/*  RetroArch - A frontend for libretro.
 *  Copyright (C) 2014-2018 - Ali Bouhlel
 *
 *  RetroArch is free software: you can redistribute it and/or modify it under the terms
 *  of the GNU General Public License as published by the Free Software Found-
 *  ation, either version 3 of the License, or (at your option) any later version.
 *
 *  RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
 *  without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
 *  PURPOSE.  See the GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License along with RetroArch.
 *  If not, see <http://www.gnu.org/licenses/>.
 */

#define CINTERFACE

#include <gfx/scaler/pixconv.h>

#include "d3d10_common.h"
#include "d3dcompiler_common.h"

#ifdef HAVE_DYNAMIC
#include <dynamic/dylib.h>

typedef HRESULT(WINAPI* PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN)(
      IDXGIAdapter*         pAdapter,
      D3D10_DRIVER_TYPE     DriverType,
      HMODULE               Software,
      UINT                  Flags,
      UINT                  SDKVersion,
      DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,
      IDXGISwapChain**      ppSwapChain,
      ID3D10Device**        ppDevice);

HRESULT WINAPI D3D10CreateDeviceAndSwapChain(
      IDXGIAdapter*         pAdapter,
      D3D10_DRIVER_TYPE     DriverType,
      HMODULE               Software,
      UINT                  Flags,
      UINT                  SDKVersion,
      DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,
      IDXGISwapChain**      ppSwapChain,
      ID3D10Device**        ppDevice)

{
   static dylib_t d3d10_dll;
   static PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN fp;

   if (!d3d10_dll)
      d3d10_dll = dylib_load("d3d10.dll");

   if (!d3d10_dll)
      return TYPE_E_CANTLOADLIBRARY;

   if (!fp)
      fp = (PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN)dylib_proc(
            d3d10_dll, "D3D10CreateDeviceAndSwapChain");

   if (!fp)
      return TYPE_E_DLLFUNCTIONNOTFOUND;

   return fp(
         pAdapter, DriverType, Software, Flags, SDKVersion,
         pSwapChainDesc, ppSwapChain, ppDevice);
}
#endif

void d3d10_init_texture(D3D10Device device, d3d10_texture_t* texture)
{
   bool is_render_target = texture->desc.BindFlags & D3D10_BIND_RENDER_TARGET;
   UINT format_support   = D3D10_FORMAT_SUPPORT_TEXTURE2D | D3D10_FORMAT_SUPPORT_SHADER_SAMPLE;

   d3d10_release_texture(texture);

   texture->desc.MipLevels          = 1;
   texture->desc.ArraySize          = 1;
   texture->desc.SampleDesc.Count   = 1;
   texture->desc.SampleDesc.Quality = 0;
   texture->desc.BindFlags         |= D3D10_BIND_SHADER_RESOURCE;
   texture->desc.CPUAccessFlags     =
      texture->desc.Usage == D3D10_USAGE_DYNAMIC ? D3D10_CPU_ACCESS_WRITE : 0;

   if (texture->desc.MiscFlags & D3D10_RESOURCE_MISC_GENERATE_MIPS)
   {
      unsigned width, height;

      texture->desc.BindFlags |= D3D10_BIND_RENDER_TARGET;
      width                    = texture->desc.Width >> 5;
      height                   = texture->desc.Height >> 5;

      while (width && height)
      {
         width >>= 1;
         height >>= 1;
         texture->desc.MipLevels++;
      }
   }

   if (texture->desc.BindFlags & D3D10_BIND_RENDER_TARGET)
      format_support |= D3D10_FORMAT_SUPPORT_RENDER_TARGET;

   texture->desc.Format = d3d10_get_closest_match(device, texture->desc.Format, format_support);

   D3D10CreateTexture2D(device, &texture->desc, NULL, &texture->handle);

   {
      D3D10_SHADER_RESOURCE_VIEW_DESC view_desc = { DXGI_FORMAT_UNKNOWN };
      view_desc.Format                          = texture->desc.Format;
      view_desc.ViewDimension                   = D3D_SRV_DIMENSION_TEXTURE2D;
      view_desc.Texture2D.MostDetailedMip       = 0;
      view_desc.Texture2D.MipLevels             = -1;
      D3D10CreateTexture2DShaderResourceView(device, texture->handle, &view_desc, &texture->view);
   }

   if (is_render_target)
      D3D10CreateTexture2DRenderTargetView(device, texture->handle, NULL, &texture->rt_view);
   else
   {
      D3D10_TEXTURE2D_DESC desc = texture->desc;
      desc.MipLevels            = 1;
      desc.BindFlags            = 0;
      desc.MiscFlags            = 0;
      desc.Usage                = D3D10_USAGE_STAGING;
      desc.CPUAccessFlags       = D3D10_CPU_ACCESS_WRITE;
      D3D10CreateTexture2D(device, &desc, NULL, &texture->staging);
   }

   texture->size_data.x = texture->desc.Width;
   texture->size_data.y = texture->desc.Height;
   texture->size_data.z = 1.0f / texture->desc.Width;
   texture->size_data.w = 1.0f / texture->desc.Height;
}

void d3d10_update_texture(
      D3D10Device      ctx,
      int              width,
      int              height,
      int              pitch,
      DXGI_FORMAT      format,
      const void*      data,
      d3d10_texture_t* texture)
{
   D3D10_MAPPED_TEXTURE2D mapped_texture;
   D3D10_BOX                frame_box = { 0, 0, 0, (UINT)width,
      (UINT)height, 1 };

   if (!texture || !texture->staging)
      return;

   D3D10MapTexture2D(texture->staging,
         0, D3D10_MAP_WRITE, 0,
         &mapped_texture);

#if 0
   PERF_START();
   conv_rgb565_argb8888(mapped_texture.pData, data, width, height,
         mapped_texture.RowPitch, pitch);
   PERF_STOP();
#else
   dxgi_copy(
         width, height, format, pitch, data, texture->desc.Format,
         mapped_texture.RowPitch,
         mapped_texture.pData);
#endif

   D3D10UnmapTexture2D(texture->staging, 0);

   D3D10CopyTexture2DSubresourceRegion(
         ctx, texture->handle, 0, 0, 0, 0, texture->staging, 0, &frame_box);

   if (texture->desc.MiscFlags & D3D10_RESOURCE_MISC_GENERATE_MIPS)
      D3D10GenerateMips(ctx, texture->view);
}

   DXGI_FORMAT
d3d10_get_closest_match(D3D10Device device,
      DXGI_FORMAT desired_format, UINT desired_format_support)
{
   DXGI_FORMAT default_list[] = {desired_format, DXGI_FORMAT_UNKNOWN};
   DXGI_FORMAT* format = dxgi_get_format_fallback_list(desired_format);

   if(!format)
      format = default_list;

   while (*format != DXGI_FORMAT_UNKNOWN)
   {
      UINT format_support;
      if (SUCCEEDED(D3D10CheckFormatSupport(device, *format, &format_support)) &&
            ((format_support & desired_format_support) == desired_format_support))
         break;
      format++;
   }
   assert(*format);
   return *format;
}

bool d3d10_init_shader(
      D3D10Device                     device,
      const char*                     src,
      size_t                          size,
      const void*                     src_name,
      LPCSTR                          vs_entry,
      LPCSTR                          ps_entry,
      LPCSTR                          gs_entry,
      const D3D10_INPUT_ELEMENT_DESC* input_element_descs,
      UINT                            num_elements,
      d3d10_shader_t*                 out)
{
   D3DBlob vs_code = NULL;
   D3DBlob ps_code = NULL;
   D3DBlob gs_code = NULL;

   bool success = true;

   if (!src) /* LPCWSTR filename */
   {
      if (vs_entry && !d3d_compile_from_file((LPCWSTR)src_name, vs_entry, "vs_4_0", &vs_code))
         success = false;
      if (ps_entry && !d3d_compile_from_file((LPCWSTR)src_name, ps_entry, "ps_4_0", &ps_code))
         success = false;
      if (gs_entry && !d3d_compile_from_file((LPCWSTR)src_name, gs_entry, "gs_4_0", &gs_code))
         success = false;
   }
   else /* char array */
   {
      if (vs_entry && !d3d_compile(src, size, (LPCSTR)src_name, vs_entry, "vs_4_0", &vs_code))
         success = false;
      if (ps_entry && !d3d_compile(src, size, (LPCSTR)src_name, ps_entry, "ps_4_0", &ps_code))
         success = false;
      if (gs_entry && !d3d_compile(src, size, (LPCSTR)src_name, gs_entry, "gs_4_0", &gs_code))
         success = false;
   }

   if (vs_code)
      D3D10CreateVertexShader(
            device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), &out->vs);

   if (ps_code)
      D3D10CreatePixelShader(
            device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), &out->ps);

   if (gs_code)
      D3D10CreateGeometryShader(
            device, D3DGetBufferPointer(gs_code), D3DGetBufferSize(gs_code), &out->gs);

   if (vs_code && input_element_descs)
      D3D10CreateInputLayout(
            device, 
            (D3D10_INPUT_ELEMENT_DESC*)input_element_descs, num_elements, D3DGetBufferPointer(vs_code),
            D3DGetBufferSize(vs_code), &out->layout);

   Release(vs_code);
   Release(ps_code);
   Release(gs_code);

   return success;
}