//
// 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.
//
// FramebufferVk.h:
//    Defines the class interface for FramebufferVk, implementing FramebufferImpl.
//

#ifndef LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_
#define LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_

#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/FramebufferImpl.h"
#include "libANGLE/renderer/RenderTargetCache.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/ResourceVk.h"
#include "libANGLE/renderer/vulkan/UtilsVk.h"
#include "libANGLE/renderer/vulkan/vk_cache_utils.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"

namespace rx
{
class RendererVk;
class RenderTargetVk;
class WindowSurfaceVk;

// FramebufferVk Cache
class FramebufferCache final : angle::NonCopyable
{
  public:
    FramebufferCache() = default;
    ~FramebufferCache() { ASSERT(mPayload.empty()); }

    void destroy(RendererVk *rendererVk);

    bool get(ContextVk *contextVk,
             const vk::FramebufferDesc &desc,
             vk::FramebufferHelper **framebufferOut);
    void insert(const vk::FramebufferDesc &desc, vk::FramebufferHelper &&framebufferHelper);
    void clear(ContextVk *contextVk);

  private:
    angle::HashMap<vk::FramebufferDesc, vk::FramebufferHelper> mPayload;
    CacheStats mCacheStats;
};

class FramebufferVk : public FramebufferImpl
{
  public:
    // Factory methods so we don't have to use constructors with overloads.
    static FramebufferVk *CreateUserFBO(RendererVk *renderer, const gl::FramebufferState &state);

    // The passed-in SurfaceVk must be destroyed after this FBO is destroyed. Our Surface code is
    // ref-counted on the number of 'current' contexts, so we shouldn't get any dangling surface
    // references. See Surface::setIsCurrent(bool).
    static FramebufferVk *CreateDefaultFBO(RendererVk *renderer,
                                           const gl::FramebufferState &state,
                                           WindowSurfaceVk *backbuffer);

    ~FramebufferVk() override;
    void destroy(const gl::Context *context) override;

    angle::Result discard(const gl::Context *context,
                          size_t count,
                          const GLenum *attachments) override;
    angle::Result invalidate(const gl::Context *context,
                             size_t count,
                             const GLenum *attachments) override;
    angle::Result invalidateSub(const gl::Context *context,
                                size_t count,
                                const GLenum *attachments,
                                const gl::Rectangle &area) override;

    angle::Result clear(const gl::Context *context, GLbitfield mask) override;
    angle::Result clearBufferfv(const gl::Context *context,
                                GLenum buffer,
                                GLint drawbuffer,
                                const GLfloat *values) override;
    angle::Result clearBufferuiv(const gl::Context *context,
                                 GLenum buffer,
                                 GLint drawbuffer,
                                 const GLuint *values) override;
    angle::Result clearBufferiv(const gl::Context *context,
                                GLenum buffer,
                                GLint drawbuffer,
                                const GLint *values) override;
    angle::Result clearBufferfi(const gl::Context *context,
                                GLenum buffer,
                                GLint drawbuffer,
                                GLfloat depth,
                                GLint stencil) override;

    const gl::InternalFormat &getImplementationColorReadFormat(
        const gl::Context *context) const override;
    angle::Result readPixels(const gl::Context *context,
                             const gl::Rectangle &area,
                             GLenum format,
                             GLenum type,
                             const gl::PixelPackState &pack,
                             gl::Buffer *packBuffer,
                             void *pixels) override;

    angle::Result blit(const gl::Context *context,
                       const gl::Rectangle &sourceArea,
                       const gl::Rectangle &destArea,
                       GLbitfield mask,
                       GLenum filter) override;

    bool checkStatus(const gl::Context *context) const override;

    angle::Result syncState(const gl::Context *context,
                            GLenum binding,
                            const gl::Framebuffer::DirtyBits &dirtyBits,
                            gl::Command command) override;

    angle::Result getSamplePosition(const gl::Context *context,
                                    size_t index,
                                    GLfloat *xy) const override;
    RenderTargetVk *getDepthStencilRenderTarget() const;

    // Internal helper function for readPixels operations.
    angle::Result readPixelsImpl(ContextVk *contextVk,
                                 const gl::Rectangle &area,
                                 const PackPixelsParams &packPixelsParams,
                                 VkImageAspectFlagBits copyAspectFlags,
                                 RenderTargetVk *renderTarget,
                                 void *pixels);

    gl::Extents getReadImageExtents() const;
    gl::Rectangle getNonRotatedCompleteRenderArea() const;
    gl::Rectangle getRotatedCompleteRenderArea(ContextVk *contextVk) const;
    gl::Rectangle getRotatedScissoredRenderArea(ContextVk *contextVk) const;

    const gl::DrawBufferMask &getEmulatedAlphaAttachmentMask() const;
    RenderTargetVk *getColorDrawRenderTarget(size_t colorIndex) const;
    RenderTargetVk *getColorReadRenderTarget() const;

    angle::Result startNewRenderPass(ContextVk *contextVk,
                                     const gl::Rectangle &scissoredRenderArea,
                                     vk::CommandBuffer **commandBufferOut,
                                     bool *renderPassDescChangedOut);

    GLint getSamples() const;

    const vk::RenderPassDesc &getRenderPassDesc() const { return mRenderPassDesc; }

    angle::Result getFramebuffer(ContextVk *contextVk,
                                 vk::Framebuffer **framebufferOut,
                                 const vk::ImageView *resolveImageViewIn);

    bool hasDeferredClears() const { return !mDeferredClears.empty(); }
    angle::Result flushDeferredClears(ContextVk *contextVk);
    void setReadOnlyDepthFeedbackLoopMode(bool readOnlyDepthFeedbackModeEnabled)
    {
        mReadOnlyDepthFeedbackLoopMode = readOnlyDepthFeedbackModeEnabled;
    }
    bool isReadOnlyDepthFeedbackLoopMode() const { return mReadOnlyDepthFeedbackLoopMode; }
    void updateRenderPassReadOnlyDepthMode(ContextVk *contextVk,
                                           vk::CommandBufferHelper *renderPass);

    void onSwitchProgramFramebufferFetch(ContextVk *contextVk, bool programUsesFramebufferFetch);

  private:
    FramebufferVk(RendererVk *renderer,
                  const gl::FramebufferState &state,
                  WindowSurfaceVk *backbuffer);

    // The 'in' rectangles must be clipped to the scissor and FBO. The clipping is done in 'blit'.
    angle::Result blitWithCommand(ContextVk *contextVk,
                                  const gl::Rectangle &sourceArea,
                                  const gl::Rectangle &destArea,
                                  RenderTargetVk *readRenderTarget,
                                  RenderTargetVk *drawRenderTarget,
                                  GLenum filter,
                                  bool colorBlit,
                                  bool depthBlit,
                                  bool stencilBlit,
                                  bool flipX,
                                  bool flipY);

    // Resolve color with subpass attachment
    angle::Result resolveColorWithSubpass(ContextVk *contextVk,
                                          const UtilsVk::BlitResolveParameters &params);

    // Resolve color with vkCmdResolveImage
    angle::Result resolveColorWithCommand(ContextVk *contextVk,
                                          const UtilsVk::BlitResolveParameters &params,
                                          vk::ImageHelper *srcImage);

    angle::Result clearImpl(const gl::Context *context,
                            gl::DrawBufferMask clearColorBuffers,
                            bool clearDepth,
                            bool clearStencil,
                            const VkClearColorValue &clearColorValue,
                            const VkClearDepthStencilValue &clearDepthStencilValue);

    void mergeClearsWithDeferredClears(gl::DrawBufferMask clearColorBuffers,
                                       bool clearDepth,
                                       bool clearStencil,
                                       const VkClearColorValue &clearColorValue,
                                       const VkClearDepthStencilValue &clearDepthStencilValue);
    angle::Result clearWithDraw(ContextVk *contextVk,
                                const gl::Rectangle &clearArea,
                                gl::DrawBufferMask clearColorBuffers,
                                bool clearDepth,
                                bool clearStencil,
                                gl::BlendStateExt::ColorMaskStorage::Type colorMasks,
                                uint8_t stencilMask,
                                const VkClearColorValue &clearColorValue,
                                const VkClearDepthStencilValue &clearDepthStencilValue);
    void redeferClears(ContextVk *contextVk);
    angle::Result clearWithCommand(ContextVk *contextVk,
                                   vk::CommandBufferHelper *renderpassCommands,
                                   const gl::Rectangle &scissoredRenderArea);
    void updateActiveColorMasks(size_t colorIndex, bool r, bool g, bool b, bool a);
    void updateRenderPassDesc(ContextVk *contextVk);
    angle::Result updateColorAttachment(const gl::Context *context, uint32_t colorIndex);
    angle::Result updateDepthStencilAttachment(const gl::Context *context);
    void updateDepthStencilAttachmentSerial(ContextVk *contextVk);
    angle::Result flushColorAttachmentUpdates(const gl::Context *context,
                                              bool deferClears,
                                              uint32_t colorIndex);
    angle::Result flushDepthStencilAttachmentUpdates(const gl::Context *context, bool deferClears);
    angle::Result invalidateImpl(ContextVk *contextVk,
                                 size_t count,
                                 const GLenum *attachments,
                                 bool isSubInvalidate,
                                 const gl::Rectangle &invalidateArea);

    RenderTargetVk *getReadPixelsRenderTarget(GLenum format) const;
    VkImageAspectFlagBits getReadPixelsAspectFlags(GLenum format) const;

    VkClearValue getCorrectedColorClearValue(size_t colorIndexGL,
                                             const VkClearColorValue &clearColor) const;

    void updateColorResolveAttachment(
        uint32_t colorIndexGL,
        vk::ImageOrBufferViewSubresourceSerial resolveImageViewSerial);
    void removeColorResolveAttachment(uint32_t colorIndexGL);

    void updateLayerCount();

    WindowSurfaceVk *mBackbuffer;

    vk::RenderPassDesc mRenderPassDesc;
    vk::FramebufferHelper *mFramebuffer;
    RenderTargetCache<RenderTargetVk> mRenderTargetCache;

    // This variable is used to quickly compute if we need to do a masked clear. If a color
    // channel is masked out, we check against the Framebuffer Attachments (RenderTargets) to see
    // if the masked out channel is present in any of the attachments.
    gl::BlendStateExt::ColorMaskStorage::Type mActiveColorComponentMasksForClear;
    vk::DynamicBuffer mReadPixelBuffer;

    // When we draw to the framebuffer, and the real format has an alpha channel but the format of
    // the framebuffer does not, we need to mask out the alpha channel. This DrawBufferMask will
    // contain the mask to apply to the alpha channel when drawing.
    gl::DrawBufferMask mEmulatedAlphaAttachmentMask;

    vk::FramebufferDesc mCurrentFramebufferDesc;
    FramebufferCache mFramebufferCache;

    vk::ClearValuesArray mDeferredClears;

    // Tracks if we are in depth feedback loop. Depth read only feedback loop is a special kind of
    // depth stencil read only mode. When we are in feedback loop, we must flush renderpass to exit
    // the loop instead of update the layout.
    bool mReadOnlyDepthFeedbackLoopMode;
};
}  // namespace rx

#endif  // LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_
