using Ryujinx.Graphics.Gal;
using Ryujinx.HLE.Gpu.Memory;
using Ryujinx.HLE.Gpu.Texture;
using System;
using System.Collections.Generic;

namespace Ryujinx.HLE.Gpu.Engines
{
    class NvGpuEngine3d : INvGpuEngine
    {
        public int[] Registers { get; private set; }

        private NvGpu Gpu;

        private Dictionary<int, NvGpuMethod> Methods;

        private struct ConstBuffer
        {
            public bool Enabled;
            public long Position;
            public int  Size;
        }

        private ConstBuffer[][] ConstBuffers;

        private HashSet<long> FrameBuffers;

        private List<long>[] UploadedKeys;

        public NvGpuEngine3d(NvGpu Gpu)
        {
            this.Gpu = Gpu;

            Registers = new int[0xe00];

            Methods = new Dictionary<int, NvGpuMethod>();

            void AddMethod(int Meth, int Count, int Stride, NvGpuMethod Method)
            {
                while (Count-- > 0)
                {
                    Methods.Add(Meth, Method);

                    Meth += Stride;
                }
            }

            AddMethod(0x585,  1, 1, VertexEndGl);
            AddMethod(0x674,  1, 1, ClearBuffers);
            AddMethod(0x6c3,  1, 1, QueryControl);
            AddMethod(0x8e4, 16, 1, CbData);
            AddMethod(0x904,  5, 8, CbBind);

            ConstBuffers = new ConstBuffer[6][];

            for (int Index = 0; Index < ConstBuffers.Length; Index++)
            {
                ConstBuffers[Index] = new ConstBuffer[18];
            }

            FrameBuffers = new HashSet<long>();

            UploadedKeys = new List<long>[(int)NvGpuBufferType.Count];

            for (int i = 0; i < UploadedKeys.Length; i++)
            {
                UploadedKeys[i] = new List<long>();
            }
        }

        public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
        {
            if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
            {
                Method(Vmm, PBEntry);
            }
            else
            {
                WriteRegister(PBEntry);
            }
        }

        public void ResetCache()
        {
            foreach (List<long> Uploaded in UploadedKeys)
            {
                Uploaded.Clear();
            }
        }

        private void VertexEndGl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
        {
            LockCaches();

            GalPipelineState State = new GalPipelineState();

            SetFlip(State);
            SetFrontFace(State);
            SetCullFace(State);
            SetDepth(State);
            SetStencil(State);
            SetAlphaBlending(State);
            SetPrimitiveRestart(State);

            SetFrameBuffer(Vmm, 0);

            long[] Keys = UploadShaders(Vmm);

            Gpu.Renderer.Shader.BindProgram();

            UploadTextures(Vmm, State, Keys);
            UploadConstBuffers(Vmm, State, Keys);
            UploadVertexArrays(Vmm, State);

            DispatchRender(Vmm, State);

            UnlockCaches();
        }

        private void LockCaches()
        {
            Gpu.Renderer.Buffer.LockCache();
            Gpu.Renderer.Rasterizer.LockCaches();
            Gpu.Renderer.Texture.LockCache();
        }

        private void UnlockCaches()
        {
            Gpu.Renderer.Buffer.UnlockCache();
            Gpu.Renderer.Rasterizer.UnlockCaches();
            Gpu.Renderer.Texture.UnlockCache();
        }

        private void ClearBuffers(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
        {
            int Arg0 = PBEntry.Arguments[0];

            int FbIndex = (Arg0 >> 6) & 0xf;

            GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);

            float Red   = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 0);
            float Green = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 1);
            float Blue  = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 2);
            float Alpha = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 3);

            float Depth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);

            int Stencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);

            SetFrameBuffer(Vmm, FbIndex);

            Gpu.Renderer.Rasterizer.ClearBuffers(
                Flags,
                Red, Green, Blue, Alpha,
                Depth,
                Stencil);
        }

        private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
        {
            long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);

            long Key = Vmm.GetPhysicalAddress(VA);

            FrameBuffers.Add(Key);

            int Width  = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth  + FbIndex * 0x10);
            int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);

            float TX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateX + FbIndex * 4);
            float TY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateY + FbIndex * 4);

            float SX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleX + FbIndex * 4);
            float SY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleY + FbIndex * 4);

            int VpX = (int)MathF.Max(0, TX - MathF.Abs(SX));
            int VpY = (int)MathF.Max(0, TY - MathF.Abs(SY));

            int VpW = (int)(TX + MathF.Abs(SX)) - VpX;
            int VpH = (int)(TY + MathF.Abs(SY)) - VpY;

            Gpu.Renderer.FrameBuffer.Create(Key, Width, Height);
            Gpu.Renderer.FrameBuffer.Bind(Key);

            Gpu.Renderer.FrameBuffer.SetViewport(VpX, VpY, VpW, VpH);
        }

        private long[] UploadShaders(NvGpuVmm Vmm)
        {
            long[] Keys = new long[5];

            long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);

            int Index = 1;

            int VpAControl = ReadRegister(NvGpuEngine3dReg.ShaderNControl);

            bool VpAEnable = (VpAControl & 1) != 0;

            if (VpAEnable)
            {
                //Note: The maxwell supports 2 vertex programs, usually
                //only VP B is used, but in some cases VP A is also used.
                //In this case, it seems to function as an extra vertex
                //shader stage.
                //The graphics abstraction layer has a special overload for this
                //case, which should merge the two shaders into one vertex shader.
                int VpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset);
                int VpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10);

                long VpAPos = BasePosition + (uint)VpAOffset;
                long VpBPos = BasePosition + (uint)VpBOffset;

                Keys[(int)GalShaderType.Vertex] = VpBPos;

                Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex);
                Gpu.Renderer.Shader.Bind(VpBPos);

                Index = 2;
            }

            for (; Index < 6; Index++)
            {
                GalShaderType Type = GetTypeFromProgram(Index);

                int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10);
                int Offset  = ReadRegister(NvGpuEngine3dReg.ShaderNOffset  + Index * 0x10);

                //Note: Vertex Program (B) is always enabled.
                bool Enable = (Control & 1) != 0 || Index == 1;

                if (!Enable)
                {
                    Gpu.Renderer.Shader.Unbind(Type);

                    continue;
                }

                long Key = BasePosition + (uint)Offset;

                Keys[(int)Type] = Key;

                Gpu.Renderer.Shader.Create(Vmm, Key, Type);
                Gpu.Renderer.Shader.Bind(Key);
            }

            return Keys;
        }

        private static GalShaderType GetTypeFromProgram(int Program)
        {
            switch (Program)
            {
                case 0:
                case 1: return GalShaderType.Vertex;
                case 2: return GalShaderType.TessControl;
                case 3: return GalShaderType.TessEvaluation;
                case 4: return GalShaderType.Geometry;
                case 5: return GalShaderType.Fragment;
            }

            throw new ArgumentOutOfRangeException(nameof(Program));
        }

        private void SetFlip(GalPipelineState State)
        {
            State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
            State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
        }

        private void SetFrontFace(GalPipelineState State)
        {
            float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
            float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);

            GalFrontFace FrontFace = (GalFrontFace)ReadRegister(NvGpuEngine3dReg.FrontFace);

            //Flipping breaks facing. Flipping front facing too fixes it
            if (SignX != SignY)
            {
                switch (FrontFace)
                {
                    case GalFrontFace.CW:
                        FrontFace = GalFrontFace.CCW;
                        break;

                    case GalFrontFace.CCW:
                        FrontFace = GalFrontFace.CW;
                        break;
                }
            }

            State.FrontFace = FrontFace;
        }

        private void SetCullFace(GalPipelineState State)
        {
            State.CullFaceEnabled = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;

            if (State.CullFaceEnabled)
            {
                State.CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
            }
        }

        private void SetDepth(GalPipelineState State)
        {
            State.DepthTestEnabled = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;

            if (State.DepthTestEnabled)
            {
                State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
            }
        }

        private void SetStencil(GalPipelineState State)
        {
            State.StencilTestEnabled = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;

            if (State.StencilTestEnabled)
            {
                State.StencilBackFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilBackFuncFunc);
                State.StencilBackFuncRef  =                  ReadRegister(NvGpuEngine3dReg.StencilBackFuncRef);
                State.StencilBackFuncMask =            (uint)ReadRegister(NvGpuEngine3dReg.StencilBackFuncMask);
                State.StencilBackOpFail   =    (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpFail);
                State.StencilBackOpZFail  =    (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZFail);
                State.StencilBackOpZPass  =    (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZPass);
                State.StencilBackMask     =            (uint)ReadRegister(NvGpuEngine3dReg.StencilBackMask);

                State.StencilFrontFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncFunc);
                State.StencilFrontFuncRef  =                  ReadRegister(NvGpuEngine3dReg.StencilFrontFuncRef);
                State.StencilFrontFuncMask =            (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncMask);
                State.StencilFrontOpFail   =    (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpFail);
                State.StencilFrontOpZFail  =    (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZFail);
                State.StencilFrontOpZPass  =    (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZPass);
                State.StencilFrontMask     =            (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontMask);
            }
        }

        private void SetAlphaBlending(GalPipelineState State)
        {
            //TODO: Support independent blend properly.
            State.BlendEnabled = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;

            if (State.BlendEnabled)
            {
                State.BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;

                State.BlendEquationRgb   = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
                State.BlendFuncSrcRgb    =   (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
                State.BlendFuncDstRgb    =   (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
                State.BlendEquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
                State.BlendFuncSrcAlpha  =   (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
                State.BlendFuncDstAlpha  =   (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
            }
        }

        private void SetPrimitiveRestart(GalPipelineState State)
        {
            State.PrimitiveRestartEnabled = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;

            if (State.PrimitiveRestartEnabled)
            {
                State.PrimitiveRestartIndex = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
            }
        }

        private void UploadTextures(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
        {
            long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);

            int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);

            int TexIndex = 0;

            for (int Index = 0; Index < Keys.Length; Index++)
            {
                foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Keys[Index]))
                {
                    long Position;

                    if (DeclInfo.IsCb)
                    {
                        Position = ConstBuffers[Index][DeclInfo.Cbuf].Position;
                    }
                    else
                    {
                        Position = ConstBuffers[Index][TextureCbIndex].Position;
                    }

                    int TextureHandle = Vmm.ReadInt32(Position + DeclInfo.Index * 4);

                    UploadTexture(Vmm, TexIndex, TextureHandle);

                    Gpu.Renderer.Shader.EnsureTextureBinding(DeclInfo.Name, TexIndex);

                    TexIndex++;
                }
            }
        }

        private void UploadTexture(NvGpuVmm Vmm, int TexIndex, int TextureHandle)
        {
            if (TextureHandle == 0)
            {
                //TODO: Is this correct?
                //Some games like puyo puyo will have 0 handles.
                //It may be just normal behaviour or a bug caused by sync issues.
                //The game does initialize the value properly after through.
                return;
            }

            int TicIndex = (TextureHandle >>  0) & 0xfffff;
            int TscIndex = (TextureHandle >> 20) & 0xfff;

            long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
            long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);

            TicPosition += TicIndex * 0x20;
            TscPosition += TscIndex * 0x20;

            GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);

            long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;

            Key = Vmm.GetPhysicalAddress(Key);

            if (Key == -1)
            {
                //FIXME: Should'nt ignore invalid addresses.
                return;
            }

            if (IsFrameBufferPosition(Key))
            {
                //This texture is a frame buffer texture,
                //we shouldn't read anything from memory and bind
                //the frame buffer texture instead, since we're not
                //really writing anything to memory.
                Gpu.Renderer.FrameBuffer.BindTexture(Key, TexIndex);
            }
            else
            {
                GalTexture NewTexture = TextureFactory.MakeTexture(Vmm, TicPosition);

                long Size = (uint)TextureHelper.GetTextureSize(NewTexture);

                bool HasCachedTexture = false;

                if (Gpu.Renderer.Texture.TryGetCachedTexture(Key, Size, out GalTexture Texture))
                {
                    if (NewTexture.Equals(Texture) && !QueryKeyUpload(Vmm, Key, Size, NvGpuBufferType.Texture))
                    {
                        Gpu.Renderer.Texture.Bind(Key, TexIndex);

                        HasCachedTexture = true;
                    }
                }

                if (!HasCachedTexture)
                {
                    byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);

                    Gpu.Renderer.Texture.Create(Key, Data, NewTexture);
                }

                Gpu.Renderer.Texture.Bind(Key, TexIndex);
            }

            Gpu.Renderer.Texture.SetSampler(Sampler);
        }

        private void UploadConstBuffers(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
        {
            for (int Stage = 0; Stage < Keys.Length; Stage++)
            {
                foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetConstBufferUsage(Keys[Stage]))
                {
                    ConstBuffer Cb = ConstBuffers[Stage][DeclInfo.Cbuf];

                    if (!Cb.Enabled)
                    {
                        continue;
                    }

                    long Key = Vmm.GetPhysicalAddress(Cb.Position);

                    if (QueryKeyUpload(Vmm, Key, Cb.Size, NvGpuBufferType.ConstBuffer))
                    {
                        IntPtr Source = Vmm.GetHostAddress(Cb.Position, Cb.Size);

                        Gpu.Renderer.Buffer.SetData(Key, Cb.Size, Source);
                    }

                    State.ConstBufferKeys[Stage][DeclInfo.Cbuf] = Key;
                }
            }
        }

        private void UploadVertexArrays(NvGpuVmm Vmm, GalPipelineState State)
        {
            long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);

            long IboKey = Vmm.GetPhysicalAddress(IndexPosition);

            int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
            int IndexCount    = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);

            GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;

            int IndexEntrySize = 1 << IndexEntryFmt;

            if (IndexEntrySize > 4)
            {
                throw new InvalidOperationException();
            }

            if (IndexCount != 0)
            {
                int IbSize = IndexCount * IndexEntrySize;

                bool IboCached = Gpu.Renderer.Rasterizer.IsIboCached(IboKey, (uint)IbSize);

                if (!IboCached || QueryKeyUpload(Vmm, IboKey, (uint)IbSize, NvGpuBufferType.Index))
                {
                    IntPtr DataAddress = Vmm.GetHostAddress(IndexPosition, IbSize);

                    Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, DataAddress);
                }

                Gpu.Renderer.Rasterizer.SetIndexArray(IbSize, IndexFormat);
            }

            List<GalVertexAttrib>[] Attribs = new List<GalVertexAttrib>[32];

            for (int Attr = 0; Attr < 16; Attr++)
            {
                int Packed = ReadRegister(NvGpuEngine3dReg.VertexAttribNFormat + Attr);

                int ArrayIndex = Packed & 0x1f;

                if (Attribs[ArrayIndex] == null)
                {
                    Attribs[ArrayIndex] = new List<GalVertexAttrib>();
                }

                Attribs[ArrayIndex].Add(new GalVertexAttrib(
                                           Attr,
                                         ((Packed >>  6) & 0x1) != 0,
                                          (Packed >>  7) & 0x3fff,
                    (GalVertexAttribSize)((Packed >> 21) & 0x3f),
                    (GalVertexAttribType)((Packed >> 27) & 0x7),
                                         ((Packed >> 31) & 0x1) != 0));
            }

            State.VertexBindings = new GalVertexBinding[32];

            for (int Index = 0; Index < 32; Index++)
            {
                if (Attribs[Index] == null)
                {
                    continue;
                }

                int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4);

                bool Enable = (Control & 0x1000) != 0;

                if (!Enable)
                {
                    continue;
                }

                long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
                long VertexEndPos   = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);

                long VboKey = Vmm.GetPhysicalAddress(VertexPosition);

                int Stride = Control & 0xfff;

                long VbSize = (VertexEndPos - VertexPosition) + 1;

                bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, VbSize);

                if (!VboCached || QueryKeyUpload(Vmm, VboKey, VbSize, NvGpuBufferType.Vertex))
                {
                    IntPtr DataAddress = Vmm.GetHostAddress(VertexPosition, VbSize);

                    Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, DataAddress);
                }

                State.VertexBindings[Index].Enabled = true;
                State.VertexBindings[Index].Stride  = Stride;
                State.VertexBindings[Index].VboKey  = VboKey;
                State.VertexBindings[Index].Attribs = Attribs[Index].ToArray();
            }
        }

        private void DispatchRender(NvGpuVmm Vmm, GalPipelineState State)
        {
            int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
            int PrimCtrl   = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);

            GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);

            Gpu.Renderer.Pipeline.Bind(State);

            if (IndexCount != 0)
            {
                int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
                int IndexFirst    = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
                int VertexBase    = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase);

                long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);

                long IboKey = Vmm.GetPhysicalAddress(IndexPosition);

                Gpu.Renderer.Rasterizer.DrawElements(IboKey, IndexFirst, VertexBase, PrimType);
            }
            else
            {
                int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
                int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);

                Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
            }

            //Is the GPU really clearing those registers after draw?
            WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
            WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
        }

        private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
        {
            long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);

            int Seq  = Registers[(int)NvGpuEngine3dReg.QuerySequence];
            int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl];

            int Mode = Ctrl & 3;

            if (Mode == 0)
            {
                //Write mode.
                Vmm.WriteInt32(Position, Seq);
            }

            WriteRegister(PBEntry);
        }

        private void CbData(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
        {
            long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);

            int Offset = ReadRegister(NvGpuEngine3dReg.ConstBufferOffset);

            foreach (int Arg in PBEntry.Arguments)
            {
                Vmm.WriteInt32(Position + Offset, Arg);

                Offset += 4;
            }

            WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset);

            UploadedKeys[(int)NvGpuBufferType.ConstBuffer].Clear();
        }

        private void CbBind(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
        {
            int Stage = (PBEntry.Method - 0x904) >> 3;

            int Index = PBEntry.Arguments[0];

            bool Enabled = (Index & 1) != 0;

            Index = (Index >> 4) & 0x1f;

            long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);

            long CbKey = Vmm.GetPhysicalAddress(Position);

            int Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);

            if (!Gpu.Renderer.Buffer.IsCached(CbKey, Size))
            {
                Gpu.Renderer.Buffer.Create(CbKey, Size);
            }

            ConstBuffer Cb = ConstBuffers[Stage][Index];

            if (Cb.Position != Position || Cb.Enabled != Enabled || Cb.Size != Size)
            {
                ConstBuffers[Stage][Index].Position = Position;
                ConstBuffers[Stage][Index].Enabled = Enabled;
                ConstBuffers[Stage][Index].Size = Size;
            }
        }

        private float GetFlipSign(NvGpuEngine3dReg Reg)
        {
            return MathF.Sign(ReadRegisterFloat(Reg));
        }

        private long MakeInt64From2xInt32(NvGpuEngine3dReg Reg)
        {
            return
                (long)Registers[(int)Reg + 0] << 32 |
                (uint)Registers[(int)Reg + 1];
        }

        private void WriteRegister(NvGpuPBEntry PBEntry)
        {
            int ArgsCount = PBEntry.Arguments.Count;

            if (ArgsCount > 0)
            {
                Registers[PBEntry.Method] = PBEntry.Arguments[ArgsCount - 1];
            }
        }

        private int ReadRegister(NvGpuEngine3dReg Reg)
        {
            return Registers[(int)Reg];
        }

        private float ReadRegisterFloat(NvGpuEngine3dReg Reg)
        {
            return BitConverter.Int32BitsToSingle(ReadRegister(Reg));
        }

        private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
        {
            Registers[(int)Reg] = Value;
        }

        public bool IsFrameBufferPosition(long Position)
        {
            return FrameBuffers.Contains(Position);
        }

        private bool QueryKeyUpload(NvGpuVmm Vmm, long Key, long Size, NvGpuBufferType Type)
        {
            List<long> Uploaded = UploadedKeys[(int)Type];

            if (Uploaded.Contains(Key))
            {
                return false;
            }

            Uploaded.Add(Key);

            return Vmm.IsRegionModified(Key, Size, Type);
        }
    }
}