//
// Copyright 2019 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// mtl_command_buffer.mm:
//      Implementations of Metal framework's MTLCommandBuffer, MTLCommandQueue,
//      MTLCommandEncoder's wrappers.
//

#include "libANGLE/renderer/metal/mtl_command_buffer.h"

#include <cassert>

#include "common/debug.h"
#include "libANGLE/renderer/metal/mtl_resources.h"

// Use to compare the new values with the values already set in the command encoder:
static inline bool operator==(const MTLViewport &lhs, const MTLViewport &rhs)
{
    return memcmp(&lhs, &rhs, sizeof(lhs)) == 0;
}

static inline bool operator==(const MTLScissorRect &lhs, const MTLScissorRect &rhs)
{
    return memcmp(&lhs, &rhs, sizeof(lhs)) == 0;
}

namespace rx
{
namespace mtl
{

namespace
{

#define ANGLE_MTL_CMD_X(PROC)     \
    PROC(Invalid)                 \
    PROC(SetRenderPipelineState)  \
    PROC(SetTriangleFillMode)     \
    PROC(SetFrontFacingWinding)   \
    PROC(SetCullMode)             \
    PROC(SetDepthStencilState)    \
    PROC(SetDepthBias)            \
    PROC(SetStencilRefVals)       \
    PROC(SetViewport)             \
    PROC(SetScissorRect)          \
    PROC(SetBlendColor)           \
    PROC(SetVertexBuffer)         \
    PROC(SetVertexBufferOffset)   \
    PROC(SetVertexBytes)          \
    PROC(SetVertexSamplerState)   \
    PROC(SetVertexTexture)        \
    PROC(SetFragmentBuffer)       \
    PROC(SetFragmentBufferOffset) \
    PROC(SetFragmentBytes)        \
    PROC(SetFragmentSamplerState) \
    PROC(SetFragmentTexture)      \
    PROC(Draw)                    \
    PROC(DrawInstanced)           \
    PROC(DrawIndexed)             \
    PROC(DrawIndexedInstanced)    \
    PROC(DrawIndexedInstancedBaseVertex)

#define ANGLE_MTL_TYPE_DECL(CMD) CMD,

// Command types
enum class CmdType : uint8_t
{
    ANGLE_MTL_CMD_X(ANGLE_MTL_TYPE_DECL)
};

// Commands decoder
void InvalidCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    UNREACHABLE();
}

void SetRenderPipelineStateCmd(id<MTLRenderCommandEncoder> encoder,
                               IntermediateCommandStream *stream)
{
    id<MTLRenderPipelineState> state = stream->fetch<id<MTLRenderPipelineState>>();
    [encoder setRenderPipelineState:state];
    [state ANGLE_MTL_RELEASE];
}

void SetTriangleFillModeCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    MTLTriangleFillMode mode = stream->fetch<MTLTriangleFillMode>();
    [encoder setTriangleFillMode:mode];
}

void SetFrontFacingWindingCmd(id<MTLRenderCommandEncoder> encoder,
                              IntermediateCommandStream *stream)
{
    MTLWinding winding = stream->fetch<MTLWinding>();
    [encoder setFrontFacingWinding:winding];
}

void SetCullModeCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    MTLCullMode mode = stream->fetch<MTLCullMode>();
    [encoder setCullMode:mode];
}

void SetDepthStencilStateCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    id<MTLDepthStencilState> state = stream->fetch<id<MTLDepthStencilState>>();
    [encoder setDepthStencilState:state];
    [state ANGLE_MTL_RELEASE];
}

void SetDepthBiasCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    float depthBias  = stream->fetch<float>();
    float slopeScale = stream->fetch<float>();
    float clamp      = stream->fetch<float>();
    [encoder setDepthBias:depthBias slopeScale:slopeScale clamp:clamp];
}

void SetStencilRefValsCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    // Metal has some bugs when reference values are larger than 0xff
    uint32_t frontRef = stream->fetch<uint32_t>();
    uint32_t backRef  = stream->fetch<uint32_t>();
    [encoder setStencilFrontReferenceValue:frontRef backReferenceValue:backRef];
}

void SetViewportCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    MTLViewport viewport = stream->fetch<MTLViewport>();
    [encoder setViewport:viewport];
}

void SetScissorRectCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    MTLScissorRect rect = stream->fetch<MTLScissorRect>();
    [encoder setScissorRect:rect];
}

void SetBlendColorCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    float r = stream->fetch<float>();
    float g = stream->fetch<float>();
    float b = stream->fetch<float>();
    float a = stream->fetch<float>();
    [encoder setBlendColorRed:r green:g blue:b alpha:a];
}

void SetVertexBufferCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    id<MTLBuffer> buffer = stream->fetch<id<MTLBuffer>>();
    uint32_t offset      = stream->fetch<uint32_t>();
    uint32_t index       = stream->fetch<uint32_t>();
    [encoder setVertexBuffer:buffer offset:offset atIndex:index];
    [buffer ANGLE_MTL_RELEASE];
}

void SetVertexBufferOffsetCmd(id<MTLRenderCommandEncoder> encoder,
                              IntermediateCommandStream *stream)
{
    uint32_t offset = stream->fetch<uint32_t>();
    uint32_t index  = stream->fetch<uint32_t>();
    [encoder setVertexBufferOffset:offset atIndex:index];
}

void SetVertexBytesCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    size_t size          = stream->fetch<size_t>();
    const uint8_t *bytes = stream->fetch(size);
    uint32_t index       = stream->fetch<uint32_t>();
    [encoder setVertexBytes:bytes length:size atIndex:index];
}

void SetVertexSamplerStateCmd(id<MTLRenderCommandEncoder> encoder,
                              IntermediateCommandStream *stream)
{
    id<MTLSamplerState> state = stream->fetch<id<MTLSamplerState>>();
    float lodMinClamp         = stream->fetch<float>();
    float lodMaxClamp         = stream->fetch<float>();
    uint32_t index            = stream->fetch<uint32_t>();
    [encoder setVertexSamplerState:state
                       lodMinClamp:lodMinClamp
                       lodMaxClamp:lodMaxClamp
                           atIndex:index];

    [state ANGLE_MTL_RELEASE];
}

void SetVertexTextureCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    id<MTLTexture> texture = stream->fetch<id<MTLTexture>>();
    uint32_t index         = stream->fetch<uint32_t>();
    [encoder setVertexTexture:texture atIndex:index];
    [texture ANGLE_MTL_RELEASE];
}

void SetFragmentBufferCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    id<MTLBuffer> buffer = stream->fetch<id<MTLBuffer>>();
    uint32_t offset      = stream->fetch<uint32_t>();
    uint32_t index       = stream->fetch<uint32_t>();
    [encoder setFragmentBuffer:buffer offset:offset atIndex:index];
    [buffer ANGLE_MTL_RELEASE];
}

void SetFragmentBufferOffsetCmd(id<MTLRenderCommandEncoder> encoder,
                                IntermediateCommandStream *stream)
{
    uint32_t offset = stream->fetch<uint32_t>();
    uint32_t index  = stream->fetch<uint32_t>();
    [encoder setFragmentBufferOffset:offset atIndex:index];
}

void SetFragmentBytesCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    size_t size          = stream->fetch<size_t>();
    const uint8_t *bytes = stream->fetch(size);
    uint32_t index       = stream->fetch<uint32_t>();
    [encoder setFragmentBytes:bytes length:size atIndex:index];
}

void SetFragmentSamplerStateCmd(id<MTLRenderCommandEncoder> encoder,
                                IntermediateCommandStream *stream)
{
    id<MTLSamplerState> state = stream->fetch<id<MTLSamplerState>>();
    float lodMinClamp         = stream->fetch<float>();
    float lodMaxClamp         = stream->fetch<float>();
    uint32_t index            = stream->fetch<uint32_t>();
    [encoder setFragmentSamplerState:state
                         lodMinClamp:lodMinClamp
                         lodMaxClamp:lodMaxClamp
                             atIndex:index];
    [state ANGLE_MTL_RELEASE];
}

void SetFragmentTextureCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    id<MTLTexture> texture = stream->fetch<id<MTLTexture>>();
    uint32_t index         = stream->fetch<uint32_t>();
    [encoder setFragmentTexture:texture atIndex:index];
    [texture ANGLE_MTL_RELEASE];
}

void DrawCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    MTLPrimitiveType primitiveType = stream->fetch<MTLPrimitiveType>();
    uint32_t vertexStart           = stream->fetch<uint32_t>();
    uint32_t vertexCount           = stream->fetch<uint32_t>();
    [encoder drawPrimitives:primitiveType vertexStart:vertexStart vertexCount:vertexCount];
}

void DrawInstancedCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    MTLPrimitiveType primitiveType = stream->fetch<MTLPrimitiveType>();
    uint32_t vertexStart           = stream->fetch<uint32_t>();
    uint32_t vertexCount           = stream->fetch<uint32_t>();
    uint32_t instances             = stream->fetch<uint32_t>();
    [encoder drawPrimitives:primitiveType
                vertexStart:vertexStart
                vertexCount:vertexCount
              instanceCount:instances];
}

void DrawIndexedCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    MTLPrimitiveType primitiveType = stream->fetch<MTLPrimitiveType>();
    uint32_t indexCount            = stream->fetch<uint32_t>();
    MTLIndexType indexType         = stream->fetch<MTLIndexType>();
    id<MTLBuffer> indexBuffer      = stream->fetch<id<MTLBuffer>>();
    size_t bufferOffset            = stream->fetch<size_t>();
    [encoder drawIndexedPrimitives:primitiveType
                        indexCount:indexCount
                         indexType:indexType
                       indexBuffer:indexBuffer
                 indexBufferOffset:bufferOffset];
    [indexBuffer ANGLE_MTL_RELEASE];
}

void DrawIndexedInstancedCmd(id<MTLRenderCommandEncoder> encoder, IntermediateCommandStream *stream)
{
    MTLPrimitiveType primitiveType = stream->fetch<MTLPrimitiveType>();
    uint32_t indexCount            = stream->fetch<uint32_t>();
    MTLIndexType indexType         = stream->fetch<MTLIndexType>();
    id<MTLBuffer> indexBuffer      = stream->fetch<id<MTLBuffer>>();
    size_t bufferOffset            = stream->fetch<size_t>();
    uint32_t instances             = stream->fetch<uint32_t>();
    [encoder drawIndexedPrimitives:primitiveType
                        indexCount:indexCount
                         indexType:indexType
                       indexBuffer:indexBuffer
                 indexBufferOffset:bufferOffset
                     instanceCount:instances];
    [indexBuffer ANGLE_MTL_RELEASE];
}

void DrawIndexedInstancedBaseVertexCmd(id<MTLRenderCommandEncoder> encoder,
                                       IntermediateCommandStream *stream)
{
    MTLPrimitiveType primitiveType = stream->fetch<MTLPrimitiveType>();
    uint32_t indexCount            = stream->fetch<uint32_t>();
    MTLIndexType indexType         = stream->fetch<MTLIndexType>();
    id<MTLBuffer> indexBuffer      = stream->fetch<id<MTLBuffer>>();
    size_t bufferOffset            = stream->fetch<size_t>();
    uint32_t instances             = stream->fetch<uint32_t>();
    uint32_t baseVertex            = stream->fetch<uint32_t>();
    [encoder drawIndexedPrimitives:primitiveType
                        indexCount:indexCount
                         indexType:indexType
                       indexBuffer:indexBuffer
                 indexBufferOffset:bufferOffset
                     instanceCount:instances
                        baseVertex:baseVertex
                      baseInstance:0];
    [indexBuffer ANGLE_MTL_RELEASE];
}

// Command encoder mapping
#define ANGLE_MTL_CMD_MAP(CMD) CMD##Cmd,

using CommandEncoderFunc = void (*)(id<MTLRenderCommandEncoder>, IntermediateCommandStream *);
constexpr CommandEncoderFunc gCommandEncoders[] = {ANGLE_MTL_CMD_X(ANGLE_MTL_CMD_MAP)};

}

// CommandQueue implementation
void CommandQueue::reset()
{
    finishAllCommands();
    ParentClass::reset();
}

void CommandQueue::set(id<MTLCommandQueue> metalQueue)
{
    finishAllCommands();

    ParentClass::set(metalQueue);
}

void CommandQueue::finishAllCommands()
{
    {
        // Copy to temp list
        std::lock_guard<std::mutex> lg(mLock);

        for (CmdBufferQueueEntry &metalBufferEntry : mMetalCmdBuffers)
        {
            mMetalCmdBuffersTmp.push_back(metalBufferEntry);
        }

        mMetalCmdBuffers.clear();
    }

    // Wait for command buffers to finish
    for (CmdBufferQueueEntry &metalBufferEntry : mMetalCmdBuffersTmp)
    {
        [metalBufferEntry.buffer waitUntilCompleted];
    }
    mMetalCmdBuffersTmp.clear();
}

void CommandQueue::ensureResourceReadyForCPU(const ResourceRef &resource)
{
    if (!resource)
    {
        return;
    }

    ensureResourceReadyForCPU(resource.get());
}

void CommandQueue::ensureResourceReadyForCPU(Resource *resource)
{
    mLock.lock();
    while (isResourceBeingUsedByGPU(resource) && !mMetalCmdBuffers.empty())
    {
        CmdBufferQueueEntry metalBufferEntry = mMetalCmdBuffers.front();
        mMetalCmdBuffers.pop_front();
        mLock.unlock();

        ANGLE_MTL_LOG("Waiting for MTLCommandBuffer %llu:%p", metalBufferEntry.serial,
                      metalBufferEntry.buffer.get());
        [metalBufferEntry.buffer waitUntilCompleted];

        mLock.lock();
    }
    mLock.unlock();

    // This can happen if the resource is read then write in the same command buffer.
    // So it is the responsitibily of outer code to ensure the command buffer is commit before
    // the resource can be read or written again
    ASSERT(!isResourceBeingUsedByGPU(resource));
}

bool CommandQueue::isResourceBeingUsedByGPU(const Resource *resource) const
{
    if (!resource)
    {
        return false;
    }

    return mCompletedBufferSerial.load(std::memory_order_relaxed) <
           resource->getCommandBufferQueueSerial();
}

bool CommandQueue::resourceHasPendingWorks(const Resource *resource) const
{
    if (!resource)
    {
        return false;
    }

    return mCommittedBufferSerial.load(std::memory_order_relaxed) <
           resource->getCommandBufferQueueSerial();
}

AutoObjCPtr<id<MTLCommandBuffer>> CommandQueue::makeMetalCommandBuffer(uint64_t *queueSerialOut)
{
    ANGLE_MTL_OBJC_SCOPE
    {
        AutoObjCPtr<id<MTLCommandBuffer>> metalCmdBuffer = [get() commandBuffer];

        std::lock_guard<std::mutex> lg(mLock);

        uint64_t serial = mQueueSerialCounter++;

        mMetalCmdBuffers.push_back({metalCmdBuffer, serial});

        ANGLE_MTL_LOG("Created MTLCommandBuffer %llu:%p", serial, metalCmdBuffer.get());

        [metalCmdBuffer addCompletedHandler:^(id<MTLCommandBuffer> buf) {
          onCommandBufferCompleted(buf, serial);
        }];

        [metalCmdBuffer enqueue];

        ASSERT(metalCmdBuffer);

        *queueSerialOut = serial;

        return metalCmdBuffer;
    }
}

void CommandQueue::onCommandBufferCommitted(id<MTLCommandBuffer> buf, uint64_t serial)
{
    std::lock_guard<std::mutex> lg(mLock);

    ANGLE_MTL_LOG("Committed MTLCommandBuffer %llu:%p", serial, buf);

    mCommittedBufferSerial.store(
        std::max(mCommittedBufferSerial.load(std::memory_order_relaxed), serial),
        std::memory_order_relaxed);
}

void CommandQueue::onCommandBufferCompleted(id<MTLCommandBuffer> buf, uint64_t serial)
{
    std::lock_guard<std::mutex> lg(mLock);

    ANGLE_MTL_LOG("Completed MTLCommandBuffer %llu:%p", serial, buf);

    if (mCompletedBufferSerial >= serial)
    {
        // Already handled.
        return;
    }

    while (!mMetalCmdBuffers.empty() && mMetalCmdBuffers.front().serial <= serial)
    {
        CmdBufferQueueEntry metalBufferEntry = mMetalCmdBuffers.front();
        ANGLE_UNUSED_VARIABLE(metalBufferEntry);
        ANGLE_MTL_LOG("Popped MTLCommandBuffer %llu:%p", metalBufferEntry.serial,
                      metalBufferEntry.buffer.get());

        mMetalCmdBuffers.pop_front();
    }

    mCompletedBufferSerial.store(
        std::max(mCompletedBufferSerial.load(std::memory_order_relaxed), serial),
        std::memory_order_relaxed);
}

// CommandBuffer implementation
CommandBuffer::CommandBuffer(CommandQueue *cmdQueue) : mCmdQueue(*cmdQueue) {}

CommandBuffer::~CommandBuffer()
{
    finish();
    cleanup();
}

bool CommandBuffer::ready() const
{
    std::lock_guard<std::mutex> lg(mLock);

    return readyImpl();
}

void CommandBuffer::commit()
{
    std::lock_guard<std::mutex> lg(mLock);
    commitImpl();
}

void CommandBuffer::finish()
{
    commit();
    [get() waitUntilCompleted];
}

void CommandBuffer::present(id<CAMetalDrawable> presentationDrawable)
{
    [get() presentDrawable:presentationDrawable];
}

void CommandBuffer::setWriteDependency(const ResourceRef &resource)
{
    if (!resource)
    {
        return;
    }

    std::lock_guard<std::mutex> lg(mLock);

    if (!readyImpl())
    {
        return;
    }

    resource->setUsedByCommandBufferWithQueueSerial(mQueueSerial, true);
}

void CommandBuffer::setReadDependency(const ResourceRef &resource)
{
    if (!resource)
    {
        return;
    }

    std::lock_guard<std::mutex> lg(mLock);

    if (!readyImpl())
    {
        return;
    }

    resource->setUsedByCommandBufferWithQueueSerial(mQueueSerial, false);
}

void CommandBuffer::restart()
{
    uint64_t serial     = 0;
    auto metalCmdBuffer = mCmdQueue.makeMetalCommandBuffer(&serial);

    std::lock_guard<std::mutex> lg(mLock);

    set(metalCmdBuffer);
    mQueueSerial = serial;
    mCommitted   = false;

    ASSERT(metalCmdBuffer);
}

/** private use only */
void CommandBuffer::set(id<MTLCommandBuffer> metalBuffer)
{
    ParentClass::set(metalBuffer);
}

void CommandBuffer::setActiveCommandEncoder(CommandEncoder *encoder)
{
    mActiveCommandEncoder = encoder;
}

void CommandBuffer::invalidateActiveCommandEncoder(CommandEncoder *encoder)
{
    if (mActiveCommandEncoder == encoder)
    {
        mActiveCommandEncoder = nullptr;
    }
}

void CommandBuffer::cleanup()
{
    mActiveCommandEncoder = nullptr;

    ParentClass::set(nil);
}

bool CommandBuffer::readyImpl() const
{
    if (!ParentClass::valid())
    {
        return false;
    }

    return !mCommitted;
}

void CommandBuffer::commitImpl()
{
    if (!readyImpl())
    {
        return;
    }

    // End the current encoder
    forceEndingCurrentEncoder();

    // Notify command queue
    mCmdQueue.onCommandBufferCommitted(get(), mQueueSerial);

    // Do the actual commit
    [get() commit];

    mCommitted = true;
}

void CommandBuffer::forceEndingCurrentEncoder()
{
    if (mActiveCommandEncoder)
    {
        mActiveCommandEncoder->endEncoding();
        mActiveCommandEncoder = nullptr;
    }
}

// CommandEncoder implementation
CommandEncoder::CommandEncoder(CommandBuffer *cmdBuffer, Type type)
    : mType(type), mCmdBuffer(*cmdBuffer)
{}

CommandEncoder::~CommandEncoder()
{
    reset();
}

void CommandEncoder::endEncoding()
{
    [get() endEncoding];
    reset();
}

void CommandEncoder::reset()
{
    ParentClass::reset();

    mCmdBuffer.invalidateActiveCommandEncoder(this);
}

void CommandEncoder::set(id<MTLCommandEncoder> metalCmdEncoder)
{
    ParentClass::set(metalCmdEncoder);

    // Set this as active encoder
    cmdBuffer().setActiveCommandEncoder(this);
}

CommandEncoder &CommandEncoder::markResourceBeingWrittenByGPU(const BufferRef &buffer)
{
    cmdBuffer().setWriteDependency(buffer);
    return *this;
}

CommandEncoder &CommandEncoder::markResourceBeingWrittenByGPU(const TextureRef &texture)
{
    cmdBuffer().setWriteDependency(texture);
    return *this;
}

// RenderCommandEncoderShaderStates implementation
RenderCommandEncoderShaderStates::RenderCommandEncoderShaderStates()
{
    reset();
}

void RenderCommandEncoderShaderStates::reset()
{
    for (id<MTLBuffer> &buffer : buffers)
    {
        buffer = nil;
    }

    for (uint32_t &offset : bufferOffsets)
    {
        offset = 0;
    }

    for (id<MTLSamplerState> &sampler : samplers)
    {
        sampler = nil;
    }

    for (Optional<std::pair<float, float>> &lodClampRange : samplerLodClamps)
    {
        lodClampRange.reset();
    }

    for (id<MTLTexture> &texture : textures)
    {
        texture = nil;
    }
}

// RenderCommandEncoderStates implementation
RenderCommandEncoderStates::RenderCommandEncoderStates()
{
    reset();
}

void RenderCommandEncoderStates::reset()
{
    renderPipeline = nil;

    triangleFillMode = MTLTriangleFillModeFill;
    winding          = MTLWindingClockwise;
    cullMode         = MTLCullModeNone;

    depthStencilState = nil;
    depthBias = depthSlopeScale = depthClamp = 0;

    stencilFrontRef = stencilBackRef = 0;

    viewport.reset();
    scissorRect.reset();

    blendColor = {0, 0, 0, 0};

    for (RenderCommandEncoderShaderStates &shaderStates : perShaderStates)
    {
        shaderStates.reset();
    }
}

// RenderCommandEncoder implemtation
RenderCommandEncoder::RenderCommandEncoder(CommandBuffer *cmdBuffer)
    : CommandEncoder(cmdBuffer, RENDER)
{
    ANGLE_MTL_OBJC_SCOPE
    {
        mCachedRenderPassDescObjC = [MTLRenderPassDescriptor renderPassDescriptor];
    }

    static_assert(sizeof(uint8_t) == sizeof(CmdType), "CmdType was expected to be 8 bit");
    for (gl::ShaderType shaderType : gl::AllShaderTypes())
    {
        mSetBufferCmds[shaderType]  = static_cast<uint8_t>(CmdType::Invalid);
        mSetBytesCmds[shaderType]   = static_cast<uint8_t>(CmdType::Invalid);
        mSetTextureCmds[shaderType] = static_cast<uint8_t>(CmdType::Invalid);
        mSetSamplerCmds[shaderType] = static_cast<uint8_t>(CmdType::Invalid);
    }

    mSetBufferCmds[gl::ShaderType::Vertex]   = static_cast<uint8_t>(CmdType::SetVertexBuffer);
    mSetBufferCmds[gl::ShaderType::Fragment] = static_cast<uint8_t>(CmdType::SetFragmentBuffer);

    mSetBufferOffsetCmds[gl::ShaderType::Vertex] =
        static_cast<uint8_t>(CmdType::SetVertexBufferOffset);
    mSetBufferOffsetCmds[gl::ShaderType::Fragment] =
        static_cast<uint8_t>(CmdType::SetFragmentBufferOffset);

    mSetBytesCmds[gl::ShaderType::Vertex]   = static_cast<uint8_t>(CmdType::SetVertexBytes);
    mSetBytesCmds[gl::ShaderType::Fragment] = static_cast<uint8_t>(CmdType::SetFragmentBytes);

    mSetTextureCmds[gl::ShaderType::Vertex]   = static_cast<uint8_t>(CmdType::SetVertexTexture);
    mSetTextureCmds[gl::ShaderType::Fragment] = static_cast<uint8_t>(CmdType::SetFragmentTexture);

    mSetSamplerCmds[gl::ShaderType::Vertex] = static_cast<uint8_t>(CmdType::SetVertexSamplerState);
    mSetSamplerCmds[gl::ShaderType::Fragment] =
        static_cast<uint8_t>(CmdType::SetFragmentSamplerState);
}
RenderCommandEncoder::~RenderCommandEncoder() {}

void RenderCommandEncoder::reset()
{
    CommandEncoder::reset();
    mRecording = false;
    mCommands.clear();
}

void RenderCommandEncoder::finalizeLoadStoreAction(
    MTLRenderPassAttachmentDescriptor *objCRenderPassAttachment)
{
    if (!objCRenderPassAttachment.texture)
    {
        objCRenderPassAttachment.loadAction     = MTLLoadActionDontCare;
        objCRenderPassAttachment.storeAction    = MTLStoreActionDontCare;
        objCRenderPassAttachment.resolveTexture = nil;
        return;
    }

    if (objCRenderPassAttachment.resolveTexture)
    {
        if (objCRenderPassAttachment.storeAction == MTLStoreActionStore)
        {
            // NOTE(hqle): Currently if the store action with implicit MS texture is
            // MTLStoreActionStore, it is automatically convert to store and resolve action. It
            // might introduce unnecessary overhead. Consider an improvement such as only store the
            // MS texture, and resolve only at the end of real render pass (not render pass the is
            // interrupted by compute pass) or before glBlitFramebuffer operation starts.
            objCRenderPassAttachment.storeAction = MTLStoreActionStoreAndMultisampleResolve;
        }
        else if (objCRenderPassAttachment.storeAction == MTLStoreActionDontCare)
        {
            // Ignore resolve texture if the store action is not a resolve action.
            objCRenderPassAttachment.resolveTexture = nil;
        }
    }

    if (objCRenderPassAttachment.storeAction == MTLStoreActionUnknown)
    {
        // If storeAction hasn't been set for this attachment, we set to dontcare.
        objCRenderPassAttachment.storeAction = MTLStoreActionDontCare;
    }
}

void RenderCommandEncoder::endEncoding()
{
    if (!valid())
        return;

    // Last minute correcting the store options.
    MTLRenderPassDescriptor *objCRenderPassDesc = mCachedRenderPassDescObjC.get();
    for (uint32_t i = 0; i < mRenderPassDesc.numColorAttachments; ++i)
    {
        // Update store action set between restart() and endEncoding()
        objCRenderPassDesc.colorAttachments[i].storeAction =
            mRenderPassDesc.colorAttachments[i].storeAction;
        finalizeLoadStoreAction(objCRenderPassDesc.colorAttachments[i]);
    }

    // Update depth store action set between restart() and endEncoding()
    objCRenderPassDesc.depthAttachment.storeAction = mRenderPassDesc.depthAttachment.storeAction;
    finalizeLoadStoreAction(objCRenderPassDesc.depthAttachment);

    // Update stencil store action set between restart() and endEncoding()
    objCRenderPassDesc.stencilAttachment.storeAction =
        mRenderPassDesc.stencilAttachment.storeAction;
    finalizeLoadStoreAction(objCRenderPassDesc.stencilAttachment);

    // Encode the actual encoder
    encodeMetalEncoder();

    CommandEncoder::endEncoding();

    // reset state
    mRenderPassDesc = RenderPassDesc();
    mStateCache.reset();
}

inline void RenderCommandEncoder::initAttachmentWriteDependencyAndScissorRect(
    const RenderPassAttachmentDesc &attachment)
{
    TextureRef texture = attachment.texture;
    if (texture)
    {
        cmdBuffer().setWriteDependency(texture);

        uint32_t mipLevel = attachment.level;

        mRenderPassMaxScissorRect.width =
            std::min<NSUInteger>(mRenderPassMaxScissorRect.width, texture->width(mipLevel));
        mRenderPassMaxScissorRect.height =
            std::min<NSUInteger>(mRenderPassMaxScissorRect.height, texture->height(mipLevel));
    }
}

void RenderCommandEncoder::encodeMetalEncoder()
{
    ANGLE_MTL_OBJC_SCOPE
    {
        ANGLE_MTL_LOG("Creating new render command encoder with desc: %@",
                      mCachedRenderPassDescObjC.get());

        id<MTLRenderCommandEncoder> metalCmdEncoder =
            [cmdBuffer().get() renderCommandEncoderWithDescriptor:mCachedRenderPassDescObjC];

        set(metalCmdEncoder);

        // Verify that it was created successfully
        ASSERT(metalCmdEncoder);

        while (mCommands.good())
        {
            CmdType cmdType            = mCommands.fetch<CmdType>();
            CommandEncoderFunc encoder = gCommandEncoders[static_cast<int>(cmdType)];
            encoder(metalCmdEncoder, &mCommands);
        }

        mCommands.clear();
    }
}

RenderCommandEncoder &RenderCommandEncoder::restart(const RenderPassDesc &desc)
{
    if (valid())
    {
        if (mRenderPassDesc == desc)
        {
            // no change, skip
            return *this;
        }

        // finish current encoder
        endEncoding();
    }

    if (!cmdBuffer().ready())
    {
        reset();
        return *this;
    }

    mRenderPassDesc           = desc;
    mRecording                = true;
    mHasDrawCalls             = false;
    mRenderPassMaxScissorRect = {.x      = 0,
                                 .y      = 0,
                                 .width  = std::numeric_limits<NSUInteger>::max(),
                                 .height = std::numeric_limits<NSUInteger>::max()};

    // Set writing dependency & constrain the scissor rect
    for (uint32_t i = 0; i < mRenderPassDesc.numColorAttachments; ++i)
    {
        initAttachmentWriteDependencyAndScissorRect(mRenderPassDesc.colorAttachments[i]);
    }

    initAttachmentWriteDependencyAndScissorRect(mRenderPassDesc.depthAttachment);

    initAttachmentWriteDependencyAndScissorRect(mRenderPassDesc.stencilAttachment);

    // Convert to Objective-C descriptor
    mRenderPassDesc.convertToMetalDesc(mCachedRenderPassDescObjC);

    // The actual Objective-C encoder will be created later in endEncoding(), we do so in
    // order to be able to sort the commands or do the preprocessing before the actual
    // encoding.

    // Since we defer the native encoder creation, we need to explicitly tell command buffer
    // that this object is the active encoder:
    cmdBuffer().setActiveCommandEncoder(this);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setRenderPipelineState(id<MTLRenderPipelineState> state)
{
    if (mStateCache.renderPipeline == state)
    {
        return *this;
    }
    mStateCache.renderPipeline = state;

    mCommands.push(CmdType::SetRenderPipelineState).push([state ANGLE_MTL_RETAIN]);

    return *this;
}
RenderCommandEncoder &RenderCommandEncoder::setTriangleFillMode(MTLTriangleFillMode mode)
{
    if (mStateCache.triangleFillMode == mode)
    {
        return *this;
    }
    mStateCache.triangleFillMode = mode;

    mCommands.push(CmdType::SetTriangleFillMode).push(mode);

    return *this;
}
RenderCommandEncoder &RenderCommandEncoder::setFrontFacingWinding(MTLWinding winding)
{
    if (mStateCache.winding == winding)
    {
        return *this;
    }
    mStateCache.winding = winding;

    mCommands.push(CmdType::SetFrontFacingWinding).push(winding);

    return *this;
}
RenderCommandEncoder &RenderCommandEncoder::setCullMode(MTLCullMode mode)
{
    if (mStateCache.cullMode == mode)
    {
        return *this;
    }
    mStateCache.cullMode = mode;

    mCommands.push(CmdType::SetCullMode).push(mode);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setDepthStencilState(id<MTLDepthStencilState> state)
{
    if (mStateCache.depthStencilState == state)
    {
        return *this;
    }
    mStateCache.depthStencilState = state;

    mCommands.push(CmdType::SetDepthStencilState).push([state ANGLE_MTL_RETAIN]);

    return *this;
}
RenderCommandEncoder &RenderCommandEncoder::setDepthBias(float depthBias,
                                                         float slopeScale,
                                                         float clamp)
{
    if (mStateCache.depthBias == depthBias && mStateCache.depthSlopeScale == slopeScale &&
        mStateCache.depthClamp == clamp)
    {
        return *this;
    }
    mStateCache.depthBias       = depthBias;
    mStateCache.depthSlopeScale = slopeScale;
    mStateCache.depthClamp      = clamp;

    mCommands.push(CmdType::SetDepthBias).push(depthBias).push(slopeScale).push(clamp);

    return *this;
}
RenderCommandEncoder &RenderCommandEncoder::setStencilRefVals(uint32_t frontRef, uint32_t backRef)
{
    // Metal has some bugs when reference values are larger than 0xff
    ASSERT(frontRef == (frontRef & kStencilMaskAll));
    ASSERT(backRef == (backRef & kStencilMaskAll));

    if (mStateCache.stencilFrontRef == frontRef && mStateCache.stencilBackRef == backRef)
    {
        return *this;
    }
    mStateCache.stencilFrontRef = frontRef;
    mStateCache.stencilBackRef  = backRef;

    mCommands.push(CmdType::SetStencilRefVals).push(frontRef).push(backRef);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setStencilRefVal(uint32_t ref)
{
    return setStencilRefVals(ref, ref);
}

RenderCommandEncoder &RenderCommandEncoder::setViewport(const MTLViewport &viewport)
{
    if (mStateCache.viewport.valid() && mStateCache.viewport.value() == viewport)
    {
        return *this;
    }
    mStateCache.viewport = viewport;

    mCommands.push(CmdType::SetViewport).push(viewport);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setScissorRect(const MTLScissorRect &rect)
{
    if (mStateCache.scissorRect.valid() && mStateCache.scissorRect.value() == rect)
    {
        return *this;
    }

    if (ANGLE_UNLIKELY(rect.x + rect.width > mRenderPassMaxScissorRect.width ||
                       rect.y + rect.height > mRenderPassMaxScissorRect.height))
    {
        WARN() << "Out of bound scissor rect detected " << rect.x << " " << rect.y << " "
               << rect.width << " " << rect.height;
        // Out of bound rect will crash the metal runtime, ignore it.
        return *this;
    }

    mStateCache.scissorRect = rect;

    mCommands.push(CmdType::SetScissorRect).push(rect);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setBlendColor(float r, float g, float b, float a)
{
    if (mStateCache.blendColor[0] == r && mStateCache.blendColor[1] == g &&
        mStateCache.blendColor[2] == b && mStateCache.blendColor[3] == a)
    {
        return *this;
    }
    mStateCache.blendColor[0] = r;
    mStateCache.blendColor[1] = g;
    mStateCache.blendColor[2] = b;
    mStateCache.blendColor[3] = a;

    mCommands.push(CmdType::SetBlendColor).push(r).push(g).push(b).push(a);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setBuffer(gl::ShaderType shaderType,
                                                      const BufferRef &buffer,
                                                      uint32_t offset,
                                                      uint32_t index)
{
    if (index >= kMaxShaderBuffers)
    {
        return *this;
    }

    cmdBuffer().setReadDependency(buffer);

    id<MTLBuffer> mtlBuffer = (buffer ? buffer->get() : nil);

    return commonSetBuffer(shaderType, mtlBuffer, offset, index);
}

RenderCommandEncoder &RenderCommandEncoder::setBufferForWrite(gl::ShaderType shaderType,
                                                              const BufferRef &buffer,
                                                              uint32_t offset,
                                                              uint32_t index)
{
    if (index >= kMaxShaderBuffers)
    {
        return *this;
    }

    cmdBuffer().setWriteDependency(buffer);

    id<MTLBuffer> mtlBuffer = (buffer ? buffer->get() : nil);

    return commonSetBuffer(shaderType, mtlBuffer, offset, index);
}

RenderCommandEncoder &RenderCommandEncoder::commonSetBuffer(gl::ShaderType shaderType,
                                                            id<MTLBuffer> mtlBuffer,
                                                            uint32_t offset,
                                                            uint32_t index)
{
    RenderCommandEncoderShaderStates &shaderStates = mStateCache.perShaderStates[shaderType];
    if (shaderStates.buffers[index] == mtlBuffer)
    {
        if (shaderStates.bufferOffsets[index] == offset)
        {
            return *this;
        }

        // If buffer already bound but with different offset, then update the offset only.
        shaderStates.bufferOffsets[index] = offset;

        mCommands.push(static_cast<CmdType>(mSetBufferOffsetCmds[shaderType]))
            .push(offset)
            .push(index);

        return *this;
    }

    shaderStates.buffers[index]       = mtlBuffer;
    shaderStates.bufferOffsets[index] = offset;

    mCommands.push(static_cast<CmdType>(mSetBufferCmds[shaderType]))
        .push([mtlBuffer ANGLE_MTL_RETAIN])
        .push(offset)
        .push(index);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setBytes(gl::ShaderType shaderType,
                                                     const uint8_t *bytes,
                                                     size_t size,
                                                     uint32_t index)
{
    if (index >= kMaxShaderBuffers)
    {
        return *this;
    }

    RenderCommandEncoderShaderStates &shaderStates = mStateCache.perShaderStates[shaderType];
    shaderStates.buffers[index]                    = nil;
    shaderStates.bufferOffsets[index]              = 0;

    mCommands.push(static_cast<CmdType>(mSetBytesCmds[shaderType]))
        .push(size)
        .push(bytes, size)
        .push(index);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setSamplerState(gl::ShaderType shaderType,
                                                            id<MTLSamplerState> state,
                                                            float lodMinClamp,
                                                            float lodMaxClamp,
                                                            uint32_t index)
{
    if (index >= kMaxShaderSamplers)
    {
        return *this;
    }

    RenderCommandEncoderShaderStates &shaderStates = mStateCache.perShaderStates[shaderType];
    if (shaderStates.samplers[index] == state && shaderStates.samplerLodClamps[index].valid())
    {
        const std::pair<float, float> &currentLodClampRange =
            shaderStates.samplerLodClamps[index].value();
        if (currentLodClampRange.first == lodMinClamp && currentLodClampRange.second == lodMaxClamp)
        {
            return *this;
        }
    }

    shaderStates.samplers[index]         = state;
    shaderStates.samplerLodClamps[index] = {lodMinClamp, lodMaxClamp};

    mCommands.push(static_cast<CmdType>(mSetSamplerCmds[shaderType]))
        .push([state ANGLE_MTL_RETAIN])
        .push(lodMinClamp)
        .push(lodMaxClamp)
        .push(index);

    return *this;
}
RenderCommandEncoder &RenderCommandEncoder::setTexture(gl::ShaderType shaderType,
                                                       const TextureRef &texture,
                                                       uint32_t index)
{
    if (index >= kMaxShaderSamplers)
    {
        return *this;
    }

    cmdBuffer().setReadDependency(texture);

    id<MTLTexture> mtlTexture = (texture ? texture->get() : nil);

    RenderCommandEncoderShaderStates &shaderStates = mStateCache.perShaderStates[shaderType];
    if (shaderStates.textures[index] == mtlTexture)
    {
        return *this;
    }
    shaderStates.textures[index] = mtlTexture;

    mCommands.push(static_cast<CmdType>(mSetTextureCmds[shaderType]))
        .push([mtlTexture ANGLE_MTL_RETAIN])
        .push(index);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::draw(MTLPrimitiveType primitiveType,
                                                 uint32_t vertexStart,
                                                 uint32_t vertexCount)
{
    if (ANGLE_UNLIKELY(!mStateCache.renderPipeline))
    {
        // Ignore draw call if there is no render pipeline state set prior to this.
        return *this;
    }

    mHasDrawCalls = true;
    mCommands.push(CmdType::Draw).push(primitiveType).push(vertexStart).push(vertexCount);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::drawInstanced(MTLPrimitiveType primitiveType,
                                                          uint32_t vertexStart,
                                                          uint32_t vertexCount,
                                                          uint32_t instances)
{
    if (ANGLE_UNLIKELY(!mStateCache.renderPipeline))
    {
        // Ignore draw call if there is no render pipeline state set prior to this.
        return *this;
    }

    mHasDrawCalls = true;
    mCommands.push(CmdType::DrawInstanced)
        .push(primitiveType)
        .push(vertexStart)
        .push(vertexCount)
        .push(instances);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::drawIndexed(MTLPrimitiveType primitiveType,
                                                        uint32_t indexCount,
                                                        MTLIndexType indexType,
                                                        const BufferRef &indexBuffer,
                                                        size_t bufferOffset)
{
    if (ANGLE_UNLIKELY(!mStateCache.renderPipeline))
    {
        // Ignore draw call if there is no render pipeline state set prior to this.
        return *this;
    }

    if (ANGLE_UNLIKELY(!indexBuffer))
    {
        return *this;
    }

    mHasDrawCalls = true;
    cmdBuffer().setReadDependency(indexBuffer);

    mCommands.push(CmdType::DrawIndexed)
        .push(primitiveType)
        .push(indexCount)
        .push(indexType)
        .push([indexBuffer->get() ANGLE_MTL_RETAIN])
        .push(bufferOffset);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::drawIndexedInstanced(MTLPrimitiveType primitiveType,
                                                                 uint32_t indexCount,
                                                                 MTLIndexType indexType,
                                                                 const BufferRef &indexBuffer,
                                                                 size_t bufferOffset,
                                                                 uint32_t instances)
{
    if (ANGLE_UNLIKELY(!mStateCache.renderPipeline))
    {
        // Ignore draw call if there is no render pipeline state set prior to this.
        return *this;
    }

    if (ANGLE_UNLIKELY(!indexBuffer))
    {
        return *this;
    }

    mHasDrawCalls = true;
    cmdBuffer().setReadDependency(indexBuffer);

    mCommands.push(CmdType::DrawIndexedInstanced)
        .push(primitiveType)
        .push(indexCount)
        .push(indexType)
        .push([indexBuffer->get() ANGLE_MTL_RETAIN])
        .push(bufferOffset)
        .push(instances);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::drawIndexedInstancedBaseVertex(
    MTLPrimitiveType primitiveType,
    uint32_t indexCount,
    MTLIndexType indexType,
    const BufferRef &indexBuffer,
    size_t bufferOffset,
    uint32_t instances,
    uint32_t baseVertex)
{
    if (ANGLE_UNLIKELY(!mStateCache.renderPipeline))
    {
        // Ignore draw call if there is no render pipeline state set prior to this.
        return *this;
    }

    if (ANGLE_UNLIKELY(!indexBuffer))
    {
        return *this;
    }

    mHasDrawCalls = true;
    cmdBuffer().setReadDependency(indexBuffer);

    mCommands.push(CmdType::DrawIndexedInstancedBaseVertex)
        .push(primitiveType)
        .push(indexCount)
        .push(indexType)
        .push([indexBuffer->get() ANGLE_MTL_RETAIN])
        .push(bufferOffset)
        .push(instances)
        .push(baseVertex);

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setColorStoreAction(MTLStoreAction action,
                                                                uint32_t colorAttachmentIndex)
{
    if (colorAttachmentIndex >= mRenderPassDesc.numColorAttachments)
    {
        return *this;
    }

    // We only store the options, will defer the actual setting until the encoder finishes
    mRenderPassDesc.colorAttachments[colorAttachmentIndex].storeAction = action;

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setColorStoreAction(MTLStoreAction action)
{
    for (uint32_t i = 0; i < mRenderPassDesc.numColorAttachments; ++i)
    {
        setColorStoreAction(action, i);
    }
    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setDepthStencilStoreAction(
    MTLStoreAction depthStoreAction,
    MTLStoreAction stencilStoreAction)
{
    // We only store the options, will defer the actual setting until the encoder finishes
    mRenderPassDesc.depthAttachment.storeAction   = depthStoreAction;
    mRenderPassDesc.stencilAttachment.storeAction = stencilStoreAction;

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setDepthStoreAction(MTLStoreAction action)
{
    // We only store the options, will defer the actual setting until the encoder finishes
    mRenderPassDesc.depthAttachment.storeAction = action;

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setStencilStoreAction(MTLStoreAction action)
{
    // We only store the options, will defer the actual setting until the encoder finishes
    mRenderPassDesc.stencilAttachment.storeAction = action;

    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setStoreAction(MTLStoreAction action)
{
    setColorStoreAction(action);
    setDepthStencilStoreAction(action, action);
    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setColorLoadAction(MTLLoadAction action,
                                                               const MTLClearColor &clearValue,
                                                               uint32_t colorAttachmentIndex)
{
    ASSERT(!hasDrawCalls());
    if (mCachedRenderPassDescObjC.get().colorAttachments[colorAttachmentIndex].texture)
    {
        mCachedRenderPassDescObjC.get().colorAttachments[colorAttachmentIndex].loadAction = action;
        mCachedRenderPassDescObjC.get().colorAttachments[colorAttachmentIndex].clearColor =
            clearValue;
    }
    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setDepthLoadAction(MTLLoadAction action,
                                                               double clearVal)
{
    ASSERT(!hasDrawCalls());
    if (mCachedRenderPassDescObjC.get().depthAttachment.texture)
    {
        mCachedRenderPassDescObjC.get().depthAttachment.loadAction = action;
        mCachedRenderPassDescObjC.get().depthAttachment.clearDepth = clearVal;
    }
    return *this;
}

RenderCommandEncoder &RenderCommandEncoder::setStencilLoadAction(MTLLoadAction action,
                                                                 uint32_t clearVal)
{
    ASSERT(!hasDrawCalls());
    if (mCachedRenderPassDescObjC.get().stencilAttachment.texture)
    {
        mCachedRenderPassDescObjC.get().stencilAttachment.loadAction   = action;
        mCachedRenderPassDescObjC.get().stencilAttachment.clearStencil = clearVal;
    }
    return *this;
}

// BlitCommandEncoder
BlitCommandEncoder::BlitCommandEncoder(CommandBuffer *cmdBuffer) : CommandEncoder(cmdBuffer, BLIT)
{}

BlitCommandEncoder::~BlitCommandEncoder() {}

BlitCommandEncoder &BlitCommandEncoder::restart()
{
    ANGLE_MTL_OBJC_SCOPE
    {
        if (valid())
        {
            // no change, skip
            return *this;
        }

        if (!cmdBuffer().ready())
        {
            reset();
            return *this;
        }

        // Create objective C object
        set([cmdBuffer().get() blitCommandEncoder]);

        // Verify that it was created successfully
        ASSERT(get());

        return *this;
    }
}

BlitCommandEncoder &BlitCommandEncoder::copyBufferToTexture(const BufferRef &src,
                                                            size_t srcOffset,
                                                            size_t srcBytesPerRow,
                                                            size_t srcBytesPerImage,
                                                            MTLSize srcSize,
                                                            const TextureRef &dst,
                                                            uint32_t dstSlice,
                                                            uint32_t dstLevel,
                                                            MTLOrigin dstOrigin,
                                                            MTLBlitOption blitOption)
{
    if (!src || !dst)
    {
        return *this;
    }

    cmdBuffer().setReadDependency(src);
    cmdBuffer().setWriteDependency(dst);

    [get() copyFromBuffer:src->get()
               sourceOffset:srcOffset
          sourceBytesPerRow:srcBytesPerRow
        sourceBytesPerImage:srcBytesPerImage
                 sourceSize:srcSize
                  toTexture:dst->get()
           destinationSlice:dstSlice
           destinationLevel:dstLevel
          destinationOrigin:dstOrigin
                    options:blitOption];

    return *this;
}

BlitCommandEncoder &BlitCommandEncoder::copyTexture(const TextureRef &src,
                                                    uint32_t srcStartSlice,
                                                    uint32_t srcStartLevel,
                                                    const TextureRef &dst,
                                                    uint32_t dstStartSlice,
                                                    uint32_t dstStartLevel,
                                                    uint32_t sliceCount,
                                                    uint32_t levelCount)
{
    if (!src || !dst)
    {
        return *this;
    }

    cmdBuffer().setReadDependency(src);
    cmdBuffer().setWriteDependency(dst);

    MTLOrigin origin = MTLOriginMake(0, 0, 0);
    for (uint32_t slice = 0; slice < sliceCount; ++slice)
    {
        uint32_t srcSlice = srcStartSlice + slice;
        uint32_t dstSlice = dstStartSlice + slice;
        for (uint32_t level = 0; level < levelCount; ++level)
        {
            uint32_t srcLevel = srcStartLevel + level;
            uint32_t dstLevel = dstStartLevel + level;
            MTLSize srcSize =
                MTLSizeMake(src->width(srcLevel), src->height(srcLevel), src->depth(srcLevel));

            [get() copyFromTexture:src->get()
                       sourceSlice:srcSlice
                       sourceLevel:srcLevel
                      sourceOrigin:origin
                        sourceSize:srcSize
                         toTexture:dst->get()
                  destinationSlice:dstSlice
                  destinationLevel:dstLevel
                 destinationOrigin:origin];
        }
    }

    return *this;
}

BlitCommandEncoder &BlitCommandEncoder::generateMipmapsForTexture(const TextureRef &texture)
{
    if (!texture)
    {
        return *this;
    }

    cmdBuffer().setWriteDependency(texture);
    [get() generateMipmapsForTexture:texture->get()];

    return *this;
}
BlitCommandEncoder &BlitCommandEncoder::synchronizeResource(const TextureRef &texture)
{
    if (!texture)
    {
        return *this;
    }

#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
    // Only MacOS has separated storage for resource on CPU and GPU and needs explicit
    // synchronization
    cmdBuffer().setReadDependency(texture);
    if (texture->get().parentTexture)
    {
        [get() synchronizeResource:texture->get().parentTexture];
    }
    else
    {
        [get() synchronizeResource:texture->get()];
    }
#endif
    return *this;
}

// ComputeCommandEncoder implementation
ComputeCommandEncoder::ComputeCommandEncoder(CommandBuffer *cmdBuffer)
    : CommandEncoder(cmdBuffer, COMPUTE)
{}
ComputeCommandEncoder::~ComputeCommandEncoder() {}

ComputeCommandEncoder &ComputeCommandEncoder::restart()
{
    ANGLE_MTL_OBJC_SCOPE
    {
        if (valid())
        {
            // no change, skip
            return *this;
        }

        if (!cmdBuffer().ready())
        {
            reset();
            return *this;
        }

        // Create objective C object
        set([cmdBuffer().get() computeCommandEncoder]);

        // Verify that it was created successfully
        ASSERT(get());

        return *this;
    }
}

ComputeCommandEncoder &ComputeCommandEncoder::setComputePipelineState(
    id<MTLComputePipelineState> state)
{
    [get() setComputePipelineState:state];
    return *this;
}

ComputeCommandEncoder &ComputeCommandEncoder::setBuffer(const BufferRef &buffer,
                                                        uint32_t offset,
                                                        uint32_t index)
{
    if (index >= kMaxShaderBuffers)
    {
        return *this;
    }

    cmdBuffer().setReadDependency(buffer);

    [get() setBuffer:(buffer ? buffer->get() : nil) offset:offset atIndex:index];

    return *this;
}

ComputeCommandEncoder &ComputeCommandEncoder::setBufferForWrite(const BufferRef &buffer,
                                                                uint32_t offset,
                                                                uint32_t index)
{
    if (index >= kMaxShaderBuffers)
    {
        return *this;
    }

    cmdBuffer().setWriteDependency(buffer);
    return setBuffer(buffer, offset, index);
}

ComputeCommandEncoder &ComputeCommandEncoder::setBytes(const uint8_t *bytes,
                                                       size_t size,
                                                       uint32_t index)
{
    if (index >= kMaxShaderBuffers)
    {
        return *this;
    }

    [get() setBytes:bytes length:size atIndex:index];

    return *this;
}

ComputeCommandEncoder &ComputeCommandEncoder::setSamplerState(id<MTLSamplerState> state,
                                                              float lodMinClamp,
                                                              float lodMaxClamp,
                                                              uint32_t index)
{
    if (index >= kMaxShaderSamplers)
    {
        return *this;
    }

    [get() setSamplerState:state lodMinClamp:lodMinClamp lodMaxClamp:lodMaxClamp atIndex:index];

    return *this;
}
ComputeCommandEncoder &ComputeCommandEncoder::setTexture(const TextureRef &texture, uint32_t index)
{
    if (index >= kMaxShaderSamplers)
    {
        return *this;
    }

    cmdBuffer().setReadDependency(texture);
    [get() setTexture:(texture ? texture->get() : nil) atIndex:index];

    return *this;
}
ComputeCommandEncoder &ComputeCommandEncoder::setTextureForWrite(const TextureRef &texture,
                                                                 uint32_t index)
{
    if (index >= kMaxShaderSamplers)
    {
        return *this;
    }

    cmdBuffer().setWriteDependency(texture);
    return setTexture(texture, index);
}

ComputeCommandEncoder &ComputeCommandEncoder::dispatch(const MTLSize &threadGroupsPerGrid,
                                                       const MTLSize &threadsPerGroup)
{
    [get() dispatchThreadgroups:threadGroupsPerGrid threadsPerThreadgroup:threadsPerGroup];
    return *this;
}

ComputeCommandEncoder &ComputeCommandEncoder::dispatchNonUniform(const MTLSize &threadsPerGrid,
                                                                 const MTLSize &threadsPerGroup)
{
#if TARGET_OS_TV
    UNREACHABLE();
#else
    [get() dispatchThreads:threadsPerGrid threadsPerThreadgroup:threadsPerGroup];
#endif
    return *this;
}
}
}
