using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.State;

namespace Ryujinx.Graphics.Gpu.Engine
{
    using Texture = Image.Texture;

    partial class Methods
    {
        /// <summary>
        /// Performs a texture to texture copy.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="argument">Method call argument</param>
        private void CopyTexture(GpuState state, int argument)
        {
            var dstCopyTexture = state.Get<CopyTexture>(MethodOffset.CopyDstTexture);
            var srcCopyTexture = state.Get<CopyTexture>(MethodOffset.CopySrcTexture);

            Texture srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture);

            if (srcTexture == null)
            {
                return;
            }

            // When the source texture that was found has a depth format,
            // we must enforce the target texture also has a depth format,
            // as copies between depth and color formats are not allowed.
            if (srcTexture.Format == Format.D32Float)
            {
                dstCopyTexture.Format = RtFormat.D32Float;
            }

            Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture);

            if (dstTexture == null)
            {
                return;
            }

            var control = state.Get<CopyTextureControl>(MethodOffset.CopyTextureControl);

            var region = state.Get<CopyRegion>(MethodOffset.CopyRegion);

            int srcX1 = (int)(region.SrcXF >> 32);
            int srcY1 = (int)(region.SrcYF >> 32);

            int srcX2 = (int)((region.SrcXF + region.SrcWidthRF  * region.DstWidth)  >> 32);
            int srcY2 = (int)((region.SrcYF + region.SrcHeightRF * region.DstHeight) >> 32);

            int dstX1 = region.DstX;
            int dstY1 = region.DstY;

            int dstX2 = region.DstX + region.DstWidth;
            int dstY2 = region.DstY + region.DstHeight;

            Extents2D srcRegion = new Extents2D(
                srcX1 / srcTexture.Info.SamplesInX,
                srcY1 / srcTexture.Info.SamplesInY,
                srcX2 / srcTexture.Info.SamplesInX,
                srcY2 / srcTexture.Info.SamplesInY);

            Extents2D dstRegion = new Extents2D(
                dstX1 / dstTexture.Info.SamplesInX,
                dstY1 / dstTexture.Info.SamplesInY,
                dstX2 / dstTexture.Info.SamplesInX,
                dstY2 / dstTexture.Info.SamplesInY);

            bool linearFilter = control.UnpackLinearFilter();

            srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter);

            // For an out of bounds copy, we must ensure that the copy wraps to the next line,
            // so for a copy from a 64x64 texture, in the region [32, 96[, there are 32 pixels that are
            // outside the bounds of the texture. We fill the destination with the first 32 pixels
            // of the next line on the source texture.
            // This can be emulated with 2 copies (the first copy handles the region inside the bounds,
            // the second handles the region outside of the bounds).
            // We must also extend the source texture by one line to ensure we can wrap on the last line.
            // This is required by the (guest) OpenGL driver.
            if (srcRegion.X2 > srcTexture.Info.Width)
            {
                srcCopyTexture.Height++;

                srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture);

                srcRegion = new Extents2D(
                    srcRegion.X1 - srcTexture.Info.Width,
                    srcRegion.Y1 + 1,
                    srcRegion.X2 - srcTexture.Info.Width,
                    srcRegion.Y2 + 1);

                srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter);
            }

            dstTexture.Modified = true;
        }
    }
}