// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+

#include "GS/Renderers/HW/GSRendererHW.h"
#include "GS/Renderers/HW/GSHwHack.h"
#include "GS/GSGL.h"
#include "GS/GSUtil.h"

#include <cmath>

static bool s_nativeres;

#define RPRIM r.PRIM
#define RCONTEXT r.m_context

#define RTEX0 r.m_cached_ctx.TEX0
#define RTEST r.m_cached_ctx.TEST
#define RFRAME r.m_cached_ctx.FRAME
#define RZBUF r.m_cached_ctx.ZBUF
#define RCLAMP r.m_cached_ctx.CLAMP

#define RTME r.PRIM->TME
#define RTBP0 r.m_cached_ctx.TEX0.TBP0
#define RTBW r.m_cached_ctx.TEX0.TBW
#define RTPSM r.m_cached_ctx.TEX0.PSM
#define RFBP r.m_cached_ctx.FRAME.Block()
#define RFBW r.m_cached_ctx.FRAME.FBW
#define RFPSM r.m_cached_ctx.FRAME.PSM
#define RFBMSK r.m_cached_ctx.FRAME.FBMSK
#define RZBP r.m_cached_ctx.ZBUF.Block()
#define RZPSM r.m_cached_ctx.ZBUF.PSM
#define RZMSK r.m_cached_ctx.ZBUF.ZMSK
#define RZTST r.m_cached_ctx.TEST.ZTST


////////////////////////////////////////////////////////////////////////////////
// Partial level, broken on all renderers.
////////////////////////////////////////////////////////////////////////////////

// Channel effect not properly supported yet
bool GSHwHack::GSC_Manhunt2(GSRendererHW& r, int& skip)
{
	/*
	 * The game readback RT as 8 bits index texture to apply a non-linear brightness/gamma correction on all channel
	 * It could be written in HLE shader as:
	 * out = blue_lut[in.blue] + green_lut[in.green] + blue_lut[in.blue]
	 *
	 * Unlike others games (which do all pages of a channel), man hunt apply the 3 channel corrections by page.
	 * (in short it is loop index/loop page instead of loop page/loop index)
	 *
	 * It is very annoying to detect.So in order to fix the effect the best
	 * solution will be to implement an alternate draw call and then skip the
	 * useless gs draw call.
	 *
	 * Blue  Palette correction is located @ 0x3C08 (TEX0.CBP of the first draw call that will fire the effect)
	 * Green Palette correction is located @ 0x3C04
	 * Blue  Palette correction is located @ 0x3C00
	 * Either we upload the data as a new texture or we could hardcode them in a shader
	 *
	 */
	if (skip == 0)
	{
		if (RTME && RFBP == 0x03c20 && RFPSM == PSMCT32 && RTBP0 == 0x01400 && RTPSM == PSMT8)
		{
			skip = 640;
		}
	}

	return true;
}

bool GSHwHack::GSC_SacredBlaze(GSRendererHW& r, int& skip)
{
	// Fix Sacred Blaze rendering glitches.
	// The game renders a mask for the glow effect during battles, but it offsets the target, something the TC doesn't support.
	// So let's throw it at the SW renderer to deal with.
	if (skip == 0)
	{
		if ((RFBP == 0x2680 || RFBP == 0x26c0 || RFBP == 0x2780 || RFBP == 0x2880 || RFBP == 0x2a80) && RTPSM == PSMCT32 && RFBW <= 2 &&
			(!RTME || (RTBP0 == 0x0 || RTBP0 == 0xe00 || RTBP0 == 0x3e00)))
		{
			r.SwPrimRender(r, RTBP0 > 0x1000, false);
			skip = 1;
		}
	}

	return true;
}

bool GSHwHack::GSC_GuitarHero(GSRendererHW& r, int& skip)
{
	// Crowd sprite generation is a mess, better done in software.
	if (skip == 0)
	{
		if (RTBW <= 4 && RTME && RFBW <= 4 && (r.m_context->TEX1.MMIN & 1) == 0)
		{
			r.ClearGSLocalMemory(r.m_context->offset.zb, r.m_r, 0);
			r.SwPrimRender(r, RFBP != 0x2DC0, false);
			skip = 1;
		}
	}

	return true;
}

bool GSHwHack::GSC_SFEX3(GSRendererHW& r, int& skip)
{
	if (skip == 0)
	{
		if (RTME && RFBP == 0x00500 && RFPSM == PSMCT16 && RTBP0 == 0x00f00 && RTPSM == PSMCT16)
		{
			// This draw copies/downscales the RT, but does so in a weird way, by copying it in two halves,
			// downscaling from 640x224 to 320x112, but splitting it in to 320x64 and 320x48 next to each other.
			// It then halves the page width on the next draw so they appear one above the other, which is what our TC doesn't support.
			// This modified that weird halving draw to just draw it as one 320x112 chunk, it then works correctly.
			// Skipping is no good as the copy is used again later, and it causes a weird shimmer/echo effect every other frame.

			// Add on the height from the second part of the draw to the first, to make it one big rect.
			r.m_vertex.buff[1].XYZ.Y += r.m_vertex.buff[r.m_vertex.tail - 1].XYZ.Y - r.m_context->XYOFFSET.OFY;
			r.m_vertex.buff[1].V = r.m_vertex.buff[r.m_vertex.tail - 1].V;
			r.m_vertex.tail = 2;
			r.m_index.tail = 2;
		}
	}

	return true;
}

bool GSHwHack::GSC_DTGames(GSRendererHW& r, int& skip)
{
	if (skip == 0)
	{
		// The game does a shuffle based on the result of a copy from the depth buffer, which ends up looking bizzare so PCSX2 doesn't know how to deal with it.
		// What they're actually doing is copying the red/green channel of the result (kind of a shadow stencil) to the alpha channel.
		// The further problem to this is the limitation of alpha we can save on an RT as they copy in 255, so I can cheese it here pretending it's RTA'd
		if (RTME && RFPSM == PSMCT32 && RTBP0 == RFBP && RTPSM == PSMCT16 && RTEST.ATE && RTEST.ATST == ATST_NEVER && RTEST.AFAIL == AFAIL_FB_ONLY && RFBMSK == 0xFFFFFF)
		{
			GSTextureCache::Target* rt = g_texture_cache->LookupTarget(GIFRegTEX0::Create(RTBP0, RFBW, RFPSM),
				GSVector2i(1, 1), r.GetTextureScaleFactor(), GSTextureCache::RenderTarget);

			if (!rt)
				return false;

			// Clear down the alpha first.
			GSHWDrawConfig& clear = r.BeginHLEHardwareDraw(
				rt->GetTexture(), nullptr, rt->GetScale(), nullptr, rt->GetScale(), rt->GetUnscaledRect());
			clear.colormask.wrgba = 0;
			clear.colormask.wa = 1;
			r.EndHLEHardwareDraw(false);

			// Shuffle the green channel in to alpha.
			GSHWDrawConfig& config = r.BeginHLEHardwareDraw(
				rt->GetTexture(), nullptr, rt->GetScale(), rt->GetTexture(), rt->GetScale(), rt->GetUnscaledRect());
			config.ps.shuffle = 1;
			config.ps.dst_fmt = GSLocalMemory::PSM_FMT_32;
			config.ps.write_rg = 0;
			config.ps.shuffle_same = 0;
			config.ps.real16src = 0;
			config.ps.shuffle_across = 1;
			config.ps.process_rg = r.SHUFFLE_READ;
			config.ps.process_ba = r.SHUFFLE_WRITE;
			config.colormask.wrgba = 0;
			config.colormask.wa = 1;
			config.ps.rta_correction = 1;
			config.ps.tfx = TFX_DECAL;
			config.ps.tcc = true;
			r.EndHLEHardwareDraw(true);

			rt->m_alpha_min = 0;
			rt->m_alpha_max = 255;
			skip = 69;
		}
	}
	else
	{
		if (RTPSM != PSMCT16)
			skip = 0;
	}

	return true;
}

bool GSHwHack::GSC_NamcoGames(GSRendererHW& r, int& skip)
{
	if (skip == 0)
	{
		if (!s_nativeres && r.PRIM->PRIM == GS_SPRITE && RTME && RTEX0.TFX == 1 && RFPSM == RTPSM && RTPSM == PSMCT32 && RFBMSK == 0xFF000000 && r.m_index.tail > 2)
		{
			GSVertex* v = &r.m_vertex.buff[0];
			// Don't enable hack on native res.
			// Fixes ghosting/blur effect and white lines appearing in stages: Moonfit Wilderness, Acid Rain - caused by upscaling.
			// Game copies the framebuffer as individual page rects with slight offsets (like 1/16 of a pixel etc) which doesn't wokr well with upscaling.
			// This should catch all the scenarios, maybe overdoes it, but it's for 1 game and it's non-detrimental, it's better than squares all over the screen.
			if (v[0].XYZ.X & 0xF)
			{
				const GSVector4i draw_size(r.m_vt.m_min.p.x, r.m_vt.m_min.p.y, r.m_vt.m_max.p.x + 1.0f, r.m_vt.m_max.p.y + 1.0f);
				const GSVector4i read_size(r.m_vt.m_min.t.x, r.m_vt.m_min.t.y, r.m_vt.m_max.t.x + 0.5f, r.m_vt.m_max.t.y + 0.5f);
				r.ReplaceVerticesWithSprite(draw_size, read_size, GSVector2i(read_size.width(), read_size.height()), draw_size);
			}
			else
			{
				// Fixes the alignment of the two halves for the heat haze on the temple stage.
				for (u32 i = 0; i < r.m_index.tail; i+=2)
				{
					v[i].XYZ.Y -= 0x8;
				}
			}
		}
	}

	return true;
}

bool GSHwHack::GSC_BurnoutGames(GSRendererHW& r, int& skip)
{
	// Burnout has a... creative way of achieving its bloom effect, to avoid horizontal page breaks.
	// First they double strip clear a single page column to (191, 191, 191), then blend the main
	// framebuffer into this column, with (Cs - Cd) * 2. So anything lower than 191 clamps to zero,
	// and anything larger boosts up a bit. Then that column gets downsampled to half size, makes
	// sense right? The fun bit is when they move to the next page, instead of being sensible and
	// using another double strip clear, they write Z to the next page as part of the blended draw,
	// setting it to 191 (in Z24 terms). Then the buffers are swapped for the next column, 0x1a40
	// and 0x1a60 in US.
	//
	// We _could_ handle that, except for the fact that instead of pointing the texture at 0x1a60
	// for the downsample of the second column, they point it at 0x1a40, and offset the coordinates
	// by a page. This would need "tex outside RT", and no way that's happening.
	//
	// So, I present to you, dear reader, the first state machine within a CRC hack, in all its
	// disgusting glory. This effectively reduces the multi-pass effect to a single pass, by replacing
	// the column-wide draws with a fullscreen sprite, and skipping the extra passes.
	//
	// After this, they do a blur on the buffer, which is fine, because all the buffer swap BS has
	// finished, so we can return to normal.

	static u32 state = 0;
	static GIFRegTEX0 main_fb;
	static GSVector2i main_fb_size;
	static GIFRegTEX0 downsample_fb;
	static GIFRegTEX0 bloom_fb;
	switch (state)
	{
		case 0: // waiting for double striped clear
		{
			if (RFBW != 2 || RFBP != RZBP || RTME)
				break;

			// Need a backed up context to grab the framebuffer.
			if (r.m_backed_up_ctx < 0)
				break;

			// Next draw should contain our source.
			GSTextureCache::Target* tgt = g_texture_cache->LookupTarget(r.m_env.CTXT[r.m_backed_up_ctx].TEX0,
				GSVector2i(1, 1), r.GetTextureScaleFactor(), GSTextureCache::RenderTarget);
			if (!tgt)
				break;

			// Clear temp render target.
			main_fb = tgt->m_TEX0;
			main_fb_size = tgt->GetUnscaledSize();
			r.m_cached_ctx.FRAME.FBW = tgt->m_TEX0.TBW;
			r.m_cached_ctx.ZBUF.ZMSK = true;
			r.ReplaceVerticesWithSprite(GSVector4i::loadh(main_fb_size), main_fb_size);
			bloom_fb = GIFRegTEX0::Create(RFBP, RFBW, RFPSM);
			state = 1;
			GL_INS("GSC_BurnoutGames(): Initial double-striped clear.");
			return true;
		}

		case 1: // reverse blend to extract bright pixels
		{
			r.ReplaceVerticesWithSprite(GSVector4i::loadh(main_fb_size), main_fb_size);
			r.m_cached_ctx.ZBUF.ZMSK = true;
			state = 2;
			GL_INS("GSC_BurnoutGames(): Extract Bright Pixels.");
			return true;
		}

		case 2: // downsample
		{
			const GSVector4i downsample_rect = GSVector4i(0, 0, ((main_fb_size.x / 2)), ((main_fb_size.y / 2)));
			const GSVector4i uv_rect = GSVector4i(0, 0, main_fb_size.x, main_fb_size.y);
			r.ReplaceVerticesWithSprite(downsample_rect, uv_rect, main_fb_size, downsample_rect);
			downsample_fb = GIFRegTEX0::Create(RFBP, RFBW, RFPSM);
			state = 3;
			GL_INS("GSC_BurnoutGames(): Downsampling.");
			// Fix up the texture width so the native scaling code can properly detect it as a downscale.
			RTBW = RFBW * 2;
			return true;
		}

		case 3:
		{
			// Kill the downsample source, because we made it way larger than it was supposed to be.
			// That way we don't risk confusing any other targets.
			g_texture_cache->InvalidateVideoMemType(GSTextureCache::RenderTarget, bloom_fb.TBP0);
			state = 4;
			[[fallthrough]];
		}

		case 4: // Skip until it's downsampled again.
		{
			if (!RTME || RTBP0 != downsample_fb.TBP0)
			{
				GL_INS("GSC_BurnoutGames(): Skipping extra pass.");
				skip = 1;
				return true;
			}

			// Finally, we're done, let the game take over.
			GL_INS("GSC_BurnoutGames(): Bloom effect done.");
			skip = 0;
			state = 0;
			return true;
		}
	}

	return GSC_BlackAndBurnoutSky(r, skip);
}

bool GSHwHack::GSC_BlackAndBurnoutSky(GSRendererHW& r, int& skip)
{
	if (skip != 0)
		return true;

	const GIFRegTEX0& TEX0 = RTEX0;
	const GIFRegFRAME& FRAME = RFRAME;
	const GIFRegALPHA& ALPHA = RCONTEXT->ALPHA;

	if (RPRIM->PRIM == GS_SPRITE && !RPRIM->IIP && RPRIM->TME && !RPRIM->FGE && RPRIM->ABE && !RPRIM->AA1 && !RPRIM->FST && !RPRIM->FIX &&
		ALPHA.A == ALPHA.B && ALPHA.D == 0 && FRAME.PSM == PSMCT32 && TEX0.CPSM == PSMCT32 && TEX0.TCC && !TEX0.TFX && !TEX0.CSM)
	{
		if (TEX0.TBW == 16 && TEX0.TW == 10 && TEX0.PSM == PSMT8 && TEX0.TH >= 7 && FRAME.FBW == 16)
		{
			// Readback clouds being rendered during level loading.
			// Later the alpha channel from the 32 bit frame buffer is used as an 8 bit indexed texture to draw
			// the clouds on top of the sky at each frame.
			// Burnout 3 PAL 50Hz: 0x3ba0 => 0x1e80.
			GL_INS("OO_BurnoutGames - Readback clouds renderered from TEX0.TBP0 = 0x%04x (TEX0.CBP = 0x%04x) to FBP = 0x%04x", TEX0.TBP0, TEX0.CBP, FRAME.Block());
			r.SwPrimRender(r, true, false);
			skip = 1;
		}
		if (TEX0.TBW == 2 && TEX0.TW == 7 && ((TEX0.PSM == PSMT4 && FRAME.FBW == 3) || (TEX0.PSM == PSMT8 && FRAME.FBW == 2)) && TEX0.TH == 6 && (FRAME.FBMSK & 0xFFFFFF) == 0xFFFFFF)
		{
			// Rendering of the glass smashing effect and some chassis decal in to the alpha channel of the FRAME on boot (before the menu).
			// This gets ejected from the texture cache due to old age, but never gets written back.
			GL_INS("OO_BurnoutGames - Render glass smash from TEX0.TBP0 = 0x%04x (TEX0.CBP = 0x%04x) to FBP = 0x%04x", TEX0.TBP0, TEX0.CBP, FRAME.Block());
			r.SwPrimRender(r, true, false);
			skip = 1;
		}
	}
	return true;
}

bool GSHwHack::GSC_MidnightClub3(GSRendererHW& r, int& skip)
{
	if (skip == 0)
	{
		if (RTME && (RFBP > 0x01d00 && RFBP <= 0x02a00) && RFPSM == PSMCT32 && (RFBP >= 0x01600 && RFBP < 0x03260) && RTPSM == PSMT8H)
		{
			// Vram usage.
			// Tested: tokyo default cruise.
			// Move around a bit, stop car, wait as vram goes down, start moving again, vram spike.
			skip = 1;
		}
	}

	return true;
}

bool GSHwHack::GSC_TalesOfLegendia(GSRendererHW& r, int& skip)
{
	if (skip == 0)
	{
		if (RTME && (RFBP == 0x3f80 || RFBP == 0x03fa0) && RFPSM == PSMCT32 && RTPSM == PSMT8)
		{
			skip = 3; // 3, 9
		}
		if (RTME && RFBP == 0x3800 && RFPSM == PSMCT32 && RTPSM == PSMZ32)
		{
			skip = 2;
		}
		if (RTME && RFBP && RFPSM == PSMCT32 && RTBP0 == 0x3d80)
		{
			skip = 1; // Missing block 2a00 in the upper left
		}
		if (RTME && RFBP == 0x1c00 && (RTBP0 == 0x2e80 || RTBP0 == 0x2d80) && RTPSM == 0 && RFBMSK == 0xff000000)
		{
			skip = 1; // Ghosting
		}
		if (!RTME && RFBP == 0x2a00 && (RTBP0 == 0x1C00) && RTPSM == 0 && RFBMSK == 0x00FFFFFF)
		{
			skip = 1; // Poisoned layer dislocation
		}
	}

	return true;
}

bool GSHwHack::GSC_ZettaiZetsumeiToshi2(GSRendererHW& r, int& skip)
{
	if (skip == 0)
	{
		if (RTME && RTPSM == PSMCT16S && (RFBMSK >= 0x6FFFFFFF || RFBMSK == 0))
		{
			skip = 1000;
		}
		else if (RTME && RTPSM == PSMCT32 && RFBMSK == 0xFF000000)
		{
			skip = 2; // Fog
		}
		else if ((RFBP | RTBP0) && RFPSM == RTPSM && RTPSM == PSMCT16 && RFBMSK == 0x3FFF)
		{
			// Note start of the effect (texture shuffle) is fixed but maybe not the extra draw call
			skip = 1000;
		}
	}
	else
	{
		if (!RTME && RTPSM == PSMCT32 && RFBP == 0x1180 && RTBP0 == 0x1180 && (RFBMSK == 0))
		{
			skip = 0;
		}
		if (RTME && RTPSM == PSMT4 && RFBP && (RTBP0 != 0x3753))
		{
			skip = 0;
		}
		if (RTME && RTPSM == PSMT8H && RFBP == 0x22e0 && RTBP0 == 0x36e0)
		{
			skip = 0;
		}
		if (!RTME && RTPSM == PSMT8H && RFBP == 0x22e0)
		{
			skip = 0;
		}
		if (RTME && RTPSM == PSMT8 && (RFBP == 0x1180 || RFBP == 0) && (RTBP0 != 0x3764 && RTBP0 != 0x370f))
		{
			skip = 0;
		}
		if (RTME && RTPSM == PSMCT16S && (RFBP == 0x1180))
		{
			skip = 2;
		}
	}

	return true;
}

bool GSHwHack::GSC_UltramanFightingEvolution(GSRendererHW& r, int& skip)
{
	if (skip == 0)
	{
		if (!s_nativeres && RTME && RFBP == 0x2a00 && RFPSM == PSMZ24 && RTBP0 == 0x1c00 && RTPSM == PSMZ24)
		{
			// Don't enable hack on native res if crc is below aggressive.
			skip = 5; // blur
		}
	}

	return true;
}

bool GSHwHack::GSC_TalesofSymphonia(GSRendererHW& r, int& skip)
{
	if (skip == 0)
	{
		if (RTME && RFPSM == PSMCT32 && (RTBP0 == 0x2bc0 || RTBP0 <= 0x0200) && (RFBMSK == 0xFF000000 || RFBMSK == 0x00FFFFFF))
		{
			skip = 1; //GSC_FBMSK==0 Causing an animated black screen to speed up the battle
		}
		if (RTME && (RTBP0 == 0x1180 || RTBP0 == 0x1a40 || RTBP0 == 0x2300) && RFBMSK >= 0xFF000000)
		{
			skip = 1; // Afterimage
		}
	}

	return true;
}

bool GSHwHack::GSC_UrbanReign(GSRendererHW& r, int& skip)
{
	if (skip == 0)
	{
		if (RTME && RFBP == 0x0000 && RTBP0 == 0x3980 && RFPSM == RTPSM && RTPSM == PSMCT32 && RFBMSK == 0x0)
		{
			skip = 1; // Black shadow
		}

		// Urban Reign downsamples the framebuffer with page-wide columns at a time, and offsets the TBP0 forward as such,
		// which would be fine, except their texture coordinates appear to be off by one. Which prevents the page translation
		// from matching the last column, because it's trying to fit the last 65 columns of a 640x448 (effectively 641x448)
		// texture into a 640x448 render target.
		if (RTME && RTBP0 != RFBP && RFPSM == PSMCT32 && RTPSM == PSMCT32 &&
			RFRAME.FBW == (RTEX0.TBW / 2) && RCLAMP.WMS == CLAMP_REGION_CLAMP &&
			RCLAMP.WMT == CLAMP_REGION_CLAMP && ((r.m_vt.m_max.t == GSVector4(64.0f, 448.0f)).mask() == 0x3))
		{
			GL_CACHE("GSC_UrbanReign: Fix region clamp to 64 wide");
			RCLAMP.MAXU = 63;
		}
	}

	return true;
}

bool GSHwHack::GSC_SteambotChronicles(GSRendererHW& r, int& skip)
{
	if (skip == 0)
	{
		// Author: miseru99 on forums.pcsx2.net
		if (RTME && RTPSM == PSMCT16S)
		{
			if (RFBP == 0x1180)
			{
				skip = 1; // 1 deletes some of the glitched effects
			}
			else if (RFBP == 0)
			{
				skip = 100; // deletes most others(too high deletes the buggy sea completely;c, too low causes glitches to be visible)
			}
		}
	}

	return true;
}

bool GSHwHack::GSC_NFSUndercover(GSRendererHW& r, int& skip)
{
	// NFS Undercover does a weird texture shuffle by page, which really isn't supported by our TC.
	// This causes it to spam creating new sources, severely destroying the speed.
	// The CRC hack bypasses the entire shuffle and does it in one go.
	const GIFRegTEX0& Texture = RTEX0;
	const GIFRegFRAME& Frame = RFRAME;

	if (RPRIM->TME && Frame.PSM == PSMCT16S && Frame.FBMSK != 0 && Frame.FBW == 10 && Texture.TBW == 1 && Texture.TBP0 == 0x02800 && Texture.PSM == PSMZ16S)
	{
		GSVertex* v = &r.m_vertex.buff[1];
		v[0].XYZ.X = static_cast<u16>(RCONTEXT->XYOFFSET.OFX + ((r.m_r.z * 2) << 4));
		v[0].XYZ.Y = static_cast<u16>(RCONTEXT->XYOFFSET.OFY + (r.m_r.w << 4));
		v[0].U = r.m_r.z << 4;
		v[0].V = r.m_r.w << 4;
		RCONTEXT->scissor.in.z = r.m_r.z * 2;
		RCONTEXT->scissor.in.w = r.m_r.w;
		r.m_vt.m_max.p.x = r.m_r.z * 2;
		r.m_vt.m_max.p.y = r.m_r.w;
		r.m_vt.m_max.t.x = r.m_r.z;
		r.m_vt.m_max.t.y = r.m_r.w;
		r.m_vertex.head = r.m_vertex.tail = r.m_vertex.next = 2;
		r.m_index.tail = 2;
		skip = 79;
	}
	else
		return skip > 0;

	return false;
}

bool GSHwHack::GSC_PolyphonyDigitalGames(GSRendererHW& r, int& skip)
{
	// These games appear to grab red and write it to a new page-sized render target, then
	// grab green and blue, with alpha blending turned on, to accumulate them to the temporary
	// target, then copy the temporary target back to the main FB. The CLUT is set to an offset
	// ramp texture, presumably this is for screen brightness.

	// Unfortunately because we're HLE'ing split RGB shuffles into one, and the draws themselves
	// vary a lot, we can't predetermine a skip number, and because the game changes the CBP,
	// that's going to break us in the middle off the shuffle... So, just track it ourselves.

	// Need to track the FBMSK as well. The transition at the start of the race does both an RGB
	// and A shuffle, but obviously changes FBMSK mid-way, so we can restart then.

	static bool shuffle_hle_active = false;
	static u32 shuffle_fbmsk = 0;

	const bool is_cs = r.IsPossibleChannelShuffle();
	if (shuffle_hle_active && is_cs)
	{
		if (RFBMSK == shuffle_fbmsk)
		{
			skip = 1;
			return true;
		}
	}
	else if (!is_cs)
	{
		shuffle_hle_active = false;
		return false;
	}

	GSTextureCache::Target* src = g_texture_cache->LookupTarget(RTEX0, GSVector2i(1, 1), r.GetTextureScaleFactor(),
		GSTextureCache::RenderTarget, true, 0, false, false, true, true, GSVector4i::zero(), true);
	if (!src)
		return false;

	// have to set up the palette ourselves too, since GSC executes before it does
	r.m_mem.m_clut.Read32(RTEX0, r.m_draw_env->TEXA);
	std::shared_ptr<GSTextureCache::Palette> palette =
		g_texture_cache->LookupPaletteObject(r.m_mem.m_clut, GSLocalMemory::m_psm[RTEX0.PSM].pal, true);
	if (!palette)
		return false;

	// skip this draw, and until the end of the CS, ignoring fbmsk and cbp
	shuffle_hle_active = true;
	shuffle_fbmsk = RFBMSK;
	skip = 1;

	const u32 fbmsk = RFBMSK;
	if (RFBMSK != 0x00FFFFFFu)
	{
		GL_PUSH("GSC_PolyphonyDigitalGames(): HLE Gran Turismo RGB channel shuffle");
		GSHWDrawConfig& config = r.BeginHLEHardwareDraw(
			src->GetTexture(), nullptr, src->GetScale(), src->GetTexture(), src->GetScale(), src->GetUnscaledRect());
		config.pal = palette->GetPaletteGSTexture();
		config.ps.channel = ChannelFetch_RGB;
		config.colormask.wrgba = 1 | 2 | 4;
		r.EndHLEHardwareDraw(false);

		return true;
	}
	else
	{
		// There's a second variant of this shuffle which gets used in the fade on some setups. See issue #10144.
		// Instead of extracting the RGB channels, then immediately applying the brightness effect, it extracts
		// each channel to a separate buffer, then applies them a few hundred draws later. So, we can replicate
		// that in HLE by creating 3 targets, extracting the corresponding channel to each.

		// Can't use the valid of src, because it gets converted from depth at some point..
		// Drawn isn't correct, because the target might be from earlier, where it had a higher height.
		// Instead, we use the resolution from the PCRTC, and halve it. Only thing that seems to work,
		// otherwise we get the incorrect offset texture pointers. In NTSC, that's 0x0, 0xA00, 0x1400.

		// Further complicating things, the Prologue version shuffles into FBP0 from a different TBP0, so we can't
		// use that as an indicator. Luckily, all the alpha destination shuffles seem to write to FBP0, so we can
		// get away with just hardcoding it.
		const GSVector2i resolution = r.PCRTCDisplays.GetResolution();
		const GSVector2i size = GSVector2i(resolution.x, resolution.y / 2);
		const u32 page_offset = ((size.y + 31) / 32) * src->m_TEX0.TBW * BLOCKS_PER_PAGE;
		constexpr u32 base = 0;

		GL_PUSH("GSC_PolyphonyDigitalGames(): HLE Gran Turismo A channel shuffle");
		GL_INS("Src: %x %s TBW %u, Dst: %x, %x, %x", src->m_TEX0.TBP0, psm_str(src->m_TEX0.PSM), src->m_TEX0.TBW,
			base, base + page_offset, base + page_offset * 2);
		GL_INS("Rect: %d,%d => %d,%d", src->m_drawn_since_read.x, src->m_drawn_since_read.y,
			src->m_drawn_since_read.z, src->m_drawn_since_read.w);

		for (u32 channel = 0; channel < 3; channel++)
		{
			const GIFRegTEX0 TEX0 = GIFRegTEX0::Create(base + channel * page_offset, 10, PSMCT32);
			GSTextureCache::Target* dst = g_texture_cache->LookupTarget(TEX0, src->GetUnscaledSize(), src->GetScale(), GSTextureCache::RenderTarget, true, fbmsk);
			if (!dst)
			{
				dst = g_texture_cache->CreateTarget(TEX0, size, size, src->GetScale(), GSTextureCache::RenderTarget, true, fbmsk);
				if (!dst)
					continue;
			}

			// Need the alpha channel.
			dst->m_TEX0.PSM = PSMCT32;
			dst->m_rt_alpha_scale = false;
			// Alpha is unknown, since it comes from RGB.
			dst->m_alpha_min = 0;
			dst->m_alpha_max = 255;
			dst->m_alpha_range = true;
			dst->UpdateValidChannels(PSMCT32, fbmsk);
			dst->UpdateValidity(GSVector4i::loadh(size));

			GSHWDrawConfig& config = r.BeginHLEHardwareDraw(
				dst->GetTexture(), nullptr, dst->GetScale(), src->GetTexture(), src->GetScale(), src->GetUnscaledRect());
			config.pal = palette->GetPaletteGSTexture();
			config.ps.tfx = TFX_DECAL;
			config.ps.tcc = true;
			config.ps.channel = ChannelFetch_RED + channel;
			config.colormask.wrgba = 8;
			r.EndHLEHardwareDraw(false);
		}

		return true;
	}
}


bool GSHwHack::GSC_Battlefield2(GSRendererHW& r, int& skip)
{
	if (skip == 0)
	{
		if (RZBP >= RFBP && RFBP >= 0x2000 && RZBP >= 0x2700 && ((RZBP - RFBP) == 0x700))
		{
			skip = 7;

			GIFRegTEX0 TEX0 = {};
			TEX0.TBP0 = RFBP;
			TEX0.TBW = 8;
			GSTextureCache::Target* dst = g_texture_cache->LookupTarget(TEX0, r.GetTargetSize(), r.GetTextureScaleFactor(), GSTextureCache::DepthStencil);

			if (!dst)
				dst = g_texture_cache->CreateTarget(TEX0, r.GetTargetSize(), r.GetValidSize(nullptr), r.GetTextureScaleFactor(), GSTextureCache::DepthStencil,
					true, 0, false, false, false, GSVector4i(0,0,1,1), nullptr);

			if (dst)
			{
				float dc = r.m_vertex.buff[1].XYZ.Z;
				g_gs_device->ClearDepth(dst->m_texture, dc * std::exp2(-32.0f));
			}
		}
	}

	return true;
}

bool GSHwHack::GSC_BlueTongueGames(GSRendererHW& r, int& skip)
{
	GSDrawingContext* context = r.m_context;

	// Nicktoons does its weird dithered depth pattern during FMV's also, which really screws the frame width up, which is wider for FMV's
	// and so fails to work correctly in the HW renderer and makes a mess of the width, so let's expand the draw to match the proper width.
	if (RPRIM->TME && RTEX0.TW == 3 && RTEX0.TH == 3 && RTEX0.PSM == 0 && RFRAME.FBMSK == 0x00FFFFFF && RFRAME.FBW == 8 && r.PCRTCDisplays.GetResolution().x > 512)
	{
		// Check we are drawing stripes
		for (u32 i = 1; i < r.m_vertex.tail; i+=2)
		{
			int value = (((r.m_vertex.buff[i].XYZ.X - r.m_vertex.buff[i - 1].XYZ.X) + 8) >> 4);
			if (value != 32)
				return false;
		}

		r.m_r.x = r.m_vt.m_min.p.x;
		r.m_r.y = r.m_vt.m_min.p.y;
		r.m_r.z = r.PCRTCDisplays.GetResolution().x;
		r.m_r.w = r.PCRTCDisplays.GetResolution().y;

		for (int vert = 32; vert < 40; vert+=2)
		{
			r.m_vertex.buff[vert].XYZ.X = context->XYOFFSET.OFX + (((vert * 16) << 4) - 8);
			r.m_vertex.buff[vert].XYZ.Y = context->XYOFFSET.OFY;
			r.m_vertex.buff[vert].U = (vert * 16) << 4;
			r.m_vertex.buff[vert].V = 0;
			r.m_vertex.buff[vert+1].XYZ.X = context->XYOFFSET.OFX + ((((vert * 16) + 32) << 4) - 8);
			r.m_vertex.buff[vert+1].XYZ.Y = context->XYOFFSET.OFY + (r.PCRTCDisplays.GetResolution().y << 4) + 8;
			r.m_vertex.buff[vert+1].U = ((vert * 16) + 32) << 4;
			r.m_vertex.buff[vert+1].V = r.PCRTCDisplays.GetResolution().y << 4;
		}

		/*r.m_vertex.head = r.m_vertex.tail = r.m_vertex.next = 2;
		r.m_index.tail = 2;*/

		r.m_vt.m_max.p.x = r.m_r.z;
		r.m_vt.m_max.p.y = r.m_r.w;
		r.m_vt.m_max.t.x = r.m_r.z;
		r.m_vt.m_max.t.y = r.m_r.w;
		context->scissor.in.z = r.m_r.z;
		context->scissor.in.w = r.m_r.w;

		RFRAME.FBW = 10;
	}

	// Whoever wrote this was kinda nuts. They draw a stipple/dither pattern to a framebuffer, then reuse that as
	// the depth buffer. Textures are then drawn repeatedly on top of one another, each with a slight offset.
	// Depth testing is enabled, and that determines which pixels make it into the final texture. Kinda like an
	// attempt at anti-aliasing or adding more detail to the textures? Or, a way to get more colours..

	// The size of these textures varies quite a bit. 16-bit, 24-bit and 32-bit formats are all used.
	// The ones we need to take care of here, are the textures which use mipmaps. Those get drawn recursively, mip
	// levels are then drawn to the right of the base texture. And we can't handle that in the texture cache. So
	// we'll limit to 16/24/32-bit, going up to 320 wide. Some font textures are 1024x1024, we don't really want
	// to be rasterizing that on the CPU.

	// Catch the mipmap draws. Barnyard only uses 16/32-bit, Jurassic Park uses 24-bit.
	// Also used for Nicktoons Unite, same engine it appears.
	if ((context->FRAME.PSM == PSMCT16S || context->FRAME.PSM <= PSMCT24) && context->FRAME.FBW <= 5)
	{
		r.SwPrimRender(r, true, false);
		skip = 1;
		return true;
	}

	// This is the giant dither-like depth buffer. We need this on the CPU *and* the GPU for textures which are
	// rendered on both.
	if (context->FRAME.FBW == 8 && r.m_index.tail == 32 && r.PRIM->TME && context->TEX0.TBW == 1)
	{
		r.SwPrimRender(r, false, false);
		return false;
	}

	return false;
}

bool GSHwHack::GSC_MetalGearSolid3(GSRendererHW& r, int& skip)
{
	// MGS3 copies 256x224 in Z24 from 0x2000 to 0x2080 (with a BW of 8, so half the screen), and then uses this as a
	// Z buffer. So, we effectively have two buffers within one, overlapping, at the 256 pixel point, colour on left,
	// depth on right. Our texture cache can't handle that, and it thinks it's one big target, so when it does look up
	// Z at 0x2080, it misses and loads from local memory instead, which of course, is junk. This is for the depth of
	// field effect (MGS3-DOF.gs).

	// We could fix this up at the time the Z data actually gets used, but that doubles the amount of copies we need to
	// do, since OI fixes can't access the dirty area. So, instead, we'll just fudge the FBP when it copies 0x2000 to
	// 0x2080, which normally happens with a 256 pixel offset, so we have to subtract that from the sprite verts too.

	// Drawing with FPSM of Z24 is pretty unlikely, so hopefully this doesn't hit any false positives.
	if (RFPSM != PSMZ24 || RTPSM != PSMZ24 || !RTME)
		return false;

	// For some reason, instead of being sensible and masking Z, they set up AFAIL instead.
	if (!RZMSK)
	{
		u32 fm = 0, zm = 0;
		if (!r.m_cached_ctx.TEST.ATE || !r.TryAlphaTest(fm, zm) || zm == 0)
			return false;
	}

	const int w_sub = (RFBW / 2) * 64;
	const u32 w_sub_fp = w_sub << 4;
	r.m_cached_ctx.FRAME.FBP += RFBW / 2;

	GL_INS("OI_MetalGearSolid3(): %x -> %x, %dx%d, subtract %d", RFBP, RFBP + (RFBW / 2), r.m_r.width(), r.m_r.height(),
		w_sub);

	for (u32 i = 0; i < r.m_vertex.next; i++)
		r.m_vertex.buff[i].XYZ.X -= w_sub_fp;

	// No point adjusting the scissor, it just ends up expanding out anyway.. but we do have to fix up the draw rect.
	r.m_r -= GSVector4i(w_sub);
	return true;
}

bool GSHwHack::OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
	const u32 n_vertices = r.m_vertex.next;
	const int w = r.m_r.width();
	const int h = r.m_r.height();
	const bool is_copy = !r.PRIM->ABE || (
		r.m_context->ALPHA.A == r.m_context->ALPHA.B // (A - B) == 0 in blending equation, makes C value irrelevant.
		&& r.m_context->ALPHA.D == 0 // Copy source RGB(A) color into frame buffer.
	);
	if (r.m_vt.m_primclass == GS_POINT_CLASS && w <= 64 // Small draws.
		&& h <= 64 // Small draws.
		&& n_vertices <= 256 // Small draws.
		&& is_copy // Copy (no blending).
		&& !r.PRIM->TME // No texturing please.
		&& r.m_context->FRAME.PSM == PSMCT32 // Only 32-bit pixel format (CLUT format).
		&& !r.PRIM->FGE // No FOG.
		&& !r.PRIM->AA1 // No antialiasing.
		&& !r.PRIM->FIX // Normal fragment value control.
		&& !r.m_draw_env->DTHE.DTHE // No dithering.
		&& !r.m_cached_ctx.TEST.ATE // No alpha test.
		&& !r.m_cached_ctx.TEST.DATE // No destination alpha test.
		&& (!r.m_cached_ctx.DepthRead() && !r.m_cached_ctx.DepthWrite()) // No depth handling.
		&& !RTEX0.CSM // No CLUT usage.
		&& !r.m_draw_env->PABE.PABE // No PABE.
		&& r.m_context->FBA.FBA == 0 // No Alpha Correction.
		&& r.m_cached_ctx.FRAME.FBMSK == 0 // No frame buffer masking.
	)
	{
		const int mask = (r.m_vt.m_max.p.xyxy() == r.m_vt.m_min.p.xyxy()).mask();
		if (mask == 0xf)
			return true;

		const u32 FBP = r.m_cached_ctx.FRAME.Block();
		const u32 FBW = r.m_cached_ctx.FRAME.FBW;
		GL_INS("PointListPalette - m_r = <%d, %d => %d, %d>, n_vertices = %u, FBP = 0x%x, FBW = %u", r.m_r.x, r.m_r.y, r.m_r.z, r.m_r.w, n_vertices, FBP, FBW);
		const GSVertex* RESTRICT v = r.m_vertex.buff;
		const int ox(r.m_context->XYOFFSET.OFX);
		const int oy(r.m_context->XYOFFSET.OFY);
		for (size_t i = 0; i < n_vertices; ++i)
		{
			const GSVertex& vi = v[i];
			const GIFRegXYZ& xyz = vi.XYZ;
			const int x = (int(xyz.X) - ox) / 16;
			const int y = (int(xyz.Y) - oy) / 16;
			if (x < r.m_r.x || x > r.m_r.z)
				continue;
			if (y < r.m_r.y || y > r.m_r.w)
				continue;
			const u32 c = vi.RGBAQ.U32[0];
			r.m_mem.WritePixel32(x, y, c, FBP, FBW);
		}
		g_texture_cache->InvalidateVideoMem(r.m_context->offset.fb, r.m_r);
		return false;
	}
	return true;
}

bool GSHwHack::OI_DBZBTGames(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
	if (t && t->m_from_target) // Avoid slow framebuffer readback
		return true;

	if (!((r.m_r == GSVector4i(0, 0, 16, 16)).alltrue() || (r.m_r == GSVector4i(0, 0, 64, 64)).alltrue()))
		return true; // Only 16x16 or 64x64 draws.

	// Sprite rendering
	if (!r.CanUseSwSpriteRender())
		return true;

	r.SwSpriteRender();

	return false; // Skip current draw
}

bool GSHwHack::OI_RozenMaidenGebetGarden(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
	if (!RPRIM->TME)
	{
		const u32 FBP = RFRAME.Block();
		const u32 ZBP = RZBUF.Block();

		if (FBP == 0x008c0 && ZBP == 0x01a40)
		{
			//  frame buffer clear, atst = fail, afail = write z only, z buffer points to frame buffer

			GIFRegTEX0 TEX0 = {};

			TEX0.TBP0 = ZBP;
			TEX0.TBW = RFRAME.FBW;
			TEX0.PSM = RFRAME.PSM;

			if (GSTextureCache::Target* tmp_rt = g_texture_cache->LookupTarget(TEX0, r.GetTargetSize(), r.GetTextureScaleFactor(), GSTextureCache::RenderTarget))
			{
				GL_INS("OI_RozenMaidenGebetGarden FB clear");
				g_gs_device->ClearRenderTarget(tmp_rt->m_texture, 0);
				tmp_rt->UpdateDrawn(tmp_rt->m_valid);
				tmp_rt->m_alpha_max = 0;
				tmp_rt->m_alpha_min = 0;
				tmp_rt->m_alpha_range = false;
			}

			return false;
		}
		else if (FBP == 0x00000 && RZBUF.Block() == 0x01180)
		{
			// z buffer clear, frame buffer now points to the z buffer (how can they be so clever?)

			GIFRegTEX0 TEX0 = {};

			TEX0.TBP0 = FBP;
			TEX0.TBW = RFRAME.FBW;
			TEX0.PSM = RZBUF.PSM;

			if (GSTextureCache::Target* tmp_ds = g_texture_cache->LookupTarget(TEX0, r.GetTargetSize(), r.GetTextureScaleFactor(), GSTextureCache::DepthStencil))
			{
				GL_INS("OI_RozenMaidenGebetGarden ZB clear");
				g_gs_device->ClearDepth(tmp_ds->m_texture, 0.0f);
			}

			return false;
		}
	}

	return true;
}

bool GSHwHack::OI_SonicUnleashed(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
	// Rendering pattern is:
	// Save RG channel with a kind of a TS (replaced by a copy in this hack),
	// compute shadow in RG,
	// save result in alpha with a TS,
	// Restore RG channel that we previously copied to render shadows.
	// Important note: The game downsizes the target to half height, then later expands it back up to full size, that's why PCSX2 doesn't like it, we don't support that behaviour.
	const GIFRegTEX0& Texture = RTEX0;

	GIFRegTEX0 Frame = {};
	Frame.TBW = RFRAME.FBW;
	Frame.TBP0 = RFRAME.Block();
	Frame.PSM = RFRAME.PSM;

	if ((!rt) || (!RPRIM->TME) || (GSLocalMemory::m_psm[Texture.PSM].bpp != 16) || (GSLocalMemory::m_psm[Frame.PSM].bpp != 16) || (Texture.TBP0 == Frame.TBP0) || (Frame.TBW != 16 && Texture.TBW != 16))
		return true;

	GL_INS("OI_SonicUnleashed replace draw by a copy draw %d", r.s_n);

	GSTextureCache::Target* src = g_texture_cache->LookupTarget(Texture, GSVector2i(1, 1), r.GetTextureScaleFactor(), GSTextureCache::RenderTarget, true, 0, false, false, true, true, GSVector4i::zero(), true);

	if (!src)
		return true;

	const GSVector2i src_size(src->m_texture->GetSize());

	GSTextureCache::Target* rt_again = g_texture_cache->LookupTarget(Frame, src_size, src->m_scale, GSTextureCache::RenderTarget);
	if ((rt_again->m_TEX0.PSM & 0x3) == PSMCT16)
	{
		GSVector4 dRect;

		GSVector4 source_rect = GSVector4(static_cast<float>(rt_again->m_valid.x) / static_cast<float>(rt_again->m_unscaled_size.x), static_cast<float>(rt_again->m_valid.y) / static_cast<float>(rt_again->m_unscaled_size.y),
			static_cast<float>(rt_again->m_valid.z) / static_cast<float>(rt_again->m_unscaled_size.x), static_cast<float>(rt_again->m_valid.w) / static_cast<float>(rt_again->m_unscaled_size.y));

		dRect = GSVector4(rt_again->m_valid) * rt_again->m_scale;
		dRect.y /= 2;
		dRect.w /= 2;
		rt_again->m_valid.y /= 2;
		rt_again->m_valid.w /= 2;
		rt_again->m_TEX0.PSM = PSMCT32;
		GSTexture* tex = g_gs_device->CreateRenderTarget(rt_again->m_unscaled_size.x * rt_again->m_scale, rt_again->m_unscaled_size.y * rt_again->m_scale, GSTexture::Format::Color, false);

		if (!tex)
			return false;


		g_gs_device->StretchRect(rt_again->m_texture, source_rect, tex, dRect, ShaderConvert::COPY, false);


		g_gs_device->Recycle(rt_again->m_texture);
		rt_again->m_texture = tex;
		rt = tex;
	}
	
	GSVector2i rt_size(rt->GetSize());

	// This is awful, but so is the CRC hack... it's a texture shuffle split horizontally instead of vertically.
	if (rt_size.x < src_size.x || rt_size.y < src_size.y)
	{
		if (rt_again->m_unscaled_size.x < src->m_unscaled_size.x || rt_again->m_unscaled_size.y < src->m_unscaled_size.y)
		{
			GSVector2i new_size = GSVector2i(std::max(rt_again->m_unscaled_size.x, src->m_unscaled_size.x),
									std::max(rt_again->m_unscaled_size.y, src->m_unscaled_size.y));
			rt_again->ResizeTexture(new_size.x, new_size.y);
			rt = rt_again->m_texture;
			rt_size = new_size * GSVector2i(src->GetScale());
			rt_again->UpdateDrawn(GSVector4i::loadh(new_size));
		}
	}
	

	const GSVector2i copy_size(std::min(rt_size.x, src_size.x), std::min(rt_size.y, src_size.y));

	const GSVector4 sRect(0.0f, 0.0f, static_cast<float>(copy_size.x) / static_cast<float>(src_size.x), static_cast<float>(copy_size.y) / static_cast<float>(src_size.y));
	// This is kind of a bodge because the game confuses everything since the source is really 16bit and it assumes it's really drawing 16bit on the copy back, resizing the target.
	const GSVector4 dRect(0, 0, copy_size.x, copy_size.y);

	g_gs_device->StretchRect(src->m_texture, sRect, rt, dRect, true, true, true, false);

	return false;
}


bool GSHwHack::OI_ArTonelico2(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
	// world map clipping
	//
	// The bad draw call is a sprite rendering to clear the z buffer

	/*
	   Depth buffer description
	   * width is 10 pages
	   * texture/scissor size is 640x448
	   * depth is 16 bits so it writes 70 (10w * 7h) pages of data.

	   following draw calls will use the buffer as 6 pages width with a scissor
	   test of 384x672. So the above texture can be seen as a

	   * texture width: 6 pages * 64 pixels/page = 384
	   * texture height: 70/6 pages * 64 pixels/page =746

	   So as you can see the GS issue a write of 640x448 but actually it
	   expects to clean a 384x746 area. Ideally the fix will transform the
	   buffer to adapt the page width properly.
	 */

	const GSVertex* v = &r.m_vertex.buff[0];

	if (ds && r.m_vertex.next == 2 && !RPRIM->TME && RFRAME.FBW == 10 && v->XYZ.Z == 0 && RTEST.ZTST == ZTST_ALWAYS)
	{
		GL_INS("OI_ArTonelico2");
		g_gs_device->ClearDepth(ds, 0.0f);
	}

	return true;
}

bool GSHwHack::OI_BurnoutGames(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
	if (!OI_PointListPalette(r, rt, ds, t))
		return false; // Render point list palette.

	if (t && t->m_from_target) // Avoid slow framebuffer readback
		return true;

	if (!r.CanUseSwSpriteRender())
		return true;

	if (!r.PRIM->TME)
		return true;
	// Render palette via CPU.
	r.SwSpriteRender();

	return false;
}

#undef RPRIM
#undef RCONTEXT

#undef RTEX0
#undef RTEST
#undef RFRAME
#undef RZBUF
#undef RCLAMP

#undef RTME
#undef RTBP0
#undef RTBW
#undef RTPSM
#undef RFBP
#undef RFBW
#undef RFPSM
#undef RFBMSK
#undef RZBP
#undef RZPSM
#undef RZMSK
#undef RZTST

////////////////////////////////////////////////////////////////////////////////

#define RBITBLTBUF r.m_env.BITBLTBUF
#define RSBP r.m_env.BITBLTBUF.SBP
#define RSBW r.m_env.BITBLTBUF.SBW
#define RSPSM r.m_env.BITBLTBUF.SPSM
#define RDBP r.m_env.BITBLTBUF.DBP
#define RDBW r.m_env.BITBLTBUF.DBW
#define RDPSM r.m_env.BITBLTBUF.DPSM
#define RWIDTH r.m_env.TRXREG.RRW
#define RHEIGHT r.m_env.TRXREG.RRH
#define RSX r.m_env.TRXPOS.SSAX
#define RSY r.m_env.TRXPOS.SSAY
#define RDX r.m_env.TRXPOS.DSAX
#define RDY r.m_env.TRXPOS.DSAY

static bool GetMoveTargetPair(GSRendererHW& r, GSTextureCache::Target** src, GIFRegTEX0 src_desc,
	GSTextureCache::Target** dst, GIFRegTEX0 dst_desc, bool req_target, bool preserve_target)
{
	// The source needs to exist.
	const int src_type =
		GSLocalMemory::m_psm[src_desc.PSM].depth ? GSTextureCache::DepthStencil : GSTextureCache::RenderTarget;
	GSTextureCache::Target* tsrc =
		g_texture_cache->LookupTarget(src_desc, GSVector2i(1, 1), r.GetTextureScaleFactor(), src_type);
	if (!tsrc)
		return false;

	// The target might not.
	const int dst_type =
		GSLocalMemory::m_psm[dst_desc.PSM].depth ? GSTextureCache::DepthStencil : GSTextureCache::RenderTarget;
	GSTextureCache::Target* tdst = g_texture_cache->LookupTarget(dst_desc, tsrc->GetUnscaledSize(), tsrc->GetScale(),
		dst_type, true, 0, false, false, preserve_target, preserve_target, tsrc->GetUnscaledRect());
	if (!tdst)
	{
		if (req_target)
			return false;

		tdst = g_texture_cache->CreateTarget(dst_desc, tsrc->GetUnscaledSize(), tsrc->GetUnscaledSize(), tsrc->GetScale(), dst_type, true, 0,
			false, false, true, tsrc->GetUnscaledRect());
		if (!tdst)
			return false;
	}

	if (!preserve_target)
	{
		g_texture_cache->InvalidateVideoMemType(
			(dst_type == GSTextureCache::RenderTarget) ? GSTextureCache::DepthStencil : GSTextureCache::RenderTarget,
			dst_desc.TBP0);

		GL_INS("GetMoveTargetPair(): Clearing dirty list.");
		tdst->m_dirty.clear();
	}
	else
	{
		tdst->Update();
	}

	*src = tsrc;
	*dst = tdst;

	tdst->UpdateDrawn(tdst->m_valid);

	return true;
}

static bool GetMoveTargetPair(GSRendererHW& r, GSTextureCache::Target** src, GSTextureCache::Target** dst,
	bool req_target = false, bool preserve_target = false)
{
	return GetMoveTargetPair(r, src, GIFRegTEX0::Create(RSBP, RSBW, RSPSM), dst, GIFRegTEX0::Create(RDBP, RDBW, RDPSM),
		req_target, preserve_target);
}

static int s_last_hacked_move_n = 0;

bool GSHwHack::MV_Growlanser(GSRendererHW& r)
{
	// Growlanser games have precomputed backgrounds and depth buffers, then draw the characters over the top. But
	// instead of pre-swizzling it, or doing a large 512x448 move, they draw each page of depth to a temporary buffer
	// (FBP 0), then move it, one quadrant (of a page) at a time to 0x1C00, in C32 format. Why they didn't just use a
	// C32->Z32 move is beyond me... Anyway, since we don't swizzle targets in VRAM, the first move would need to
	// readback (slow), and lose upscaling. The real issue is that because we don't preload depth targets, even with
	// EE writes, the depth buffer gets cleared, and the background never occludes the foreground. So, we'll intercept
	// the first move, prefill the depth buffer at 0x1C00, and skip the rest of them, so it's ready for the game.

	// Only 32x16 moves in C32.
	if (RWIDTH != 32 || RHEIGHT != 16 || RSPSM != PSMCT32 || RDPSM != PSMCT32)
		return false;

	// All the moves happen inbetween two draws, so we can take advantage of that to know when to stop.
	if (r.s_n == s_last_hacked_move_n)
		return true;

	GSTextureCache::Target *src, *dst;
	if (!GetMoveTargetPair(
			r, &src, GIFRegTEX0::Create(RSBP, RSBW, RSPSM), &dst, GIFRegTEX0::Create(RDBP, RDBW, PSMZ32), false, false))
	{
		return false;
	}

	const GSVector4i rc = src->GetUnscaledRect().rintersect(dst->GetUnscaledRect());
	dst->m_TEX0.TBW = src->m_TEX0.TBW;
	dst->UpdateValidity(rc);

	GL_INS("MV_Growlanser: %x -> %x %dx%d", RSBP, RDBP, src->GetUnscaledWidth(), src->GetUnscaledHeight());

	g_gs_device->StretchRect(src->GetTexture(), GSVector4(rc) / GSVector4(src->GetUnscaledSize()).xyxy(),
		dst->GetTexture(), GSVector4(rc) * GSVector4(dst->GetScale()), ShaderConvert::RGBA8_TO_FLOAT32, false);

	s_last_hacked_move_n = r.s_n;
	return true;
}

bool GSHwHack::MV_Ico(GSRendererHW& r)
{
	// Ico unswizzles the depth buffer (usually) 0x1800 to (usually) 0x2800 with a Z32->C32 move.
	// Then it does a bunch of P4 moves to shift the bits in the blue channel to the alpha channel.
	// The shifted target then gets used as a P8H texture, basically mapping depth bits 16..24 to a LUT.
	// We can't currently HLE that in the usual move handler, so instead, emulate it with a channel shuffle.

	// If we've started skipping moves (i.e. HLE'ed the first one), skip the others.
	if (r.s_n == s_last_hacked_move_n && RSPSM == PSMT4 && RDPSM == PSMT4)
		return true;

	// 512x448 moves from C32->Z32.
	if (RSPSM != PSMZ32 || RDPSM != PSMCT32 || RWIDTH < 512 || RHEIGHT < 448)
		return false;

	GL_PUSH("MV_Ico: %x -> %x %dx%d", RSBP, RDBP, RWIDTH, RHEIGHT);

	GSTextureCache::Target *src, *dst;
	if (!GetMoveTargetPair(r, &src, &dst, false, false))
		return false;

	// Store B -> A using a channel shuffle.
	u32 pal[256];
	for (u32 i = 0; i < std::size(pal); i++)
		pal[i] = i << 24;
	std::shared_ptr<GSTextureCache::Palette> palette = g_texture_cache->LookupPaletteObject(pal, 256, true);
	if (!palette)
		return false;

	if (dst->GetUnscaledWidth() < static_cast<int>(RWIDTH) || dst->GetUnscaledHeight() < static_cast<int>(RHEIGHT))
	{
		if (!dst->ResizeTexture(std::max(dst->GetUnscaledWidth(), static_cast<int>(RWIDTH)),
				std::max(dst->GetUnscaledHeight(), static_cast<int>(RHEIGHT))))
		{
			return false;
		}
	}

	const GSVector4i draw_rc = GSVector4i(0, 0, RWIDTH, RHEIGHT).rintersect(dst->GetUnscaledRect());
	dst->UpdateValidChannels(PSMCT32, 0);
	dst->UpdateValidity(draw_rc);
	dst->UnscaleRTAlpha();
	dst->m_alpha_min = 0;
	dst->m_alpha_max = 255;

	GSHWDrawConfig& config = GSRendererHW::GetInstance()->BeginHLEHardwareDraw(
		dst->GetTexture(), nullptr, dst->GetScale(), src->GetTexture(), src->GetScale(), draw_rc);
	config.pal = palette->GetPaletteGSTexture();
	config.ps.channel = ChannelFetch_BLUE;
	config.ps.depth_fmt = 1;
	config.ps.tfx = TFX_DECAL; // T -> A.
	config.ps.tcc = true;
	GSRendererHW::GetInstance()->EndHLEHardwareDraw(false);

	s_last_hacked_move_n = r.s_n;
	return true;
}

#undef RBITBLTBUF
#undef RSBP
#undef RSBW
#undef RSPSM
#undef RDBP
#undef RDBW
#undef RDPSM
#undef RWIDTH
#undef RHEIGHT
#undef RSX
#undef RSY
#undef RDX
#undef RDY

////////////////////////////////////////////////////////////////////////////////

#define CRC_F(name) { #name, &GSHwHack::name }

const GSHwHack::Entry<GSRendererHW::GSC_Ptr> GSHwHack::s_get_skip_count_functions[] = {
	CRC_F(GSC_Manhunt2),
	CRC_F(GSC_MidnightClub3),
	CRC_F(GSC_SacredBlaze),
	CRC_F(GSC_GuitarHero),
	CRC_F(GSC_SFEX3),
	CRC_F(GSC_DTGames),
	CRC_F(GSC_TalesOfLegendia),
	CRC_F(GSC_TalesofSymphonia),
	CRC_F(GSC_UrbanReign),
	CRC_F(GSC_ZettaiZetsumeiToshi2),
	CRC_F(GSC_BlackAndBurnoutSky),
	CRC_F(GSC_BlueTongueGames),
	CRC_F(GSC_NFSUndercover),
	CRC_F(GSC_PolyphonyDigitalGames),
	CRC_F(GSC_MetalGearSolid3),
	CRC_F(GSC_Battlefield2),

	// Channel Effect
	CRC_F(GSC_NamcoGames),
	CRC_F(GSC_SteambotChronicles),

	// Depth Issue
	CRC_F(GSC_BurnoutGames),

	// Upscaling hacks
	CRC_F(GSC_UltramanFightingEvolution),
};

const GSHwHack::Entry<GSRendererHW::OI_Ptr> GSHwHack::s_before_draw_functions[] = {
	CRC_F(OI_PointListPalette),
	CRC_F(OI_DBZBTGames),
	CRC_F(OI_RozenMaidenGebetGarden),
	CRC_F(OI_SonicUnleashed),
	CRC_F(OI_ArTonelico2),
	CRC_F(OI_BurnoutGames),
};

const GSHwHack::Entry<GSRendererHW::MV_Ptr> GSHwHack::s_move_handler_functions[] = {
	CRC_F(MV_Growlanser),
	CRC_F(MV_Ico),
};

#undef CRC_F

s16 GSLookupGetSkipCountFunctionId(const std::string_view name)
{
	for (u32 i = 0; i < std::size(GSHwHack::s_get_skip_count_functions); i++)
	{
		if (name == GSHwHack::s_get_skip_count_functions[i].name)
			return static_cast<s16>(i);
	}

	return -1;
}

s16 GSLookupBeforeDrawFunctionId(const std::string_view name)
{
	for (u32 i = 0; i < std::size(GSHwHack::s_before_draw_functions); i++)
	{
		if (name == GSHwHack::s_before_draw_functions[i].name)
			return static_cast<s16>(i);
	}

	return -1;
}

s16 GSLookupMoveHandlerFunctionId(const std::string_view name)
{
	for (u32 i = 0; i < std::size(GSHwHack::s_move_handler_functions); i++)
	{
		if (name == GSHwHack::s_move_handler_functions[i].name)
			return static_cast<s16>(i);
	}

	return -1;
}

void GSRendererHW::UpdateRenderFixes()
{
	GSRenderer::UpdateRenderFixes();

	m_nativeres = (GSConfig.UpscaleMultiplier == 1.0f);
	s_nativeres = m_nativeres;

	m_gsc = nullptr;
	m_oi = nullptr;
	m_mv = nullptr;

	if (!GSConfig.UserHacks_DisableRenderFixes)
	{
		if (GSConfig.GetSkipCountFunctionId >= 0 &&
			static_cast<size_t>(GSConfig.GetSkipCountFunctionId) < std::size(GSHwHack::s_get_skip_count_functions))
		{
			m_gsc = GSHwHack::s_get_skip_count_functions[GSConfig.GetSkipCountFunctionId].ptr;
		}

		if (GSConfig.BeforeDrawFunctionId >= 0 &&
			static_cast<size_t>(GSConfig.BeforeDrawFunctionId) < std::size(GSHwHack::s_before_draw_functions))
		{
			m_oi = GSHwHack::s_before_draw_functions[GSConfig.BeforeDrawFunctionId].ptr;
		}

		if (GSConfig.MoveHandlerFunctionId >= 0 &&
			static_cast<size_t>(GSConfig.MoveHandlerFunctionId) < std::size(GSHwHack::s_move_handler_functions))
		{
			m_mv = GSHwHack::s_move_handler_functions[GSConfig.MoveHandlerFunctionId].ptr;
		}
	}
}

bool GSRendererHW::IsBadFrame()
{
	if (m_gsc)
	{
		if (!m_gsc(*this, m_skip))
			return false;
	}

	if (m_skip == 0 && GSConfig.SkipDrawEnd > 0)
	{
		if (PRIM->TME)
		{
			// depth textures (bully, mgs3s1 intro, Front Mission 5)
			// General, often problematic post processing
			if (GSLocalMemory::m_psm[m_context->TEX0.PSM].depth ||
				GSUtil::HasSharedBits(m_context->FRAME.Block(), m_context->FRAME.PSM, m_context->TEX0.TBP0, m_context->TEX0.PSM))
			{
				m_skip_offset = GSConfig.SkipDrawStart;
				m_skip = GSConfig.SkipDrawEnd;
			}
		}
	}

	if (m_skip > 0)
	{
		m_skip--;

		if (m_skip_offset > 1)
			m_skip_offset--;
		else
			return true;
	}

	return false;
}
