::m_psm[m_TEX0.PSM].bn(m_valid.z - 1, m_valid.w - 1, m_TEX0.TBP0, m_TEX0.TBW);  // Valid only for color formats

	// GL_CACHE("UpdateValidity (0x%x->0x%x) from R:%d,%d Valid: %d,%d", m_TEX0.TBP0, m_end_block, rect.z, rect.w, m_valid.z, m_valid.w);
}

// GSTextureCache::SourceMap

void GSTextureCache::SourceMap::Add(Source* s, const GIFRegTEX0& TEX0, GSOffset* off)
{
	m_surfaces.insert(s);

	if(s->m_target)
	{
		// TODO

		// GH: I don't know why but it seems we only consider the first page for a render target
		size_t page = TEX0.TBP0 >> 5;

		s->m_erase_it[page] = m_map[page].InsertFront(s);

		return;
	}

	// The source pointer will be stored/duplicated in all m_map[array of pages]
	for(size_t i = 0; i < countof(m_pages); i++)
	{
		if(uint32 p = s->m_pages_as_bit[i])
		{
			auto* m = &m_map[i << 5];
			auto* e = &s->m_erase_it[i << 5];

			unsigned long j;

			while(_BitScanForward(&j, p))
			{
				// FIXME: this statement could be optimized to a single ASM instruction (instead of 4)
				// Either BTR (AKA bit test and reset). Depends on the previous instruction.
				// Or BLSR (AKA Reset Lowest Set Bit). No dependency but require BMI1 (basically a recent CPU)
				p ^= 1U << j;

				e[j] = m[j].InsertFront(s);
			}
		}
	}
}

void GSTextureCache::SourceMap::RemoveAll()
{
	for (auto s : m_surfaces) delete s;

	m_surfaces.clear();

	for(size_t i = 0; i < countof(m_map); i++)
	{
		m_map[i].clear();
	}
}

void GSTextureCache::SourceMap::RemoveAt(Source* s)
{
	m_surfaces.erase(s);

	GL_CACHE("TC: Remove Src Texture: %d (0x%x)",
				s->m_texture ? s->m_texture->GetID() : 0,
				s->m_TEX0.TBP0);

	if (s->m_target)
	{
		const size_t page = s->m_TEX0.TBP0 >> 5;
		m_map[page].EraseIndex(s->m_erase_it[page]);
	}
	else
	{
		for(size_t i = 0; i < countof(m_pages); i++)
		{
			if(uint32 p = s->m_pages_as_bit[i])
			{
				auto* m = &m_map[i << 5];
				const auto* e = &s->m_erase_it[i << 5];

				unsigned long j;

				while(_BitScanForward(&j, p))
				{
					// FIXME: this statement could be optimized to a single ASM instruction (instead of 4)
					// Either BTR (AKA bit test and reset). Depends on the previous instruction.
					// Or BLSR (AKA Reset Lowest Set Bit). No dependency but require BMI1 (basically a recent CPU)
					p ^= 1U << j;

					m[j].EraseIndex(e[j]);
				}
			}
		}
	}

	delete s;
}

void GSTextureCache::AttachPaletteToSource(Source* s, uint16 pal, bool need_gs_texture)
{
	s->m_palette_obj = m_palette_map.LookupPalette(pal, need_gs_texture);
	s->m_palette = need_gs_texture ? s->m_palette_obj->GetPaletteGSTexture() : nullptr;
}

// GSTextureCache::Palette

GSTextureCache::Palette::Palette(const GSRenderer* renderer, uint16 pal, bool need_gs_texture)
	: m_pal(pal)
	, m_tex_palette(nullptr)
	, m_renderer(renderer)
{
	uint16 palette_size = pal * sizeof(uint32);
	m_clut = (uint32*)_aligned_malloc(palette_size, 64);
	memcpy(m_clut, (const uint32*)m_renderer->m_mem.m_clut, palette_size);
	if (need_gs_texture) {
		InitializeTexture();
	}
}

GSTextureCache::Palette::~Palette() {
	m_renderer->m_dev->Recycle(m_tex_palette);
	_aligned_free(m_clut);
}

GSTexture* GSTextureCache::Palette::GetPaletteGSTexture() {
	return m_tex_palette;
}

GSTextureCache::PaletteKey GSTextureCache::Palette::GetPaletteKey() {
	return { m_clut, m_pal };
}

void GSTextureCache::Palette::InitializeTexture() {
	if (!m_tex_palette) {
		// A palette texture is always created with dimensions 256x1 (also in the case that m_pal is 16, thus a 16x1 texture
		// would be enough to store the CLUT data) because the coordinates that the shader uses for
		// sampling such texture are always normalized by 255.
		// This is because indexes are stored as normalized values of an RGBA texture (e.g. index 15 will be read as (15/255),
		// and therefore will read texel 15/255 * texture size).
		m_tex_palette = m_renderer->m_dev->CreateTexture(256, 1);
		m_tex_palette->Update(GSVector4i(0, 0, m_pal, 1), m_clut, m_pal * sizeof(m_clut[0]));
	}
}

// GSTextureCache::PaletteKeyHash

// Hashes the content of the clut.
// The hashing function is implemented by taking two things into account:
// 1) The clut can be an array of 16 or 256 uint32 (depending on the pal parameter) and in order to speed up the computation of the hash
//    the array is hashed in blocks of 16 uint32, so for clut of size 16 uint32 the hashing is computed in one pass and for clut of 256 uint32
//    it is computed in 16 passes,
// 2) The clut can contain many 0s, so as a way to increase the spread of hashing values for small changes in the input clut the hashing function
//    is using addition in combination with logical XOR operator; The addition constants are large prime numbers, which may help in achieving what intended.
std::size_t GSTextureCache::PaletteKeyHash::operator()(const PaletteKey &key) const {
	uint16 pal = key.pal;
	const uint32* clut = key.clut;

	ASSERT((pal & 15) == 0);

	size_t clut_hash = 3831179159;
	for (uint16 i = 0; i < pal; i += 16) {
		clut_hash = (clut_hash + 1488000301) ^ (clut[i     ] +   33644011);
		clut_hash = (clut_hash + 3831179159) ^ (clut[i +  1] +   47627467);
		clut_hash = (clut_hash + 3659574209) ^ (clut[i +  2] +  577038523);
		clut_hash = (clut_hash +   33644011) ^ (clut[i +  3] + 3491555267);

		clut_hash = (clut_hash +  777771959) ^ (clut[i +  4] + 3301075993);
		clut_hash = (clut_hash + 4019618579) ^ (clut[i +  5] + 4186992613);
		clut_hash = (clut_hash + 3465668953) ^ (clut[i +  6] + 3043435883);
		clut_hash = (clut_hash + 3494478943) ^ (clut[i +  7] + 3441897883);

		clut_hash = (clut_hash + 3432010979) ^ (clut[i +  8] + 2167922789);
		clut_hash = (clut_hash + 1570862863) ^ (clut[i +  9] + 3401920591);
		clut_hash = (clut_hash + 1002648679) ^ (clut[i + 10] + 1293530519);
		clut_hash = (clut_hash +  551381741) ^ (clut[i + 11] + 2539834039);

		clut_hash = (clut_hash + 3768974459) ^ (clut[i + 12] +  169943507);
		clut_hash = (clut_hash +  862380703) ^ (clut[i + 13] + 2906932549);
		clut_hash = (clut_hash + 3433082137) ^ (clut[i + 14] + 4234384109);
		clut_hash = (clut_hash + 2679083843) ^ (clut[i + 15] + 2719605247);
	}
	return clut_hash;
};

// GSTextureCache::PaletteKeyEqual

bool GSTextureCache::PaletteKeyEqual::operator()(const PaletteKey &lhs, const PaletteKey &rhs) const {
	if (lhs.pal != rhs.pal) {
		return false;
	}

	return GSVector4i::compare64(lhs.clut, rhs.clut, lhs.pal * sizeof(lhs.clut[0]));
};

// GSTextureCache::PaletteMap

GSTextureCache::PaletteMap::PaletteMap(const GSRenderer* renderer)
	: m_renderer(renderer)
{
	for (auto& map : m_maps) {
		map.reserve(MAX_SIZE);
	}
}

std::shared_ptr<GSTextureCache::Palette> GSTextureCache::PaletteMap::LookupPalette(uint16 pal, bool need_gs_texture) {
	ASSERT(pal == 16 || pal == 256);

	// Choose which hash map search into:
	//    pal == 16  : index 0
	//    pal == 256 : index 1
	auto& map = m_maps[pal == 16 ? 0 : 1];

	const uint32* clut = (const uint32*)m_renderer->m_mem.m_clut;

	// Create PaletteKey for searching into map (clut is actually not copied, so do not store this key into the map)
	PaletteKey palette_key = { clut, pal };

	auto it1 = map.find(palette_key);

	if (it1 != map.end()) {
		// Clut content match, HIT
		if (need_gs_texture && !it1->second->GetPaletteGSTexture()) {
			// Generate GSTexture and upload clut content if needed and not done yet
			it1->second->InitializeTexture();
		}
		return it1->second;
	}

	// No palette with matching clut content, MISS

	if (map.size() > MAX_SIZE) {
		// If the map is too big, try to clean it by disposing and removing unused palettes, before adding the new one
		GL_INS("WARNING, %u-bit PaletteMap (Size %u): Max size %u exceeded, clearing unused palettes.", pal * sizeof(uint32), map.size(), MAX_SIZE);

		uint32 current_size = map.size();

		for (auto it = map.begin(); it != map.end(); ) {
			// If the palette is unused, there is only one shared pointers holding a reference to the unused Palette object,
			// and this shared pointer is the one stored in the map itself
			if (it->second.use_count() <= 1) {
				// Palette is unused
				it = map.erase(it); // Erase element from map
				// The palette object should now be gone as the shared pointer to the object in the map is deleted
			}
			else {
				++it;
			}
		}

		uint32 cleared_palette_count = current_size - (uint32)map.size();

		if (cleared_palette_count == 0) {
			GL_INS("ERROR, %u-bit PaletteMap (Size %u): Max size %u exceeded, could not clear any palette, negative performance impact.", pal * sizeof(uint32), map.size(), MAX_SIZE);
		}
		else {
			map.reserve(MAX_SIZE); // Ensure map capacity is not modified by the clearing
			GL_INS("INFO, %u-bit PaletteMap (Size %u): Cleared %u palettes.", pal * sizeof(uint32), map.size(), cleared_palette_count);
		}
	}

	std::shared_ptr<Palette> palette = std::make_shared<Palette>(m_renderer, pal, need_gs_texture);
	
	map.emplace(palette->GetPaletteKey(), palette);

	GL_CACHE("TC, %u-bit PaletteMap (Size %u): Added new palette.", pal * sizeof(uint32), map.size());
	
	return palette;
}

void GSTextureCache::PaletteMap::Clear() {
	for (auto& map : m_maps) {
		map.clear(); // Clear all the nodes of the map, deleting Palette objects managed by shared pointers as they should be unused elsewhere
		map.reserve(MAX_SIZE); // Ensure map capacity is not modified by the clearing
	}
}

