diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt
index 36aa7bb66f..c158970f2e 100644
--- a/src/video_core/CMakeLists.txt
+++ b/src/video_core/CMakeLists.txt
@@ -118,6 +118,8 @@ add_library(video_core STATIC
     renderer_null/renderer_null.h
     renderer_opengl/blit_image.cpp
     renderer_opengl/blit_image.h
+    renderer_opengl/gl_blit_screen.cpp
+    renderer_opengl/gl_blit_screen.h
     renderer_opengl/gl_buffer_cache_base.cpp
     renderer_opengl/gl_buffer_cache.cpp
     renderer_opengl/gl_buffer_cache.h
diff --git a/src/video_core/renderer_opengl/gl_blit_screen.cpp b/src/video_core/renderer_opengl/gl_blit_screen.cpp
new file mode 100644
index 0000000000..88757ba388
--- /dev/null
+++ b/src/video_core/renderer_opengl/gl_blit_screen.cpp
@@ -0,0 +1,519 @@
+// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "video_core/framebuffer_config.h"
+#include "video_core/host_shaders/ffx_a_h.h"
+#include "video_core/host_shaders/ffx_fsr1_h.h"
+#include "video_core/host_shaders/full_screen_triangle_vert.h"
+#include "video_core/host_shaders/fxaa_frag.h"
+#include "video_core/host_shaders/fxaa_vert.h"
+#include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h"
+#include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h"
+#include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.h"
+#include "video_core/host_shaders/opengl_present_frag.h"
+#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
+#include "video_core/host_shaders/opengl_present_vert.h"
+#include "video_core/host_shaders/opengl_smaa_glsl.h"
+#include "video_core/host_shaders/present_bicubic_frag.h"
+#include "video_core/host_shaders/present_gaussian_frag.h"
+#include "video_core/host_shaders/smaa_blending_weight_calculation_frag.h"
+#include "video_core/host_shaders/smaa_blending_weight_calculation_vert.h"
+#include "video_core/host_shaders/smaa_edge_detection_frag.h"
+#include "video_core/host_shaders/smaa_edge_detection_vert.h"
+#include "video_core/host_shaders/smaa_neighborhood_blending_frag.h"
+#include "video_core/host_shaders/smaa_neighborhood_blending_vert.h"
+#include "video_core/renderer_opengl/gl_blit_screen.h"
+#include "video_core/renderer_opengl/gl_rasterizer.h"
+#include "video_core/renderer_opengl/gl_shader_manager.h"
+#include "video_core/renderer_opengl/gl_shader_util.h"
+#include "video_core/renderer_opengl/gl_state_tracker.h"
+#include "video_core/smaa_area_tex.h"
+#include "video_core/smaa_search_tex.h"
+#include "video_core/textures/decoders.h"
+
+namespace OpenGL {
+
+namespace {
+constexpr GLint PositionLocation = 0;
+constexpr GLint TexCoordLocation = 1;
+constexpr GLint ModelViewMatrixLocation = 0;
+
+struct ScreenRectVertex {
+    constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
+        : position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
+
+    std::array<GLfloat, 2> position;
+    std::array<GLfloat, 2> tex_coord;
+};
+
+/**
+ * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
+ * corner and (width, height) on the lower-bottom.
+ *
+ * The projection part of the matrix is trivial, hence these operations are represented
+ * by a 3x2 matrix.
+ */
+std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
+    std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
+
+    // clang-format off
+    matrix[0] = 2.f / width; matrix[2] =  0.f;          matrix[4] = -1.f;
+    matrix[1] = 0.f;         matrix[3] = -2.f / height; matrix[5] =  1.f;
+    // Last matrix row is implicitly assumed to be [0, 0, 1].
+    // clang-format on
+
+    return matrix;
+}
+} // namespace
+
+BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
+                       Tegra::MaxwellDeviceMemoryManager& device_memory_,
+                       StateTracker& state_tracker_, ProgramManager& program_manager_,
+                       Device& device_)
+    : rasterizer(rasterizer_), device_memory(device_memory_), state_tracker(state_tracker_),
+      program_manager(program_manager_), device(device_) {
+    // Create shader programs
+    fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
+    fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
+
+    const auto replace_include = [](std::string& shader_source, std::string_view include_name,
+                                    std::string_view include_content) {
+        const std::string include_string = fmt::format("#include \"{}\"", include_name);
+        const std::size_t pos = shader_source.find(include_string);
+        ASSERT(pos != std::string::npos);
+        shader_source.replace(pos, include_string.size(), include_content);
+    };
+
+    const auto SmaaShader = [&](std::string_view specialized_source, GLenum stage) {
+        std::string shader_source{specialized_source};
+        replace_include(shader_source, "opengl_smaa.glsl", HostShaders::OPENGL_SMAA_GLSL);
+        return CreateProgram(shader_source, stage);
+    };
+
+    smaa_edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER);
+    smaa_edge_detection_frag =
+        SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER);
+    smaa_blending_weight_calculation_vert =
+        SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER);
+    smaa_blending_weight_calculation_frag =
+        SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER);
+    smaa_neighborhood_blending_vert =
+        SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER);
+    smaa_neighborhood_blending_frag =
+        SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_FRAG, GL_FRAGMENT_SHADER);
+
+    present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
+    present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
+    present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
+    present_gaussian_fragment =
+        CreateProgram(HostShaders::PRESENT_GAUSSIAN_FRAG, GL_FRAGMENT_SHADER);
+    present_scaleforce_fragment =
+        CreateProgram(fmt::format("#version 460\n{}", HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG),
+                      GL_FRAGMENT_SHADER);
+
+    std::string fsr_source{HostShaders::OPENGL_FIDELITYFX_FSR_FRAG};
+    replace_include(fsr_source, "ffx_a.h", HostShaders::FFX_A_H);
+    replace_include(fsr_source, "ffx_fsr1.h", HostShaders::FFX_FSR1_H);
+
+    std::string fsr_easu_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_EASU_FRAG};
+    std::string fsr_rcas_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_RCAS_FRAG};
+    replace_include(fsr_easu_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source);
+    replace_include(fsr_rcas_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source);
+
+    fsr = std::make_unique<FSR>(HostShaders::FULL_SCREEN_TRIANGLE_VERT, fsr_easu_frag_source,
+                                fsr_rcas_frag_source);
+
+    // Generate presentation sampler
+    present_sampler.Create();
+    glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+    present_sampler_nn.Create();
+    glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+    glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+    // Generate VBO handle for drawing
+    vertex_buffer.Create();
+
+    // Attach vertex data to VAO
+    glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
+
+    // Allocate textures for the screen
+    framebuffer_texture.resource.Create(GL_TEXTURE_2D);
+
+    const GLuint texture = framebuffer_texture.resource.handle;
+    glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1);
+
+    // Clear screen to black
+    const u8 framebuffer_data[4] = {0, 0, 0, 0};
+    glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
+                    framebuffer_data);
+
+    aa_framebuffer.Create();
+
+    smaa_area_tex.Create(GL_TEXTURE_2D);
+    glTextureStorage2D(smaa_area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT);
+    glTextureSubImage2D(smaa_area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG,
+                        GL_UNSIGNED_BYTE, areaTexBytes);
+    smaa_search_tex.Create(GL_TEXTURE_2D);
+    glTextureStorage2D(smaa_search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT);
+    glTextureSubImage2D(smaa_search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED,
+                        GL_UNSIGNED_BYTE, searchTexBytes);
+
+    // Enable unified vertex attributes and query vertex buffer address when the driver supports it
+    if (device.HasVertexBufferUnifiedMemory()) {
+        glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
+        glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
+        glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
+        glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
+                                         &vertex_buffer_address);
+    }
+}
+
+FramebufferTextureInfo BlitScreen::PrepareRenderTarget(
+    const Tegra::FramebufferConfig& framebuffer) {
+    // If framebuffer is provided, reload it from memory to a texture
+    if (framebuffer_texture.width != static_cast<GLsizei>(framebuffer.width) ||
+        framebuffer_texture.height != static_cast<GLsizei>(framebuffer.height) ||
+        framebuffer_texture.pixel_format != framebuffer.pixel_format ||
+        gl_framebuffer_data.empty()) {
+        // Reallocate texture if the framebuffer size has changed.
+        // This is expected to not happen very often and hence should not be a
+        // performance problem.
+        ConfigureFramebufferTexture(framebuffer);
+    }
+
+    // Load the framebuffer from memory if needed
+    return LoadFBToScreenInfo(framebuffer);
+}
+
+FramebufferTextureInfo BlitScreen::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
+    const DAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
+    const auto accelerated_info =
+        rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride);
+    if (accelerated_info) {
+        return *accelerated_info;
+    }
+
+    // Reset the screen info's display texture to its own permanent texture
+    FramebufferTextureInfo info{};
+    info.display_texture = framebuffer_texture.resource.handle;
+    info.width = framebuffer.width;
+    info.height = framebuffer.height;
+    info.scaled_width = framebuffer.width;
+    info.scaled_height = framebuffer.height;
+
+    // TODO(Rodrigo): Read this from HLE
+    constexpr u32 block_height_log2 = 4;
+    const auto pixel_format{
+        VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
+    const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
+    const u64 size_in_bytes{Tegra::Texture::CalculateSize(
+        true, bytes_per_pixel, framebuffer.stride, framebuffer.height, 1, block_height_log2, 0)};
+    const u8* const host_ptr{device_memory.GetPointer<u8>(framebuffer_addr)};
+    const std::span<const u8> input_data(host_ptr, size_in_bytes);
+    Tegra::Texture::UnswizzleTexture(gl_framebuffer_data, input_data, bytes_per_pixel,
+                                     framebuffer.width, framebuffer.height, 1, block_height_log2,
+                                     0);
+
+    glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+    glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
+
+    // Update existing texture
+    // TODO: Test what happens on hardware when you change the framebuffer dimensions so that
+    //       they differ from the LCD resolution.
+    // TODO: Applications could theoretically crash yuzu here by specifying too large
+    //       framebuffer sizes. We should make sure that this cannot happen.
+    glTextureSubImage2D(framebuffer_texture.resource.handle, 0, 0, 0, framebuffer.width,
+                        framebuffer.height, framebuffer_texture.gl_format,
+                        framebuffer_texture.gl_type, gl_framebuffer_data.data());
+
+    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+
+    return info;
+}
+
+void BlitScreen::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer) {
+    framebuffer_texture.width = framebuffer.width;
+    framebuffer_texture.height = framebuffer.height;
+    framebuffer_texture.pixel_format = framebuffer.pixel_format;
+
+    const auto pixel_format{
+        VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
+    const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
+    gl_framebuffer_data.resize(framebuffer_texture.width * framebuffer_texture.height *
+                               bytes_per_pixel);
+
+    GLint internal_format;
+    switch (framebuffer.pixel_format) {
+    case Service::android::PixelFormat::Rgba8888:
+        internal_format = GL_RGBA8;
+        framebuffer_texture.gl_format = GL_RGBA;
+        framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
+        break;
+    case Service::android::PixelFormat::Rgb565:
+        internal_format = GL_RGB565;
+        framebuffer_texture.gl_format = GL_RGB;
+        framebuffer_texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
+        break;
+    default:
+        internal_format = GL_RGBA8;
+        framebuffer_texture.gl_format = GL_RGBA;
+        framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
+        // UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}",
+        //                   static_cast<u32>(framebuffer.pixel_format));
+        break;
+    }
+
+    framebuffer_texture.resource.Release();
+    framebuffer_texture.resource.Create(GL_TEXTURE_2D);
+    glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
+                       framebuffer_texture.width, framebuffer_texture.height);
+    aa_texture.Release();
+    aa_texture.Create(GL_TEXTURE_2D);
+    glTextureStorage2D(aa_texture.handle, 1, GL_RGBA16F,
+                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
+                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
+    glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0);
+    smaa_edges_tex.Release();
+    smaa_edges_tex.Create(GL_TEXTURE_2D);
+    glTextureStorage2D(smaa_edges_tex.handle, 1, GL_RG16F,
+                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
+                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
+    smaa_blend_tex.Release();
+    smaa_blend_tex.Create(GL_TEXTURE_2D);
+    glTextureStorage2D(smaa_blend_tex.handle, 1, GL_RGBA16F,
+                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
+                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
+}
+
+void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
+                            const Layout::FramebufferLayout& layout) {
+    FramebufferTextureInfo info = PrepareRenderTarget(framebuffer);
+    const auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
+
+    // TODO: Signal state tracker about these changes
+    state_tracker.NotifyScreenDrawVertexArray();
+    state_tracker.NotifyPolygonModes();
+    state_tracker.NotifyViewport0();
+    state_tracker.NotifyScissor0();
+    state_tracker.NotifyColorMask(0);
+    state_tracker.NotifyBlend0();
+    state_tracker.NotifyFramebuffer();
+    state_tracker.NotifyFrontFace();
+    state_tracker.NotifyCullTest();
+    state_tracker.NotifyDepthTest();
+    state_tracker.NotifyStencilTest();
+    state_tracker.NotifyPolygonOffset();
+    state_tracker.NotifyRasterizeEnable();
+    state_tracker.NotifyFramebufferSRGB();
+    state_tracker.NotifyLogicOp();
+    state_tracker.NotifyClipControl();
+    state_tracker.NotifyAlphaTest();
+
+    state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
+
+    glEnable(GL_CULL_FACE);
+    glDisable(GL_COLOR_LOGIC_OP);
+    glDisable(GL_DEPTH_TEST);
+    glDisable(GL_STENCIL_TEST);
+    glDisable(GL_POLYGON_OFFSET_FILL);
+    glDisable(GL_RASTERIZER_DISCARD);
+    glDisable(GL_ALPHA_TEST);
+    glDisablei(GL_BLEND, 0);
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+    glCullFace(GL_BACK);
+    glFrontFace(GL_CW);
+    glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+    glDepthRangeIndexed(0, 0.0, 0.0);
+
+    glBindTextureUnit(0, info.display_texture);
+
+    auto anti_aliasing = Settings::values.anti_aliasing.GetValue();
+    if (anti_aliasing >= Settings::AntiAliasing::MaxEnum) {
+        LOG_ERROR(Render_OpenGL, "Invalid antialiasing option selected {}", anti_aliasing);
+        anti_aliasing = Settings::AntiAliasing::None;
+        Settings::values.anti_aliasing.SetValue(anti_aliasing);
+    }
+
+    if (anti_aliasing != Settings::AntiAliasing::None) {
+        glEnablei(GL_SCISSOR_TEST, 0);
+        auto scissor_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width);
+        auto viewport_width = static_cast<GLfloat>(scissor_width);
+        auto scissor_height = Settings::values.resolution_info.ScaleUp(framebuffer_texture.height);
+        auto viewport_height = static_cast<GLfloat>(scissor_height);
+
+        glScissorIndexed(0, 0, 0, scissor_width, scissor_height);
+        glViewportIndexedf(0, 0.0f, 0.0f, viewport_width, viewport_height);
+
+        glBindSampler(0, present_sampler.handle);
+        GLint old_read_fb;
+        GLint old_draw_fb;
+        glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
+        glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
+
+        switch (anti_aliasing) {
+        case Settings::AntiAliasing::Fxaa: {
+            program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle);
+            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
+            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+        } break;
+        case Settings::AntiAliasing::Smaa: {
+            glClearColor(0, 0, 0, 0);
+            glFrontFace(GL_CCW);
+            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
+            glBindSampler(1, present_sampler.handle);
+            glBindSampler(2, present_sampler.handle);
+
+            glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
+                                      smaa_edges_tex.handle, 0);
+            glClear(GL_COLOR_BUFFER_BIT);
+            program_manager.BindPresentPrograms(smaa_edge_detection_vert.handle,
+                                                smaa_edge_detection_frag.handle);
+            glDrawArrays(GL_TRIANGLES, 0, 3);
+
+            glBindTextureUnit(0, smaa_edges_tex.handle);
+            glBindTextureUnit(1, smaa_area_tex.handle);
+            glBindTextureUnit(2, smaa_search_tex.handle);
+            glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
+                                      smaa_blend_tex.handle, 0);
+            glClear(GL_COLOR_BUFFER_BIT);
+            program_manager.BindPresentPrograms(smaa_blending_weight_calculation_vert.handle,
+                                                smaa_blending_weight_calculation_frag.handle);
+            glDrawArrays(GL_TRIANGLES, 0, 3);
+
+            glBindTextureUnit(0, info.display_texture);
+            glBindTextureUnit(1, smaa_blend_tex.handle);
+            glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
+                                      aa_texture.handle, 0);
+            program_manager.BindPresentPrograms(smaa_neighborhood_blending_vert.handle,
+                                                smaa_neighborhood_blending_frag.handle);
+            glDrawArrays(GL_TRIANGLES, 0, 3);
+            glFrontFace(GL_CW);
+        } break;
+        default:
+            UNREACHABLE();
+        }
+
+        glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
+        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
+
+        glBindTextureUnit(0, aa_texture.handle);
+    }
+    glDisablei(GL_SCISSOR_TEST, 0);
+
+    if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
+        if (!fsr->AreBuffersInitialized()) {
+            fsr->InitBuffers();
+        }
+
+        glBindSampler(0, present_sampler.handle);
+        fsr->Draw(program_manager, layout.screen, info.scaled_width, info.scaled_height, crop);
+    } else {
+        if (fsr->AreBuffersInitialized()) {
+            fsr->ReleaseBuffers();
+        }
+    }
+
+    const std::array ortho_matrix =
+        MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
+
+    const auto fragment_handle = [this]() {
+        switch (Settings::values.scaling_filter.GetValue()) {
+        case Settings::ScalingFilter::NearestNeighbor:
+        case Settings::ScalingFilter::Bilinear:
+            return present_bilinear_fragment.handle;
+        case Settings::ScalingFilter::Bicubic:
+            return present_bicubic_fragment.handle;
+        case Settings::ScalingFilter::Gaussian:
+            return present_gaussian_fragment.handle;
+        case Settings::ScalingFilter::ScaleForce:
+            return present_scaleforce_fragment.handle;
+        case Settings::ScalingFilter::Fsr:
+            return fsr->GetPresentFragmentProgram().handle;
+        default:
+            return present_bilinear_fragment.handle;
+        }
+    }();
+    program_manager.BindPresentPrograms(present_vertex.handle, fragment_handle);
+    glProgramUniformMatrix3x2fv(present_vertex.handle, ModelViewMatrixLocation, 1, GL_FALSE,
+                                ortho_matrix.data());
+
+    f32 left, top, right, bottom;
+    if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
+        // FSR has already applied the crop, so we just want to render the image
+        // it has produced.
+        left = 0;
+        top = 0;
+        right = 1;
+        bottom = 1;
+    } else {
+        // Apply the precomputed crop.
+        left = crop.left;
+        top = crop.top;
+        right = crop.right;
+        bottom = crop.bottom;
+    }
+
+    // Map the coordinates to the screen.
+    const auto& screen = layout.screen;
+    const auto x = screen.left;
+    const auto y = screen.top;
+    const auto w = screen.GetWidth();
+    const auto h = screen.GetHeight();
+
+    const std::array vertices = {
+        ScreenRectVertex(x, y, left, top),
+        ScreenRectVertex(x + w, y, right, top),
+        ScreenRectVertex(x, y + h, left, bottom),
+        ScreenRectVertex(x + w, y + h, right, bottom),
+    };
+    glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
+
+    glDisable(GL_FRAMEBUFFER_SRGB);
+    glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
+                       static_cast<GLfloat>(layout.height));
+
+    glEnableVertexAttribArray(PositionLocation);
+    glEnableVertexAttribArray(TexCoordLocation);
+    glVertexAttribDivisor(PositionLocation, 0);
+    glVertexAttribDivisor(TexCoordLocation, 0);
+    glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
+                         offsetof(ScreenRectVertex, position));
+    glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
+                         offsetof(ScreenRectVertex, tex_coord));
+    glVertexAttribBinding(PositionLocation, 0);
+    glVertexAttribBinding(TexCoordLocation, 0);
+    if (device.HasVertexBufferUnifiedMemory()) {
+        glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
+        glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
+                               sizeof(vertices));
+    } else {
+        glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
+    }
+
+    if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
+        glBindSampler(0, present_sampler.handle);
+    } else {
+        glBindSampler(0, present_sampler_nn.handle);
+    }
+
+    // Update background color before drawing
+    glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
+                 Settings::values.bg_green.GetValue() / 255.0f,
+                 Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
+
+    glClear(GL_COLOR_BUFFER_BIT);
+    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+    // TODO
+    // program_manager.RestoreGuestPipeline();
+}
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/gl_blit_screen.h b/src/video_core/renderer_opengl/gl_blit_screen.h
new file mode 100644
index 0000000000..13d769958c
--- /dev/null
+++ b/src/video_core/renderer_opengl/gl_blit_screen.h
@@ -0,0 +1,110 @@
+// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include <memory>
+#include <vector>
+
+#include "core/hle/service/nvnflinger/pixel_format.h"
+#include "video_core/host1x/gpu_device_memory_manager.h"
+#include "video_core/renderer_opengl/gl_fsr.h"
+#include "video_core/renderer_opengl/gl_resource_manager.h"
+
+namespace Layout {
+struct FramebufferLayout;
+}
+
+namespace Tegra {
+struct FramebufferConfig;
+}
+
+namespace OpenGL {
+
+class Device;
+class RasterizerOpenGL;
+class StateTracker;
+
+/// Structure used for storing information about the textures for the Switch screen
+struct TextureInfo {
+    OGLTexture resource;
+    GLsizei width;
+    GLsizei height;
+    GLenum gl_format;
+    GLenum gl_type;
+    Service::android::PixelFormat pixel_format;
+};
+
+/// Structure used for storing information about the display target for the Switch screen
+struct FramebufferTextureInfo {
+    GLuint display_texture{};
+    u32 width;
+    u32 height;
+    u32 scaled_width;
+    u32 scaled_height;
+};
+
+class BlitScreen {
+public:
+    explicit BlitScreen(RasterizerOpenGL& rasterizer,
+                        Tegra::MaxwellDeviceMemoryManager& device_memory,
+                        StateTracker& state_tracker, ProgramManager& program_manager,
+                        Device& device);
+
+    void ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer);
+
+    /// Draws the emulated screens to the emulator window.
+    void DrawScreen(const Tegra::FramebufferConfig& framebuffer,
+                    const Layout::FramebufferLayout& layout);
+
+    void RenderScreenshot(const Tegra::FramebufferConfig& framebuffer);
+
+    /// Loads framebuffer from emulated memory into the active OpenGL texture.
+    FramebufferTextureInfo LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
+
+    FramebufferTextureInfo PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer);
+
+private:
+    RasterizerOpenGL& rasterizer;
+    Tegra::MaxwellDeviceMemoryManager& device_memory;
+    StateTracker& state_tracker;
+    ProgramManager& program_manager;
+    Device& device;
+
+    OGLSampler present_sampler;
+    OGLSampler present_sampler_nn;
+    OGLBuffer vertex_buffer;
+    OGLProgram fxaa_vertex;
+    OGLProgram fxaa_fragment;
+    OGLProgram present_vertex;
+    OGLProgram present_bilinear_fragment;
+    OGLProgram present_bicubic_fragment;
+    OGLProgram present_gaussian_fragment;
+    OGLProgram present_scaleforce_fragment;
+
+    /// Display information for Switch screen
+    TextureInfo framebuffer_texture;
+    OGLTexture aa_texture;
+    OGLFramebuffer aa_framebuffer;
+
+    OGLProgram smaa_edge_detection_vert;
+    OGLProgram smaa_blending_weight_calculation_vert;
+    OGLProgram smaa_neighborhood_blending_vert;
+    OGLProgram smaa_edge_detection_frag;
+    OGLProgram smaa_blending_weight_calculation_frag;
+    OGLProgram smaa_neighborhood_blending_frag;
+    OGLTexture smaa_area_tex;
+    OGLTexture smaa_search_tex;
+    OGLTexture smaa_edges_tex;
+    OGLTexture smaa_blend_tex;
+
+    std::unique_ptr<FSR> fsr;
+
+    /// OpenGL framebuffer data
+    std::vector<u8> gl_framebuffer_data;
+
+    // GPU address of the vertex buffer
+    GLuint64EXT vertex_buffer_address = 0;
+};
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h
index ee82d9f3a6..6eae51ff7d 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.h
+++ b/src/video_core/renderer_opengl/gl_rasterizer.h
@@ -16,6 +16,7 @@
 #include "video_core/engines/maxwell_dma.h"
 #include "video_core/rasterizer_interface.h"
 #include "video_core/renderer_opengl/blit_image.h"
+#include "video_core/renderer_opengl/gl_blit_screen.h"
 #include "video_core/renderer_opengl/gl_buffer_cache.h"
 #include "video_core/renderer_opengl/gl_device.h"
 #include "video_core/renderer_opengl/gl_fence_manager.h"
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 2b9ebff92a..38b0aacf47 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -16,68 +16,16 @@
 #include "core/core_timing.h"
 #include "core/frontend/emu_window.h"
 #include "core/telemetry_session.h"
-#include "video_core/host_shaders/ffx_a_h.h"
-#include "video_core/host_shaders/ffx_fsr1_h.h"
-#include "video_core/host_shaders/full_screen_triangle_vert.h"
-#include "video_core/host_shaders/fxaa_frag.h"
-#include "video_core/host_shaders/fxaa_vert.h"
-#include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h"
-#include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h"
-#include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.h"
-#include "video_core/host_shaders/opengl_present_frag.h"
-#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
-#include "video_core/host_shaders/opengl_present_vert.h"
-#include "video_core/host_shaders/opengl_smaa_glsl.h"
-#include "video_core/host_shaders/present_bicubic_frag.h"
-#include "video_core/host_shaders/present_gaussian_frag.h"
-#include "video_core/host_shaders/smaa_blending_weight_calculation_frag.h"
-#include "video_core/host_shaders/smaa_blending_weight_calculation_vert.h"
-#include "video_core/host_shaders/smaa_edge_detection_frag.h"
-#include "video_core/host_shaders/smaa_edge_detection_vert.h"
-#include "video_core/host_shaders/smaa_neighborhood_blending_frag.h"
-#include "video_core/host_shaders/smaa_neighborhood_blending_vert.h"
+#include "video_core/renderer_opengl/gl_blit_screen.h"
 #include "video_core/renderer_opengl/gl_fsr.h"
 #include "video_core/renderer_opengl/gl_rasterizer.h"
 #include "video_core/renderer_opengl/gl_shader_manager.h"
 #include "video_core/renderer_opengl/gl_shader_util.h"
 #include "video_core/renderer_opengl/renderer_opengl.h"
-#include "video_core/smaa_area_tex.h"
-#include "video_core/smaa_search_tex.h"
 #include "video_core/textures/decoders.h"
 
 namespace OpenGL {
 namespace {
-constexpr GLint PositionLocation = 0;
-constexpr GLint TexCoordLocation = 1;
-constexpr GLint ModelViewMatrixLocation = 0;
-
-struct ScreenRectVertex {
-    constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
-        : position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
-
-    std::array<GLfloat, 2> position;
-    std::array<GLfloat, 2> tex_coord;
-};
-
-/**
- * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
- * corner and (width, height) on the lower-bottom.
- *
- * The projection part of the matrix is trivial, hence these operations are represented
- * by a 3x2 matrix.
- */
-std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
-    std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
-
-    // clang-format off
-    matrix[0] = 2.f / width; matrix[2] =  0.f;          matrix[4] = -1.f;
-    matrix[1] = 0.f;         matrix[3] = -2.f / height; matrix[5] =  1.f;
-    // Last matrix row is implicitly assumed to be [0, 0, 1].
-    // clang-format on
-
-    return matrix;
-}
-
 const char* GetSource(GLenum source) {
     switch (source) {
     case GL_DEBUG_SOURCE_API:
@@ -155,7 +103,6 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
         glDebugMessageCallback(DebugHandler, nullptr);
     }
     AddTelemetryFields();
-    InitOpenGLObjects();
 
     // Initialize default attributes to match hardware's disabled attributes
     GLint max_attribs{};
@@ -167,14 +114,8 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
     if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
         glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
     }
-    // Enable unified vertex attributes and query vertex buffer address when the driver supports it
-    if (device.HasVertexBufferUnifiedMemory()) {
-        glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
-        glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
-        glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
-        glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
-                                         &vertex_buffer_address);
-    }
+    blit_screen = std::make_unique<BlitScreen>(rasterizer, device_memory, state_tracker,
+                                               program_manager, device);
 }
 
 RendererOpenGL::~RendererOpenGL() = default;
@@ -187,7 +128,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
     RenderScreenshot(*framebuffer);
 
     state_tracker.BindFramebuffer(0);
-    DrawScreen(*framebuffer, emu_window.GetFramebufferLayout());
+    blit_screen->DrawScreen(*framebuffer, emu_window.GetFramebufferLayout());
 
     ++m_current_frame;
 
@@ -198,166 +139,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
     render_window.OnFrameDisplayed();
 }
 
-FramebufferTextureInfo RendererOpenGL::PrepareRenderTarget(
-    const Tegra::FramebufferConfig& framebuffer) {
-    // If framebuffer is provided, reload it from memory to a texture
-    if (framebuffer_texture.width != static_cast<GLsizei>(framebuffer.width) ||
-        framebuffer_texture.height != static_cast<GLsizei>(framebuffer.height) ||
-        framebuffer_texture.pixel_format != framebuffer.pixel_format ||
-        gl_framebuffer_data.empty()) {
-        // Reallocate texture if the framebuffer size has changed.
-        // This is expected to not happen very often and hence should not be a
-        // performance problem.
-        ConfigureFramebufferTexture(framebuffer);
-    }
-
-    // Load the framebuffer from memory if needed
-    return LoadFBToScreenInfo(framebuffer);
-}
-
-FramebufferTextureInfo RendererOpenGL::LoadFBToScreenInfo(
-    const Tegra::FramebufferConfig& framebuffer) {
-    const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
-    const auto accelerated_info =
-        rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride);
-    if (accelerated_info) {
-        return *accelerated_info;
-    }
-
-    // Reset the screen info's display texture to its own permanent texture
-    FramebufferTextureInfo info{};
-    info.display_texture = framebuffer_texture.resource.handle;
-    info.width = framebuffer.width;
-    info.height = framebuffer.height;
-    info.scaled_width = framebuffer.width;
-    info.scaled_height = framebuffer.height;
-
-    // TODO(Rodrigo): Read this from HLE
-    constexpr u32 block_height_log2 = 4;
-    const auto pixel_format{
-        VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
-    const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
-    const u64 size_in_bytes{Tegra::Texture::CalculateSize(
-        true, bytes_per_pixel, framebuffer.stride, framebuffer.height, 1, block_height_log2, 0)};
-    const u8* const host_ptr{device_memory.GetPointer<u8>(framebuffer_addr)};
-    const std::span<const u8> input_data(host_ptr, size_in_bytes);
-    Tegra::Texture::UnswizzleTexture(gl_framebuffer_data, input_data, bytes_per_pixel,
-                                     framebuffer.width, framebuffer.height, 1, block_height_log2,
-                                     0);
-
-    glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
-    glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
-
-    // Update existing texture
-    // TODO: Test what happens on hardware when you change the framebuffer dimensions so that
-    //       they differ from the LCD resolution.
-    // TODO: Applications could theoretically crash yuzu here by specifying too large
-    //       framebuffer sizes. We should make sure that this cannot happen.
-    glTextureSubImage2D(framebuffer_texture.resource.handle, 0, 0, 0, framebuffer.width,
-                        framebuffer.height, framebuffer_texture.gl_format,
-                        framebuffer_texture.gl_type, gl_framebuffer_data.data());
-
-    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-
-    return info;
-}
-
-void RendererOpenGL::InitOpenGLObjects() {
-    // Create shader programs
-    fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
-    fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
-
-    const auto replace_include = [](std::string& shader_source, std::string_view include_name,
-                                    std::string_view include_content) {
-        const std::string include_string = fmt::format("#include \"{}\"", include_name);
-        const std::size_t pos = shader_source.find(include_string);
-        ASSERT(pos != std::string::npos);
-        shader_source.replace(pos, include_string.size(), include_content);
-    };
-
-    const auto SmaaShader = [&](std::string_view specialized_source, GLenum stage) {
-        std::string shader_source{specialized_source};
-        replace_include(shader_source, "opengl_smaa.glsl", HostShaders::OPENGL_SMAA_GLSL);
-        return CreateProgram(shader_source, stage);
-    };
-
-    smaa_edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER);
-    smaa_edge_detection_frag =
-        SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER);
-    smaa_blending_weight_calculation_vert =
-        SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER);
-    smaa_blending_weight_calculation_frag =
-        SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER);
-    smaa_neighborhood_blending_vert =
-        SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER);
-    smaa_neighborhood_blending_frag =
-        SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_FRAG, GL_FRAGMENT_SHADER);
-
-    present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
-    present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
-    present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
-    present_gaussian_fragment =
-        CreateProgram(HostShaders::PRESENT_GAUSSIAN_FRAG, GL_FRAGMENT_SHADER);
-    present_scaleforce_fragment =
-        CreateProgram(fmt::format("#version 460\n{}", HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG),
-                      GL_FRAGMENT_SHADER);
-
-    std::string fsr_source{HostShaders::OPENGL_FIDELITYFX_FSR_FRAG};
-    replace_include(fsr_source, "ffx_a.h", HostShaders::FFX_A_H);
-    replace_include(fsr_source, "ffx_fsr1.h", HostShaders::FFX_FSR1_H);
-
-    std::string fsr_easu_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_EASU_FRAG};
-    std::string fsr_rcas_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_RCAS_FRAG};
-    replace_include(fsr_easu_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source);
-    replace_include(fsr_rcas_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source);
-
-    fsr = std::make_unique<FSR>(HostShaders::FULL_SCREEN_TRIANGLE_VERT, fsr_easu_frag_source,
-                                fsr_rcas_frag_source);
-
-    // Generate presentation sampler
-    present_sampler.Create();
-    glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-
-    present_sampler_nn.Create();
-    glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-    glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-    glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-
-    // Generate VBO handle for drawing
-    vertex_buffer.Create();
-
-    // Attach vertex data to VAO
-    glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
-
-    // Allocate textures for the screen
-    framebuffer_texture.resource.Create(GL_TEXTURE_2D);
-
-    const GLuint texture = framebuffer_texture.resource.handle;
-    glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1);
-
-    // Clear screen to black
-    const u8 framebuffer_data[4] = {0, 0, 0, 0};
-    glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
-                    framebuffer_data);
-
-    aa_framebuffer.Create();
-
-    smaa_area_tex.Create(GL_TEXTURE_2D);
-    glTextureStorage2D(smaa_area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT);
-    glTextureSubImage2D(smaa_area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG,
-                        GL_UNSIGNED_BYTE, areaTexBytes);
-    smaa_search_tex.Create(GL_TEXTURE_2D);
-    glTextureStorage2D(smaa_search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT);
-    glTextureSubImage2D(smaa_search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED,
-                        GL_UNSIGNED_BYTE, searchTexBytes);
-}
-
 void RendererOpenGL::AddTelemetryFields() {
     const char* const gl_version{reinterpret_cast<char const*>(glGetString(GL_VERSION))};
     const char* const gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
@@ -373,283 +154,6 @@ void RendererOpenGL::AddTelemetryFields() {
     telemetry_session.AddField(user_system, "GPU_OpenGL_Version", std::string(gl_version));
 }
 
-void RendererOpenGL::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer) {
-    framebuffer_texture.width = framebuffer.width;
-    framebuffer_texture.height = framebuffer.height;
-    framebuffer_texture.pixel_format = framebuffer.pixel_format;
-
-    const auto pixel_format{
-        VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
-    const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
-    gl_framebuffer_data.resize(framebuffer_texture.width * framebuffer_texture.height *
-                               bytes_per_pixel);
-
-    GLint internal_format;
-    switch (framebuffer.pixel_format) {
-    case Service::android::PixelFormat::Rgba8888:
-        internal_format = GL_RGBA8;
-        framebuffer_texture.gl_format = GL_RGBA;
-        framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
-        break;
-    case Service::android::PixelFormat::Rgb565:
-        internal_format = GL_RGB565;
-        framebuffer_texture.gl_format = GL_RGB;
-        framebuffer_texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
-        break;
-    default:
-        internal_format = GL_RGBA8;
-        framebuffer_texture.gl_format = GL_RGBA;
-        framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
-        // UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}",
-        //                   static_cast<u32>(framebuffer.pixel_format));
-        break;
-    }
-
-    framebuffer_texture.resource.Release();
-    framebuffer_texture.resource.Create(GL_TEXTURE_2D);
-    glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
-                       framebuffer_texture.width, framebuffer_texture.height);
-    aa_texture.Release();
-    aa_texture.Create(GL_TEXTURE_2D);
-    glTextureStorage2D(aa_texture.handle, 1, GL_RGBA16F,
-                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
-                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
-    glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0);
-    smaa_edges_tex.Release();
-    smaa_edges_tex.Create(GL_TEXTURE_2D);
-    glTextureStorage2D(smaa_edges_tex.handle, 1, GL_RG16F,
-                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
-                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
-    smaa_blend_tex.Release();
-    smaa_blend_tex.Create(GL_TEXTURE_2D);
-    glTextureStorage2D(smaa_blend_tex.handle, 1, GL_RGBA16F,
-                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
-                       Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
-}
-
-void RendererOpenGL::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
-                                const Layout::FramebufferLayout& layout) {
-    FramebufferTextureInfo info = PrepareRenderTarget(framebuffer);
-    const auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
-
-    // TODO: Signal state tracker about these changes
-    state_tracker.NotifyScreenDrawVertexArray();
-    state_tracker.NotifyPolygonModes();
-    state_tracker.NotifyViewport0();
-    state_tracker.NotifyScissor0();
-    state_tracker.NotifyColorMask(0);
-    state_tracker.NotifyBlend0();
-    state_tracker.NotifyFramebuffer();
-    state_tracker.NotifyFrontFace();
-    state_tracker.NotifyCullTest();
-    state_tracker.NotifyDepthTest();
-    state_tracker.NotifyStencilTest();
-    state_tracker.NotifyPolygonOffset();
-    state_tracker.NotifyRasterizeEnable();
-    state_tracker.NotifyFramebufferSRGB();
-    state_tracker.NotifyLogicOp();
-    state_tracker.NotifyClipControl();
-    state_tracker.NotifyAlphaTest();
-
-    state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
-
-    glEnable(GL_CULL_FACE);
-    glDisable(GL_COLOR_LOGIC_OP);
-    glDisable(GL_DEPTH_TEST);
-    glDisable(GL_STENCIL_TEST);
-    glDisable(GL_POLYGON_OFFSET_FILL);
-    glDisable(GL_RASTERIZER_DISCARD);
-    glDisable(GL_ALPHA_TEST);
-    glDisablei(GL_BLEND, 0);
-    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-    glCullFace(GL_BACK);
-    glFrontFace(GL_CW);
-    glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-    glDepthRangeIndexed(0, 0.0, 0.0);
-
-    glBindTextureUnit(0, info.display_texture);
-
-    auto anti_aliasing = Settings::values.anti_aliasing.GetValue();
-    if (anti_aliasing >= Settings::AntiAliasing::MaxEnum) {
-        LOG_ERROR(Render_OpenGL, "Invalid antialiasing option selected {}", anti_aliasing);
-        anti_aliasing = Settings::AntiAliasing::None;
-        Settings::values.anti_aliasing.SetValue(anti_aliasing);
-    }
-
-    if (anti_aliasing != Settings::AntiAliasing::None) {
-        glEnablei(GL_SCISSOR_TEST, 0);
-        auto scissor_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width);
-        auto viewport_width = static_cast<GLfloat>(scissor_width);
-        auto scissor_height = Settings::values.resolution_info.ScaleUp(framebuffer_texture.height);
-        auto viewport_height = static_cast<GLfloat>(scissor_height);
-
-        glScissorIndexed(0, 0, 0, scissor_width, scissor_height);
-        glViewportIndexedf(0, 0.0f, 0.0f, viewport_width, viewport_height);
-
-        glBindSampler(0, present_sampler.handle);
-        GLint old_read_fb;
-        GLint old_draw_fb;
-        glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
-        glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
-
-        switch (anti_aliasing) {
-        case Settings::AntiAliasing::Fxaa: {
-            program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle);
-            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
-            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-        } break;
-        case Settings::AntiAliasing::Smaa: {
-            glClearColor(0, 0, 0, 0);
-            glFrontFace(GL_CCW);
-            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
-            glBindSampler(1, present_sampler.handle);
-            glBindSampler(2, present_sampler.handle);
-
-            glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
-                                      smaa_edges_tex.handle, 0);
-            glClear(GL_COLOR_BUFFER_BIT);
-            program_manager.BindPresentPrograms(smaa_edge_detection_vert.handle,
-                                                smaa_edge_detection_frag.handle);
-            glDrawArrays(GL_TRIANGLES, 0, 3);
-
-            glBindTextureUnit(0, smaa_edges_tex.handle);
-            glBindTextureUnit(1, smaa_area_tex.handle);
-            glBindTextureUnit(2, smaa_search_tex.handle);
-            glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
-                                      smaa_blend_tex.handle, 0);
-            glClear(GL_COLOR_BUFFER_BIT);
-            program_manager.BindPresentPrograms(smaa_blending_weight_calculation_vert.handle,
-                                                smaa_blending_weight_calculation_frag.handle);
-            glDrawArrays(GL_TRIANGLES, 0, 3);
-
-            glBindTextureUnit(0, info.display_texture);
-            glBindTextureUnit(1, smaa_blend_tex.handle);
-            glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
-                                      aa_texture.handle, 0);
-            program_manager.BindPresentPrograms(smaa_neighborhood_blending_vert.handle,
-                                                smaa_neighborhood_blending_frag.handle);
-            glDrawArrays(GL_TRIANGLES, 0, 3);
-            glFrontFace(GL_CW);
-        } break;
-        default:
-            UNREACHABLE();
-        }
-
-        glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
-        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
-
-        glBindTextureUnit(0, aa_texture.handle);
-    }
-    glDisablei(GL_SCISSOR_TEST, 0);
-
-    if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
-        if (!fsr->AreBuffersInitialized()) {
-            fsr->InitBuffers();
-        }
-
-        glBindSampler(0, present_sampler.handle);
-        fsr->Draw(program_manager, layout.screen, info.scaled_width, info.scaled_height, crop);
-    } else {
-        if (fsr->AreBuffersInitialized()) {
-            fsr->ReleaseBuffers();
-        }
-    }
-
-    const std::array ortho_matrix =
-        MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
-
-    const auto fragment_handle = [this]() {
-        switch (Settings::values.scaling_filter.GetValue()) {
-        case Settings::ScalingFilter::NearestNeighbor:
-        case Settings::ScalingFilter::Bilinear:
-            return present_bilinear_fragment.handle;
-        case Settings::ScalingFilter::Bicubic:
-            return present_bicubic_fragment.handle;
-        case Settings::ScalingFilter::Gaussian:
-            return present_gaussian_fragment.handle;
-        case Settings::ScalingFilter::ScaleForce:
-            return present_scaleforce_fragment.handle;
-        case Settings::ScalingFilter::Fsr:
-            return fsr->GetPresentFragmentProgram().handle;
-        default:
-            return present_bilinear_fragment.handle;
-        }
-    }();
-    program_manager.BindPresentPrograms(present_vertex.handle, fragment_handle);
-    glProgramUniformMatrix3x2fv(present_vertex.handle, ModelViewMatrixLocation, 1, GL_FALSE,
-                                ortho_matrix.data());
-
-    f32 left, top, right, bottom;
-    if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
-        // FSR has already applied the crop, so we just want to render the image
-        // it has produced.
-        left = 0;
-        top = 0;
-        right = 1;
-        bottom = 1;
-    } else {
-        // Apply the precomputed crop.
-        left = crop.left;
-        top = crop.top;
-        right = crop.right;
-        bottom = crop.bottom;
-    }
-
-    // Map the coordinates to the screen.
-    const auto& screen = layout.screen;
-    const auto x = screen.left;
-    const auto y = screen.top;
-    const auto w = screen.GetWidth();
-    const auto h = screen.GetHeight();
-
-    const std::array vertices = {
-        ScreenRectVertex(x, y, left, top),
-        ScreenRectVertex(x + w, y, right, top),
-        ScreenRectVertex(x, y + h, left, bottom),
-        ScreenRectVertex(x + w, y + h, right, bottom),
-    };
-    glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
-
-    glDisable(GL_FRAMEBUFFER_SRGB);
-    glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
-                       static_cast<GLfloat>(layout.height));
-
-    glEnableVertexAttribArray(PositionLocation);
-    glEnableVertexAttribArray(TexCoordLocation);
-    glVertexAttribDivisor(PositionLocation, 0);
-    glVertexAttribDivisor(TexCoordLocation, 0);
-    glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
-                         offsetof(ScreenRectVertex, position));
-    glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
-                         offsetof(ScreenRectVertex, tex_coord));
-    glVertexAttribBinding(PositionLocation, 0);
-    glVertexAttribBinding(TexCoordLocation, 0);
-    if (device.HasVertexBufferUnifiedMemory()) {
-        glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
-        glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
-                               sizeof(vertices));
-    } else {
-        glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
-    }
-
-    if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
-        glBindSampler(0, present_sampler.handle);
-    } else {
-        glBindSampler(0, present_sampler_nn.handle);
-    }
-
-    // Update background color before drawing
-    glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
-                 Settings::values.bg_green.GetValue() / 255.0f,
-                 Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
-
-    glClear(GL_COLOR_BUFFER_BIT);
-    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
-    // TODO
-    // program_manager.RestoreGuestPipeline();
-}
-
 void RendererOpenGL::RenderScreenshot(const Tegra::FramebufferConfig& framebuffer) {
     if (!renderer_settings.screenshot_requested) {
         return;
@@ -672,7 +176,7 @@ void RendererOpenGL::RenderScreenshot(const Tegra::FramebufferConfig& framebuffe
     glRenderbufferStorage(GL_RENDERBUFFER, GL_SRGB8, layout.width, layout.height);
     glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
 
-    DrawScreen(framebuffer, layout);
+    blit_screen->DrawScreen(framebuffer, layout);
 
     glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
     glPixelStorei(GL_PACK_ROW_LENGTH, 0);
diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h
index 3a83a9b78b..23aff055aa 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.h
+++ b/src/video_core/renderer_opengl/renderer_opengl.h
@@ -25,38 +25,13 @@ namespace Core::Frontend {
 class EmuWindow;
 }
 
-namespace Core::Memory {
-class Memory;
-}
-
-namespace Layout {
-struct FramebufferLayout;
-}
-
 namespace Tegra {
 class GPU;
 }
 
 namespace OpenGL {
 
-/// Structure used for storing information about the textures for the Switch screen
-struct TextureInfo {
-    OGLTexture resource;
-    GLsizei width;
-    GLsizei height;
-    GLenum gl_format;
-    GLenum gl_type;
-    Service::android::PixelFormat pixel_format;
-};
-
-/// Structure used for storing information about the display target for the Switch screen
-struct FramebufferTextureInfo {
-    GLuint display_texture{};
-    u32 width;
-    u32 height;
-    u32 scaled_width;
-    u32 scaled_height;
-};
+class BlitScreen;
 
 class RendererOpenGL final : public VideoCore::RendererBase {
 public:
@@ -77,24 +52,9 @@ public:
     }
 
 private:
-    /// Initializes the OpenGL state and creates persistent objects.
-    void InitOpenGLObjects();
-
     void AddTelemetryFields();
-
-    void ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer);
-
-    /// Draws the emulated screens to the emulator window.
-    void DrawScreen(const Tegra::FramebufferConfig& framebuffer,
-                    const Layout::FramebufferLayout& layout);
-
     void RenderScreenshot(const Tegra::FramebufferConfig& framebuffer);
 
-    /// Loads framebuffer from emulated memory into the active OpenGL texture.
-    FramebufferTextureInfo LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
-
-    FramebufferTextureInfo PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer);
-
     Core::TelemetrySession& telemetry_session;
     Core::Frontend::EmuWindow& emu_window;
     Tegra::MaxwellDeviceMemoryManager& device_memory;
@@ -104,43 +64,9 @@ private:
     StateTracker state_tracker;
     ProgramManager program_manager;
     RasterizerOpenGL rasterizer;
-
-    // OpenGL object IDs
-    OGLSampler present_sampler;
-    OGLSampler present_sampler_nn;
-    OGLBuffer vertex_buffer;
-    OGLProgram fxaa_vertex;
-    OGLProgram fxaa_fragment;
-    OGLProgram present_vertex;
-    OGLProgram present_bilinear_fragment;
-    OGLProgram present_bicubic_fragment;
-    OGLProgram present_gaussian_fragment;
-    OGLProgram present_scaleforce_fragment;
     OGLFramebuffer screenshot_framebuffer;
 
-    // GPU address of the vertex buffer
-    GLuint64EXT vertex_buffer_address = 0;
-
-    /// Display information for Switch screen
-    TextureInfo framebuffer_texture;
-    OGLTexture aa_texture;
-    OGLFramebuffer aa_framebuffer;
-
-    OGLProgram smaa_edge_detection_vert;
-    OGLProgram smaa_blending_weight_calculation_vert;
-    OGLProgram smaa_neighborhood_blending_vert;
-    OGLProgram smaa_edge_detection_frag;
-    OGLProgram smaa_blending_weight_calculation_frag;
-    OGLProgram smaa_neighborhood_blending_frag;
-    OGLTexture smaa_area_tex;
-    OGLTexture smaa_search_tex;
-    OGLTexture smaa_edges_tex;
-    OGLTexture smaa_blend_tex;
-
-    std::unique_ptr<FSR> fsr;
-
-    /// OpenGL framebuffer data
-    std::vector<u8> gl_framebuffer_data;
+    std::unique_ptr<BlitScreen> blit_screen;
 };
 
 } // namespace OpenGL