
// Copyright (c) 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.
//

// RendererD3D.h: Defines a back-end specific class for the DirectX renderer.

#ifndef LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
#define LIBANGLE_RENDERER_D3D_RENDERERD3D_H_

#include "common/debug.h"
#include "common/MemoryBuffer.h"
#include "libANGLE/Data.h"
#include "libANGLe/formatutils.h"
#include "libANGLE/renderer/Renderer.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/formatutilsD3D.h"
#include "libANGLE/renderer/d3d/WorkaroundsD3D.h"
#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"

//FIXME(jmadill): std::array is currently prohibited by Chromium style guide
#include <array>

namespace egl
{
class ConfigSet;
}

namespace gl
{
class InfoLog;
struct LinkedVarying;
class Texture;
class DebugAnnotator;
}

namespace rx
{
class ImageD3D;
class IndexBuffer;
class RenderTargetD3D;
class ShaderExecutableD3D;
class SwapChainD3D;
class TextureStorage;
class UniformStorageD3D;
class VertexBuffer;

enum ShaderType
{
    SHADER_VERTEX,
    SHADER_PIXEL,
    SHADER_GEOMETRY
};

struct DeviceIdentifier
{
    UINT VendorId;
    UINT DeviceId;
    UINT SubSysId;
    UINT Revision;
    UINT FeatureLevel;
};

enum RendererClass
{
    RENDERER_D3D11,
    RENDERER_D3D9
};

// Useful for unit testing
class BufferFactoryD3D
{
  public:
    BufferFactoryD3D() {}
    virtual ~BufferFactoryD3D() {}

    virtual VertexBuffer *createVertexBuffer() = 0;
    virtual IndexBuffer *createIndexBuffer() = 0;

    // TODO(jmadill): add VertexFormatCaps
    virtual VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const = 0;
    virtual GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const = 0;
};

class RendererD3D : public Renderer, public BufferFactoryD3D
{
  public:
    explicit RendererD3D(egl::Display *display);
    virtual ~RendererD3D();

    virtual egl::Error initialize() = 0;

    virtual egl::ConfigSet generateConfigs() const = 0;

    gl::Error drawArrays(const gl::Data &data,
                         GLenum mode, GLint first,
                         GLsizei count, GLsizei instances) override;

    gl::Error drawElements(const gl::Data &data,
                           GLenum mode, GLsizei count, GLenum type,
                           const GLvoid *indices, GLsizei instances,
                           const gl::RangeUI &indexRange) override;

    bool isDeviceLost() const override;
    std::string getVendorString() const override;

    virtual int getMinorShaderModel() const = 0;
    virtual std::string getShaderModelSuffix() const = 0;

    // Direct3D Specific methods
    virtual DeviceIdentifier getAdapterIdentifier() const = 0;

    virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0;

    virtual gl::Error generateSwizzle(gl::Texture *texture) = 0;
    virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler) = 0;
    virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;

    virtual gl::Error setUniformBuffers(const gl::Data &data,
                                        const std::vector<GLint> &vertexUniformBuffers,
                                        const std::vector<GLint> &fragmentUniformBuffers) = 0;

    virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState) = 0;
    virtual gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
                                    unsigned int sampleMask) = 0;
    virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
                                           int stencilBackRef, bool frontFaceCCW) = 0;

    virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0;
    virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
                             bool ignoreViewport) = 0;

    virtual gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) = 0;
    virtual gl::Error applyShaders(gl::Program *program,
                                   const gl::Framebuffer *framebuffer,
                                   bool rasterizerDiscard,
                                   bool transformFeedbackActive) = 0;
    virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray) = 0;
    virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount, bool usesPointSize) = 0;
    virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances, SourceIndexData *sourceIndexInfo) = 0;
    virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo, SourceIndexData *sourceIndexInfo) = 0;
    virtual void applyTransformFeedbackBuffers(const gl::State& state) = 0;

    virtual void markAllStateDirty() = 0;

    virtual unsigned int getReservedVertexUniformVectors() const = 0;
    virtual unsigned int getReservedFragmentUniformVectors() const = 0;
    virtual unsigned int getReservedVertexUniformBuffers() const = 0;
    virtual unsigned int getReservedFragmentUniformBuffers() const = 0;
    virtual bool getShareHandleSupport() const = 0;
    virtual bool getKeyedMutexSupport() const = 0;
    virtual bool getPostSubBufferSupport() const = 0;

    virtual int getMajorShaderModel() const = 0;

    const WorkaroundsD3D &getWorkarounds() const;

    // Pixel operations
    virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                                 const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0;
    virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                                    const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level) = 0;
    virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                                  const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0;
    virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                                       const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0;

    // RenderTarget creation
    virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) = 0;

    // Shader operations
    virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type,
                                     const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
                                     bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable) = 0;
    virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
                                          const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
                                          bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
                                          ShaderExecutableD3D **outExectuable) = 0;
    virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0;

    // Image operations
    virtual ImageD3D *createImage() = 0;
    virtual gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) = 0;
    virtual gl::Error generateMipmapsUsingD3D(TextureStorage *storage, const gl::SamplerState &samplerState) = 0;
    virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) = 0;
    virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly) = 0;
    virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly) = 0;
    virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0;
    virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0;

    // Buffer-to-texture and Texture-to-buffer copies
    virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0;
    virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
                                              GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0;

    // Device lost
    void notifyDeviceLost() override;
    virtual bool resetDevice() = 0;
    virtual RendererClass getRendererClass() const = 0;
    virtual void *getD3DDevice() = 0;

    gl::Error getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut);

    // EXT_debug_marker
    void insertEventMarker(GLsizei length, const char *marker) override;
    void pushGroupMarker(GLsizei length, const char *marker) override;
    void popGroupMarker() override;

    // In D3D11, faster than calling setTexture a jillion times
    virtual gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) = 0;

  protected:
    virtual gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) = 0;
    virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
                                   gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances,
                                   bool usesPointSize) = 0;

    virtual bool getLUID(LUID *adapterLuid) const = 0;

    void cleanup();

    virtual void createAnnotator() = 0;

    // dirtyPointer is a special value that will make the comparison with any valid pointer fail and force the renderer to re-apply the state.
    static const uintptr_t DirtyPointer;

    egl::Display *mDisplay;
    bool mDeviceLost;

    void initializeDebugAnnotator();
    gl::DebugAnnotator *mAnnotator;

    std::vector<TranslatedAttribute> mTranslatedAttribCache;

  private:
    //FIXME(jmadill): std::array is currently prohibited by Chromium style guide
    typedef std::array<gl::Texture*, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureArray;

    gl::Error generateSwizzles(const gl::Data &data, gl::SamplerType type);
    gl::Error generateSwizzles(const gl::Data &data);

    gl::Error applyRenderTarget(const gl::Data &data, GLenum drawMode, bool ignoreViewport);
    gl::Error applyState(const gl::Data &data, GLenum drawMode);
    gl::Error applyShaders(const gl::Data &data);
    gl::Error applyTextures(const gl::Data &data, gl::SamplerType shaderType,
                            const FramebufferTextureArray &framebufferTextures, size_t framebufferTextureCount);
    gl::Error applyTextures(const gl::Data &data);

    bool skipDraw(const gl::Data &data, GLenum drawMode);
    void markTransformFeedbackUsage(const gl::Data &data);

    size_t getBoundFramebufferTextures(const gl::Data &data, FramebufferTextureArray *outTextureArray);
    gl::Texture *getIncompleteTexture(GLenum type);

    gl::DebugAnnotator *getAnnotator();

    virtual WorkaroundsD3D generateWorkarounds() const = 0;

    gl::TextureMap mIncompleteTextures;
    MemoryBuffer mScratchMemoryBuffer;
    unsigned int mScratchMemoryBufferResetCounter;

    mutable bool mWorkaroundsInitialized;
    mutable WorkaroundsD3D mWorkarounds;
};

struct dx_VertexConstants
{
    float depthRange[4];
    float viewAdjust[4];
    float viewCoords[4];
};

struct dx_PixelConstants
{
    float depthRange[4];
    float viewCoords[4];
    float depthFront[4];
};

}

#endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
