/*
 * Copyright 2015 Google Inc.
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */

#ifndef GrVkGpu_DEFINED
#define GrVkGpu_DEFINED

#include "GrGpu.h"
#include "GrGpuFactory.h"
#include "vk/GrVkBackendContext.h"
#include "GrVkCaps.h"
#include "GrVkCopyManager.h"
#include "GrVkIndexBuffer.h"
#include "GrVkMemory.h"
#include "GrVkResourceProvider.h"
#include "GrVkSemaphore.h"
#include "GrVkVertexBuffer.h"
#include "GrVkUtil.h"
#include "vk/GrVkDefines.h"

class GrPipeline;
class GrNonInstancedMesh;

class GrVkBufferImpl;
class GrVkPipeline;
class GrVkPipelineState;
class GrVkPrimaryCommandBuffer;
class GrVkRenderPass;
class GrVkSecondaryCommandBuffer;
class GrVkTexture;
struct GrVkInterface;

namespace SkSL {
    class Compiler;
}

class GrVkGpu : public GrGpu {
public:
    static GrGpu* Create(GrBackendContext backendContext, const GrContextOptions& options,
                         GrContext* context);

    ~GrVkGpu() override;

    const GrVkInterface* vkInterface() const { return fBackendContext->fInterface.get(); }
    const GrVkCaps& vkCaps() const { return *fVkCaps; }

    VkDevice device() const { return fDevice; }
    VkQueue  queue() const { return fQueue; }
    VkCommandPool cmdPool() const { return fCmdPool; }
    VkPhysicalDeviceMemoryProperties physicalDeviceMemoryProperties() const {
        return fPhysDevMemProps;
    }

    GrVkResourceProvider& resourceProvider() { return fResourceProvider; }

    GrVkPrimaryCommandBuffer* currentCommandBuffer() { return fCurrentCmdBuffer; }

    enum SyncQueue {
        kForce_SyncQueue,
        kSkip_SyncQueue
    };

    bool onGetReadPixelsInfo(GrSurface* srcSurface, int readWidth, int readHeight, size_t rowBytes,
                             GrPixelConfig readConfig, DrawPreference*,
                             ReadPixelTempDrawInfo*) override;

    bool onGetWritePixelsInfo(GrSurface* dstSurface, int width, int height,
                              GrPixelConfig srcConfig, DrawPreference*,
                              WritePixelTempDrawInfo*) override;

    bool onCopySurface(GrSurface* dst,
                       GrSurface* src,
                       const SkIRect& srcRect,
                       const SkIPoint& dstPoint) override;

    void onQueryMultisampleSpecs(GrRenderTarget* rt, const GrStencilSettings&,
                                 int* effectiveSampleCnt, SamplePattern*) override;

    void xferBarrier(GrRenderTarget*, GrXferBarrierType) override {}

    GrBackendObject createTestingOnlyBackendTexture(void* pixels, int w, int h,
                                                    GrPixelConfig config,
                                                    bool isRenderTarget) override;
    bool isTestingOnlyBackendTexture(GrBackendObject id) const override;
    void deleteTestingOnlyBackendTexture(GrBackendObject id, bool abandonTexture) override;

    GrStencilAttachment* createStencilAttachmentForRenderTarget(const GrRenderTarget*,
                                                                int width,
                                                                int height) override;

    void clearStencil(GrRenderTarget* target) override;

    GrGpuCommandBuffer* createCommandBuffer(
            const GrGpuCommandBuffer::LoadAndStoreInfo& colorInfo,
            const GrGpuCommandBuffer::LoadAndStoreInfo& stencilInfo) override;

    void drawDebugWireRect(GrRenderTarget*, const SkIRect&, GrColor) override {}

    void addMemoryBarrier(VkPipelineStageFlags srcStageMask,
                          VkPipelineStageFlags dstStageMask,
                          bool byRegion,
                          VkMemoryBarrier* barrier) const;
    void addBufferMemoryBarrier(VkPipelineStageFlags srcStageMask,
                                VkPipelineStageFlags dstStageMask,
                                bool byRegion,
                                VkBufferMemoryBarrier* barrier) const;
    void addImageMemoryBarrier(VkPipelineStageFlags srcStageMask,
                               VkPipelineStageFlags dstStageMask,
                               bool byRegion,
                               VkImageMemoryBarrier* barrier) const;

    SkSL::Compiler* shaderCompiler() const {
        return fCompiler;
    }

    void onResolveRenderTarget(GrRenderTarget* target) override {
        this->internalResolveRenderTarget(target, true);
    }

    void submitSecondaryCommandBuffer(const SkTArray<GrVkSecondaryCommandBuffer*>&,
                                      const GrVkRenderPass*,
                                      const VkClearValue*,
                                      GrVkRenderTarget*,
                                      const SkIRect& bounds);

    void finishOpList() override;

    GrFence SK_WARN_UNUSED_RESULT insertFence() override;
    bool waitFence(GrFence, uint64_t timeout) override;
    void deleteFence(GrFence) const override;

    sk_sp<GrSemaphore> SK_WARN_UNUSED_RESULT makeSemaphore() override;
    void insertSemaphore(sk_sp<GrSemaphore> semaphore) override;
    void waitSemaphore(sk_sp<GrSemaphore> semaphore) override;

    void flush() override;

    void generateMipmap(GrVkTexture* tex);

    bool updateBuffer(GrVkBuffer* buffer, const void* src, VkDeviceSize offset, VkDeviceSize size);

    // Heaps
    enum Heap {
        kLinearImage_Heap = 0,
        // We separate out small (i.e., <= 16K) images to reduce fragmentation
        // in the main heap.
        kOptimalImage_Heap,
        kSmallOptimalImage_Heap,
        // We have separate vertex and image heaps, because it's possible that
        // a given Vulkan driver may allocate them separately.
        kVertexBuffer_Heap,
        kIndexBuffer_Heap,
        kUniformBuffer_Heap,
        kCopyReadBuffer_Heap,
        kCopyWriteBuffer_Heap,

        kLastHeap = kCopyWriteBuffer_Heap
    };
    static const int kHeapCount = kLastHeap + 1;

    GrVkHeap* getHeap(Heap heap) const { return fHeaps[heap].get(); }

private:
    GrVkGpu(GrContext* context, const GrContextOptions& options,
            const GrVkBackendContext* backendContext);

    void onResetContext(uint32_t resetBits) override {}

    GrTexture* onCreateTexture(const GrSurfaceDesc& desc, SkBudgeted budgeted,
                               const SkTArray<GrMipLevel>&) override;

    GrTexture* onCreateCompressedTexture(const GrSurfaceDesc& desc, SkBudgeted,
                                         const SkTArray<GrMipLevel>&) override { return NULL; }

    sk_sp<GrTexture> onWrapBackendTexture(const GrBackendTextureDesc&, GrWrapOwnership) override;

    sk_sp<GrRenderTarget> onWrapBackendRenderTarget(const GrBackendRenderTargetDesc&) override;
    sk_sp<GrRenderTarget> onWrapBackendTextureAsRenderTarget(const GrBackendTextureDesc&) override {
        return nullptr;
    }

    GrBuffer* onCreateBuffer(size_t size, GrBufferType type, GrAccessPattern,
                             const void* data) override;

    gr_instanced::InstancedRendering* onCreateInstancedRendering() override { return nullptr; }

    bool onReadPixels(GrSurface* surface,
                      int left, int top, int width, int height,
                      GrPixelConfig,
                      void* buffer,
                      size_t rowBytes) override;

    bool onWritePixels(GrSurface* surface,
                       int left, int top, int width, int height,
                       GrPixelConfig config, const SkTArray<GrMipLevel>&) override;

    bool onTransferPixels(GrSurface*,
                          int left, int top, int width, int height,
                          GrPixelConfig config, GrBuffer* transferBuffer,
                          size_t offset, size_t rowBytes) override { return false; }

    // Ends and submits the current command buffer to the queue and then creates a new command
    // buffer and begins it. If sync is set to kForce_SyncQueue, the function will wait for all
    // work in the queue to finish before returning. If the signalSemaphore is not VK_NULL_HANDLE,
    // we will signal the semaphore at the end of this command buffer. If this GrVkGpu object has
    // any semaphores in fSemaphoresToWaitOn, we will add those wait semaphores to this command
    // buffer when submitting.
    void submitCommandBuffer(SyncQueue sync,
                             const GrVkSemaphore::Resource* signalSemaphore = nullptr);

    void internalResolveRenderTarget(GrRenderTarget* target, bool requiresSubmit);

    void copySurfaceAsCopyImage(GrSurface* dst,
                                GrSurface* src,
                                GrVkImage* dstImage,
                                GrVkImage* srcImage,
                                const SkIRect& srcRect,
                                const SkIPoint& dstPoint);

    void copySurfaceAsBlit(GrSurface* dst,
                           GrSurface* src,
                           GrVkImage* dstImage,
                           GrVkImage* srcImage,
                           const SkIRect& srcRect,
                           const SkIPoint& dstPoint);

    void copySurfaceAsResolve(GrSurface* dst,
                              GrSurface* src,
                              const SkIRect& srcRect,
                              const SkIPoint& dstPoint);

    // helpers for onCreateTexture and writeTexturePixels
    bool uploadTexDataLinear(GrVkTexture* tex,
                             int left, int top, int width, int height,
                             GrPixelConfig dataConfig,
                             const void* data,
                             size_t rowBytes);
    bool uploadTexDataOptimal(GrVkTexture* tex,
                              int left, int top, int width, int height,
                              GrPixelConfig dataConfig,
                              const SkTArray<GrMipLevel>&);

    void resolveImage(GrVkRenderTarget* dst,
                      GrVkRenderTarget* src,
                      const SkIRect& srcRect,
                      const SkIPoint& dstPoint);

    sk_sp<const GrVkBackendContext> fBackendContext;
    sk_sp<GrVkCaps>                 fVkCaps;

    // These Vulkan objects are provided by the client, and also stored in fBackendContext.
    // They're copied here for convenient access.
    VkDevice                                     fDevice;
    VkQueue                                      fQueue;    // Must be Graphics queue

    // Created by GrVkGpu
    GrVkResourceProvider                         fResourceProvider;
    VkCommandPool                                fCmdPool;

    GrVkPrimaryCommandBuffer*                    fCurrentCmdBuffer;

    SkSTArray<1, const GrVkSemaphore::Resource*> fSemaphoresToWaitOn;

    VkPhysicalDeviceMemoryProperties             fPhysDevMemProps;

    std::unique_ptr<GrVkHeap>                    fHeaps[kHeapCount];

    GrVkCopyManager                              fCopyManager;

#ifdef SK_ENABLE_VK_LAYERS
    // For reporting validation layer errors
    VkDebugReportCallbackEXT               fCallback;
#endif

    // compiler used for compiling sksl into spirv. We only want to create the compiler once since
    // there is significant overhead to the first compile of any compiler.
    SkSL::Compiler* fCompiler;

    typedef GrGpu INHERITED;
};

#endif