// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

// ---------------------------------------------------------------------------------------------
// GC graphics pipeline
// ---------------------------------------------------------------------------------------------
// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
// The efb can be copied back into ram in two forms: as textures or as XFB.
// The XFB is the region in RAM that the VI chip scans out to the television.
// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
// ---------------------------------------------------------------------------------------------

#pragma once

#include <memory>
#include <mutex>
#include <string>
#include <vector>

#include "Common/CommonTypes.h"
#include "Common/Event.h"
#include "Common/Flag.h"
#include "Common/MathUtil.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/FPSCounter.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"

class PostProcessingShaderImplementation;

struct EfbPokeData
{
  u16 x, y;
  u32 data;
};

// TODO: Move these out of here.
extern int frameCount;
extern int OSDChoice;

// Renderer really isn't a very good name for this class - it's more like "Misc".
// The long term goal is to get rid of this class and replace it with others that make
// more sense.
class Renderer
{
public:
  Renderer();
  virtual ~Renderer();

  enum PixelPerfQuery
  {
    PP_ZCOMP_INPUT_ZCOMPLOC,
    PP_ZCOMP_OUTPUT_ZCOMPLOC,
    PP_ZCOMP_INPUT,
    PP_ZCOMP_OUTPUT,
    PP_BLEND_INPUT,
    PP_EFB_COPY_CLOCKS
  };

  virtual void SetColorMask() {}
  virtual void SetBlendMode(bool forceUpdate) {}
  virtual void SetScissorRect(const EFBRectangle& rc) {}
  virtual void SetGenerationMode() {}
  virtual void SetDepthMode() {}
  virtual void SetLogicOpMode() {}
  virtual void SetDitherMode() {}
  virtual void SetSamplerState(int stage, int texindex, bool custom_tex) {}
  virtual void SetInterlacingMode() {}
  virtual void SetViewport() {}
  virtual void ApplyState(bool bUseDstAlpha) {}
  virtual void RestoreState() {}
  virtual void ResetAPIState() {}
  virtual void RestoreAPIState() {}
  // Ideal internal resolution - determined by display resolution (automatic scaling) and/or a
  // multiple of the native EFB resolution
  static int GetTargetWidth() { return s_target_width; }
  static int GetTargetHeight() { return s_target_height; }
  // Display resolution
  static int GetBackbufferWidth() { return s_backbuffer_width; }
  static int GetBackbufferHeight() { return s_backbuffer_height; }
  static void SetWindowSize(int width, int height);

  // EFB coordinate conversion functions

  // Use this to convert a whole native EFB rect to backbuffer coordinates
  virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0;

  static const TargetRectangle& GetTargetRectangle() { return target_rc; }
  static void UpdateDrawRectangle(int backbuffer_width, int backbuffer_height);

  // Use this to convert a single target rectangle to two stereo rectangles
  static void ConvertStereoRectangle(const TargetRectangle& rc, TargetRectangle& leftRc,
                                     TargetRectangle& rightRc);

  // Use this to upscale native EFB coordinates to IDEAL internal resolution
  static int EFBToScaledX(int x);
  static int EFBToScaledY(int y);

  // Floating point versions of the above - only use them if really necessary
  static float EFBToScaledXf(float x) { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); }
  static float EFBToScaledYf(float y) { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); }
  // Random utilities
  static void SetScreenshot(const std::string& filename);
  static void DrawDebugText();

  virtual void RenderText(const std::string& text, int left, int top, u32 color) = 0;

  virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
                           u32 color, u32 z) = 0;
  virtual void ReinterpretPixelData(unsigned int convtype) = 0;
  static void RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight,
                          float Gamma = 1.0f);

  virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) = 0;
  virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) = 0;

  virtual u16 BBoxRead(int index) = 0;
  virtual void BBoxWrite(int index, u16 value) = 0;

  static void FlipImageData(u8* data, int w, int h, int pixel_width = 3);

  // Finish up the current frame, print some stats
  static void Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
                   float Gamma = 1.0f);
  virtual void SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
                        const EFBRectangle& rc, float Gamma = 1.0f) = 0;

  virtual bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) = 0;

  static PEControl::PixelFormat GetPrevPixelFormat() { return prev_efb_format; }
  static void StorePixelFormat(PEControl::PixelFormat new_format) { prev_efb_format = new_format; }
  PostProcessingShaderImplementation* GetPostProcessor() { return m_post_processor.get(); }
  // Max height/width
  virtual int GetMaxTextureSize() = 0;

  static Common::Event s_screenshotCompleted;

  // Final surface changing
  static Common::Flag s_SurfaceNeedsChanged;
  static Common::Event s_ChangedSurface;

protected:
  static void CalculateTargetScale(int x, int y, int* scaledX, int* scaledY);
  bool CalculateTargetSize(unsigned int framebuffer_width, unsigned int framebuffer_height);

  static void CheckFifoRecording();
  static void RecordVideoMemory();

  static volatile bool s_bScreenshot;
  static std::mutex s_criticalScreenshot;
  static std::string s_sScreenshotName;

  bool bAVIDumping;

  std::vector<u8> frame_data;
  bool bLastFrameDumped;

  // The framebuffer size
  static int s_target_width;
  static int s_target_height;

  // TODO: Add functionality to reinit all the render targets when the window is resized.
  static int s_backbuffer_width;
  static int s_backbuffer_height;

  static TargetRectangle target_rc;

  // TODO: Can probably eliminate this static var.
  static int s_last_efb_scale;

  static bool XFBWrited;

  FPSCounter m_fps_counter;

  static std::unique_ptr<PostProcessingShaderImplementation> m_post_processor;

  static const float GX_MAX_DEPTH;

private:
  static PEControl::PixelFormat prev_efb_format;
  static unsigned int efb_scale_numeratorX;
  static unsigned int efb_scale_numeratorY;
  static unsigned int efb_scale_denominatorX;
  static unsigned int efb_scale_denominatorY;
};

extern std::unique_ptr<Renderer> g_renderer;