//
// Copyright 2016 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.
//
// ContextVk.h:
//    Defines the class interface for ContextVk, implementing ContextImpl.
//

#ifndef LIBANGLE_RENDERER_VULKAN_CONTEXTVK_H_
#define LIBANGLE_RENDERER_VULKAN_CONTEXTVK_H_

#include <vulkan/vulkan.h>

#include "common/PackedEnums.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"

namespace angle
{
struct FeaturesVk;
}

namespace rx
{
class RendererVk;

class ContextVk : public ContextImpl, public vk::Context
{
  public:
    ContextVk(const gl::State &state, gl::ErrorSet *errorSet, RendererVk *renderer);
    ~ContextVk() override;

    angle::Result initialize() override;

    void onDestroy(const gl::Context *context) override;

    // Flush and finish.
    angle::Result flush(const gl::Context *context) override;
    angle::Result finish(const gl::Context *context) override;

    // Drawing methods.
    angle::Result drawArrays(const gl::Context *context,
                             gl::PrimitiveMode mode,
                             GLint first,
                             GLsizei count) override;
    angle::Result drawArraysInstanced(const gl::Context *context,
                                      gl::PrimitiveMode mode,
                                      GLint first,
                                      GLsizei count,
                                      GLsizei instanceCount) override;

    angle::Result drawElements(const gl::Context *context,
                               gl::PrimitiveMode mode,
                               GLsizei count,
                               gl::DrawElementsType type,
                               const void *indices) override;
    angle::Result drawElementsInstanced(const gl::Context *context,
                                        gl::PrimitiveMode mode,
                                        GLsizei count,
                                        gl::DrawElementsType type,
                                        const void *indices,
                                        GLsizei instances) override;
    angle::Result drawRangeElements(const gl::Context *context,
                                    gl::PrimitiveMode mode,
                                    GLuint start,
                                    GLuint end,
                                    GLsizei count,
                                    gl::DrawElementsType type,
                                    const void *indices) override;
    angle::Result drawArraysIndirect(const gl::Context *context,
                                     gl::PrimitiveMode mode,
                                     const void *indirect) override;
    angle::Result drawElementsIndirect(const gl::Context *context,
                                       gl::PrimitiveMode mode,
                                       gl::DrawElementsType type,
                                       const void *indirect) override;

    // Device loss
    GLenum getResetStatus() override;

    // Vendor and description strings.
    std::string getVendorString() const override;
    std::string getRendererDescription() const override;

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

    // KHR_debug
    void pushDebugGroup(GLenum source, GLuint id, GLsizei length, const char *message) override;
    void popDebugGroup() override;

    bool isViewportFlipEnabledForDrawFBO() const;
    bool isViewportFlipEnabledForReadFBO() const;

    // State sync with dirty bits.
    angle::Result syncState(const gl::Context *context,
                            const gl::State::DirtyBits &dirtyBits,
                            const gl::State::DirtyBits &bitMask) override;

    // Disjoint timer queries
    GLint getGPUDisjoint() override;
    GLint64 getTimestamp() override;

    // Context switching
    angle::Result onMakeCurrent(const gl::Context *context) override;

    // Native capabilities, unmodified by gl::Context.
    gl::Caps getNativeCaps() const override;
    const gl::TextureCapsMap &getNativeTextureCaps() const override;
    const gl::Extensions &getNativeExtensions() const override;
    const gl::Limitations &getNativeLimitations() const override;

    // Shader creation
    CompilerImpl *createCompiler() override;
    ShaderImpl *createShader(const gl::ShaderState &state) override;
    ProgramImpl *createProgram(const gl::ProgramState &state) override;

    // Framebuffer creation
    FramebufferImpl *createFramebuffer(const gl::FramebufferState &state) override;

    // Texture creation
    TextureImpl *createTexture(const gl::TextureState &state) override;

    // Renderbuffer creation
    RenderbufferImpl *createRenderbuffer(const gl::RenderbufferState &state) override;

    // Buffer creation
    BufferImpl *createBuffer(const gl::BufferState &state) override;

    // Vertex Array creation
    VertexArrayImpl *createVertexArray(const gl::VertexArrayState &state) override;

    // Query and Fence creation
    QueryImpl *createQuery(gl::QueryType type) override;
    FenceNVImpl *createFenceNV() override;
    SyncImpl *createSync() override;

    // Transform Feedback creation
    TransformFeedbackImpl *createTransformFeedback(
        const gl::TransformFeedbackState &state) override;

    // Sampler object creation
    SamplerImpl *createSampler(const gl::SamplerState &state) override;

    // Program Pipeline object creation
    ProgramPipelineImpl *createProgramPipeline(const gl::ProgramPipelineState &data) override;

    // Path object creation
    std::vector<PathImpl *> createPaths(GLsizei) override;

    angle::Result dispatchCompute(const gl::Context *context,
                                  GLuint numGroupsX,
                                  GLuint numGroupsY,
                                  GLuint numGroupsZ) override;
    angle::Result dispatchComputeIndirect(const gl::Context *context, GLintptr indirect) override;

    angle::Result memoryBarrier(const gl::Context *context, GLbitfield barriers) override;
    angle::Result memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers) override;

    VkDevice getDevice() const;

    ANGLE_INLINE const angle::FeaturesVk &getFeatures() const { return mRenderer->getFeatures(); }

    ANGLE_INLINE void invalidateVertexAndIndexBuffers()
    {
        invalidateCurrentPipeline();
        mDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
        mDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
    }

    void invalidateDefaultAttribute(size_t attribIndex);
    void invalidateDefaultAttributes(const gl::AttributesMask &dirtyMask);
    void onFramebufferChange(const vk::RenderPassDesc &renderPassDesc);

    vk::DynamicDescriptorPool *getDynamicDescriptorPool(uint32_t descriptorSetIndex);
    vk::DynamicQueryPool *getQueryPool(gl::QueryType queryType);

    const VkClearValue &getClearColorValue() const;
    const VkClearValue &getClearDepthStencilValue() const;
    VkColorComponentFlags getClearColorMask() const;
    const VkRect2D &getScissor() const { return mScissor; }
    angle::Result getIncompleteTexture(const gl::Context *context,
                                       gl::TextureType type,
                                       gl::Texture **textureOut);
    void updateColorMask(const gl::BlendState &blendState);

    void handleError(VkResult errorCode,
                     const char *file,
                     const char *function,
                     unsigned int line) override;
    const gl::ActiveTextureArray<TextureVk *> &getActiveTextures() const;

    void setIndexBufferDirty() { mDirtyBits.set(DIRTY_BIT_INDEX_BUFFER); }

  private:
    // Dirty bits.
    enum DirtyBitType : size_t
    {
        DIRTY_BIT_DEFAULT_ATTRIBS,
        DIRTY_BIT_PIPELINE,
        DIRTY_BIT_TEXTURES,
        DIRTY_BIT_VERTEX_BUFFERS,
        DIRTY_BIT_INDEX_BUFFER,
        DIRTY_BIT_DRIVER_UNIFORMS,
        DIRTY_BIT_DESCRIPTOR_SETS,
        DIRTY_BIT_VIEWPORT,
        DIRTY_BIT_SCISSOR,
        DIRTY_BIT_MAX,
    };

    using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;

    using DirtyBitHandler = angle::Result (ContextVk::*)(const gl::Context *,
                                                         vk::CommandBuffer *commandBuffer);

    std::array<DirtyBitHandler, DIRTY_BIT_MAX> mDirtyBitHandlers;

    angle::Result setupDraw(const gl::Context *context,
                            gl::PrimitiveMode mode,
                            GLint firstVertex,
                            GLsizei vertexOrIndexCount,
                            gl::DrawElementsType indexTypeOrInvalid,
                            const void *indices,
                            DirtyBits dirtyBitMask,
                            vk::CommandBuffer **commandBufferOut);
    angle::Result setupIndexedDraw(const gl::Context *context,
                                   gl::PrimitiveMode mode,
                                   GLsizei indexCount,
                                   gl::DrawElementsType indexType,
                                   const void *indices,
                                   vk::CommandBuffer **commandBufferOut);
    angle::Result setupLineLoopDraw(const gl::Context *context,
                                    gl::PrimitiveMode mode,
                                    GLint firstVertex,
                                    GLsizei vertexOrIndexCount,
                                    gl::DrawElementsType indexTypeOrInvalid,
                                    const void *indices,
                                    vk::CommandBuffer **commandBufferOut);

    void updateViewport(FramebufferVk *framebufferVk,
                        const gl::Rectangle &viewport,
                        float nearPlane,
                        float farPlane,
                        bool invertViewport);
    void updateDepthRange(float nearPlane, float farPlane);
    void updateScissor(const gl::State &glState);
    void updateFlipViewportDrawFramebuffer(const gl::State &glState);
    void updateFlipViewportReadFramebuffer(const gl::State &glState);

    angle::Result updateActiveTextures(const gl::Context *context);
    angle::Result updateDefaultAttribute(size_t attribIndex);

    ANGLE_INLINE void invalidateCurrentPipeline()
    {
        mDirtyBits.set(DIRTY_BIT_PIPELINE);
        mDirtyBits.set(DIRTY_BIT_VIEWPORT);
        mDirtyBits.set(DIRTY_BIT_SCISSOR);
        mCurrentPipeline = nullptr;
    }

    void invalidateCurrentTextures();
    void invalidateDriverUniforms();

    angle::Result handleDirtyDefaultAttribs(const gl::Context *context,
                                            vk::CommandBuffer *commandBuffer);
    angle::Result handleDirtyPipeline(const gl::Context *context, vk::CommandBuffer *commandBuffer);
    angle::Result handleDirtyTextures(const gl::Context *context, vk::CommandBuffer *commandBuffer);
    angle::Result handleDirtyVertexBuffers(const gl::Context *context,
                                           vk::CommandBuffer *commandBuffer);
    angle::Result handleDirtyIndexBuffer(const gl::Context *context,
                                         vk::CommandBuffer *commandBuffer);
    angle::Result handleDirtyDriverUniforms(const gl::Context *context,
                                            vk::CommandBuffer *commandBuffer);
    angle::Result handleDirtyDescriptorSets(const gl::Context *context,
                                            vk::CommandBuffer *commandBuffer);
    angle::Result handleDirtyViewport(const gl::Context *context, vk::CommandBuffer *commandBuffer);
    angle::Result handleDirtyScissor(const gl::Context *context, vk::CommandBuffer *commandBuffer);

    vk::PipelineAndSerial *mCurrentPipeline;
    gl::PrimitiveMode mCurrentDrawMode;

    // Keep a cached pipeline description structure that can be used to query the pipeline cache.
    // Kept in a pointer so allocations can be aligned, and structs can be portably packed.
    std::unique_ptr<vk::GraphicsPipelineDesc> mGraphicsPipelineDesc;

    // The descriptor pools are externally sychronized, so cannot be accessed from different
    // threads simultaneously. Hence, we keep them in the ContextVk instead of the RendererVk.
    // Note that this implementation would need to change in shared resource scenarios. Likely
    // we'd instead share a single set of dynamic descriptor pools between the share groups.
    // Same with query pools.
    vk::DescriptorSetLayoutArray<vk::DynamicDescriptorPool> mDynamicDescriptorPools;
    angle::PackedEnumMap<gl::QueryType, vk::DynamicQueryPool> mQueryPools;

    // Dirty bits.
    DirtyBits mDirtyBits;
    DirtyBits mNonIndexedDirtyBitsMask;
    DirtyBits mIndexedDirtyBitsMask;
    DirtyBits mNewCommandBufferDirtyBits;

    // Cached back-end objects.
    VertexArrayVk *mVertexArray;
    FramebufferVk *mDrawFramebuffer;
    ProgramVk *mProgram;

    // The offset we had the last time we bound the index buffer.
    const GLvoid *mLastIndexBufferOffset;
    gl::DrawElementsType mCurrentDrawElementsType;

    // Cached clear value/mask for color and depth/stencil.
    VkClearValue mClearColorValue;
    VkClearValue mClearDepthStencilValue;
    VkColorComponentFlags mClearColorMask;

    IncompleteTextureSet mIncompleteTextures;

    // If the current surface bound to this context wants to have all rendering flipped vertically.
    // Updated on calls to onMakeCurrent.
    bool mFlipYForCurrentSurface;
    bool mFlipViewportForDrawFramebuffer;
    bool mFlipViewportForReadFramebuffer;

    // For shader uniforms such as gl_DepthRange and the viewport size.
    struct DriverUniforms
    {
        std::array<float, 4> viewport;

        float halfRenderAreaHeight;
        float viewportYScale;
        float negViewportYScale;
        float padding;

        // We'll use x, y, z for near / far / diff respectively.
        std::array<float, 4> depthRange;
    };

    vk::DynamicBuffer mDriverUniformsBuffer;
    VkDescriptorSet mDriverUniformsDescriptorSet;
    vk::BindingPointer<vk::DescriptorSetLayout> mDriverUniformsSetLayout;
    vk::SharedDescriptorPoolBinding mDriverUniformsDescriptorPoolBinding;

    // This cache should also probably include the texture index (shader location) and array
    // index (also in the shader). This info is used in the descriptor update step.
    gl::ActiveTextureArray<TextureVk *> mActiveTextures;

    // "Current Value" aka default vertex attribute state.
    gl::AttributesMask mDirtyDefaultAttribsMask;
    gl::AttribArray<vk::DynamicBuffer> mDefaultAttribBuffers;

    // Viewport and scissor are handled as dynamic state.
    VkViewport mViewport;
    VkRect2D mScissor;
};
}  // namespace rx

#endif  // LIBANGLE_RENDERER_VULKAN_CONTEXTVK_H_
