//
// Copyright (c) 2002-2014 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.
//

// Program.h: Defines the gl::Program class. Implements GL program objects
// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.

#ifndef LIBGLESV2_PROGRAM_BINARY_H_
#define LIBGLESV2_PROGRAM_BINARY_H_

#include "angle_gl.h"

#include <string>
#include <vector>

#include "common/RefCountObject.h"
#include "angletypes.h"
#include "common/mathutil.h"
#include "libGLESv2/Uniform.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/Constants.h"
#include "libGLESv2/renderer/d3d/VertexDataManager.h"
#include "libGLESv2/DynamicHLSL.h"

namespace sh
{
class HLSLBlockEncoder;
}

namespace rx
{
class ShaderExecutable;
class Renderer;
struct TranslatedAttribute;
class UniformStorage;
}

namespace gl
{
class FragmentShader;
class VertexShader;
class InfoLog;
class AttributeBindings;
class Buffer;
class Framebuffer;

// Struct used for correlating uniforms/elements of uniform arrays to handles
struct VariableLocation
{
    VariableLocation()
    {
    }

    VariableLocation(const std::string &name, unsigned int element, unsigned int index);

    std::string name;
    unsigned int element;
    unsigned int index;
};

struct LinkedVarying
{
    LinkedVarying();
    LinkedVarying(const std::string &name, GLenum type, GLsizei size, const std::string &semanticName,
                  unsigned int semanticIndex, unsigned int semanticIndexCount);

    // Original GL name
    std::string name;

    GLenum type;
    GLsizei size;

    // DirectX semantic information
    std::string semanticName;
    unsigned int semanticIndex;
    unsigned int semanticIndexCount;
};

// This is the result of linking a program. It is the state that would be passed to ProgramBinary.
class ProgramBinary : public RefCountObject
{
  public:
    explicit ProgramBinary(rx::Renderer *renderer);
    ~ProgramBinary();

    rx::ShaderExecutable *getPixelExecutableForFramebuffer(const Framebuffer *fbo);
    rx::ShaderExecutable *getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout);
    rx::ShaderExecutable *getVertexExecutableForInputLayout(const VertexFormat inputLayout[MAX_VERTEX_ATTRIBS]);
    rx::ShaderExecutable *getGeometryExecutable() const;

    GLuint getAttributeLocation(const char *name);
    int getSemanticIndex(int attributeIndex);

    GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex);
    TextureType getSamplerTextureType(SamplerType type, unsigned int samplerIndex);
    GLint getUsedSamplerRange(SamplerType type);
    bool usesPointSize() const;
    bool usesPointSpriteEmulation() const;
    bool usesGeometryShader() const;

    GLint getUniformLocation(std::string name);
    GLuint getUniformIndex(std::string name);
    GLuint getUniformBlockIndex(std::string name);
    void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
    void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
    void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
    void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
    void setUniform1iv(GLint location, GLsizei count, const GLint *v);
    void setUniform2iv(GLint location, GLsizei count, const GLint *v);
    void setUniform3iv(GLint location, GLsizei count, const GLint *v);
    void setUniform4iv(GLint location, GLsizei count, const GLint *v);
    void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
    void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
    void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
    void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
    void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);

    bool getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params);
    bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params);
    bool getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params);

    void dirtyAllUniforms();
    void applyUniforms();
    bool applyUniformBuffers(const std::vector<Buffer*> boundBuffers);

    bool load(InfoLog &infoLog, const void *binary, GLsizei length);
    bool save(void* binary, GLsizei bufSize, GLsizei *length);
    GLint getLength();

    bool link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader,
              const std::vector<std::string>& transformFeedbackVaryings, GLenum transformFeedbackBufferMode);
    void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);

    void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
    GLint getActiveAttributeCount() const;
    GLint getActiveAttributeMaxLength() const;

    void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
    GLint getActiveUniformCount() const;
    GLint getActiveUniformMaxLength() const;
    GLint getActiveUniformi(GLuint index, GLenum pname) const;
    bool isValidUniformLocation(GLint location) const;
    LinkedUniform *getUniformByLocation(GLint location) const;
    LinkedUniform *getUniformByName(const std::string &name) const;

    void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
    void getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const;
    GLuint getActiveUniformBlockCount() const;
    GLuint getActiveUniformBlockMaxLength() const;
    UniformBlock *getUniformBlockByIndex(GLuint blockIndex);

    GLint getFragDataLocation(const char *name) const;

    size_t getTransformFeedbackVaryingCount() const;
    const LinkedVarying &getTransformFeedbackVarying(size_t idx) const;
    GLenum getTransformFeedbackBufferMode() const;

    void validate(InfoLog &infoLog);
    bool validateSamplers(InfoLog *infoLog);
    bool isValidated() const;
    void updateSamplerMapping();

    unsigned int getSerial() const;
    int getShaderVersion() const;

    void initAttributesByLayout();
    void sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const;

    const std::vector<LinkedUniform*> &getUniforms() const { return mUniforms; }
    const rx::UniformStorage &getVertexUniformStorage() const { return *mVertexUniformStorage; }
    const rx::UniformStorage &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }

  private:
    DISALLOW_COPY_AND_ASSIGN(ProgramBinary);

    struct Sampler
    {
        Sampler();

        bool active;
        GLint logicalTextureUnit;
        TextureType textureType;
    };

    void reset();

    bool linkVaryings(InfoLog &infoLog, FragmentShader *fragmentShader, VertexShader *vertexShader);
    bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);

    template <class ShaderVarType>
    bool linkValidateFields(InfoLog &infoLog, const std::string &varName, const ShaderVarType &vertexVar, const ShaderVarType &fragmentVar);
    bool linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const sh::ShaderVariable &vertexVariable, const sh::ShaderVariable &fragmentVariable, bool validatePrecision);

    bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
    bool linkValidateVariables(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying);
    bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
    bool linkUniforms(InfoLog &infoLog, const VertexShader &vertexShader, const FragmentShader &fragmentShader);
    void defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister);
    void defineUniform(GLenum shader, const sh::Uniform &uniform, const std::string &fullName, sh::HLSLBlockEncoder *encoder);
    bool indexSamplerUniform(const LinkedUniform &uniform, InfoLog &infoLog);
    bool indexUniforms(InfoLog &infoLog);
    static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
                               Sampler *outArray, GLuint *usedRange, unsigned int limit);
    bool areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock);
    bool linkUniformBlocks(InfoLog &infoLog, const VertexShader &vertexShader, const FragmentShader &fragmentShader);
    bool gatherTransformFeedbackLinkedVaryings(InfoLog &infoLog, const std::vector<LinkedVarying> &linkedVaryings,
                                               const std::vector<std::string> &transformFeedbackVaryingNames,
                                               GLenum transformFeedbackBufferMode,
                                               std::vector<LinkedVarying> *outTransformFeedbackLinkedVaryings) const;
    void defineUniformBlockMembers(const std::vector<sh::InterfaceBlockField> &fields, const std::string &prefix, int blockIndex,
                                   sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes);
    bool defineUniformBlock(InfoLog &infoLog, const Shader &shader, const sh::InterfaceBlock &interfaceBlock);
    bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex);
    void defineOutputVariables(FragmentShader *fragmentShader);
    void initializeUniformStorage();

    template <typename T>
    void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);

    template <int cols, int rows>
    void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);

    template <typename T>
    bool getUniformv(GLint location, GLsizei *bufSize, T *params, GLenum uniformType);

    class VertexExecutable
    {
      public:
        VertexExecutable(const VertexFormat inputLayout[MAX_VERTEX_ATTRIBS],
                         const GLenum signature[MAX_VERTEX_ATTRIBS],
                         rx::ShaderExecutable *shaderExecutable);
        ~VertexExecutable();

        bool matchesSignature(const GLenum convertedLayout[MAX_VERTEX_ATTRIBS]) const;

        const VertexFormat *inputs() const { return mInputs; }
        const GLenum *signature() const { return mSignature; }
        rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }

      private:
        VertexFormat mInputs[MAX_VERTEX_ATTRIBS];
        GLenum mSignature[MAX_VERTEX_ATTRIBS];
        rx::ShaderExecutable *mShaderExecutable;
    };

    class PixelExecutable
    {
      public:
        PixelExecutable(const std::vector<GLenum> &outputSignature, rx::ShaderExecutable *shaderExecutable);
        ~PixelExecutable();

        // FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers
        bool matchesSignature(const std::vector<GLenum> &signature) const { return true; /* mOutputSignature == signature; */ }

        const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
        rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }

      private:
        std::vector<GLenum> mOutputSignature;
        rx::ShaderExecutable *mShaderExecutable;
    };

    rx::Renderer *const mRenderer;
    DynamicHLSL *mDynamicHLSL;

    std::string mVertexHLSL;
    rx::D3DWorkaroundType mVertexWorkarounds;
    std::vector<VertexExecutable *> mVertexExecutables;

    std::string mPixelHLSL;
    rx::D3DWorkaroundType mPixelWorkarounds;
    bool mUsesFragDepth;
    std::vector<PixelShaderOuputVariable> mPixelShaderKey;
    std::vector<PixelExecutable *> mPixelExecutables;

    rx::ShaderExecutable *mGeometryExecutable;

    sh::Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
    sh::Attribute mShaderAttributes[MAX_VERTEX_ATTRIBS];
    int mSemanticIndex[MAX_VERTEX_ATTRIBS];
    int mAttributesByLayout[MAX_VERTEX_ATTRIBS];

    GLenum mTransformFeedbackBufferMode;
    std::vector<LinkedVarying> mTransformFeedbackLinkedVaryings;

    Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS];
    Sampler mSamplersVS[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
    GLuint mUsedVertexSamplerRange;
    GLuint mUsedPixelSamplerRange;
    bool mUsesPointSize;
    int mShaderVersion;
    bool mDirtySamplerMapping;

    std::vector<LinkedUniform*> mUniforms;
    std::vector<UniformBlock*> mUniformBlocks;
    std::vector<VariableLocation> mUniformIndex;
    std::map<int, VariableLocation> mOutputVariables;
    rx::UniformStorage *mVertexUniformStorage;
    rx::UniformStorage *mFragmentUniformStorage;

    bool mValidated;

    const unsigned int mSerial;

    static unsigned int issueSerial();
    static unsigned int mCurrentSerial;
};

}

#endif   // LIBGLESV2_PROGRAM_BINARY_H_
