/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

/*

    TODO:
        Recycle GpuBuffers in a pool (support return from render thread)
        Efficiently allow writing to buffer (better push interface)
        Support other texel types (e.g. i32)

 */

use crate::gpu_types::UvRectKind;
use crate::internal_types::{FrameMemory, FrameVec};
use crate::renderer::MAX_VERTEX_TEXTURE_WIDTH;
use crate::util::ScaleOffset;
use api::units::{DeviceIntPoint, DeviceIntRect, DeviceIntSize, DeviceRect, LayoutRect, PictureRect};
use api::{PremultipliedColorF, ImageFormat};
use crate::device::Texel;
use crate::render_task_graph::{RenderTaskGraph, RenderTaskId};

pub struct GpuBufferBuilder {
    pub i32: GpuBufferBuilderI,
    pub f32: GpuBufferBuilderF,
}

pub type GpuBufferF = GpuBuffer<GpuBufferBlockF>;
pub type GpuBufferBuilderF = GpuBufferBuilderImpl<GpuBufferBlockF>;

pub type GpuBufferI = GpuBuffer<GpuBufferBlockI>;
pub type GpuBufferBuilderI = GpuBufferBuilderImpl<GpuBufferBlockI>;

pub type GpuBufferWriterF<'l> = GpuBufferWriter<'l, GpuBufferBlockF>;
//pub type GpuBufferWriterI<'l> = GpuBufferWriter<'l, GpuBufferBlockI>;

unsafe impl Texel for GpuBufferBlockF {
    fn image_format() -> ImageFormat { ImageFormat::RGBAF32 }
}

unsafe impl Texel for GpuBufferBlockI {
    fn image_format() -> ImageFormat { ImageFormat::RGBAI32 }
}

impl Default for GpuBufferBlockF {
    fn default() -> Self {
        GpuBufferBlockF::EMPTY
    }
}

impl Default for GpuBufferBlockI {
    fn default() -> Self {
        GpuBufferBlockI::EMPTY
    }
}

/// A single texel in RGBAF32 texture - 16 bytes.
#[derive(Copy, Clone, Debug, MallocSizeOf)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBufferBlockF {
    data: [f32; 4],
}

/// A single texel in RGBAI32 texture - 16 bytes.
#[derive(Copy, Clone, Debug, MallocSizeOf)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBufferBlockI {
    data: [i32; 4],
}

#[derive(Copy, Debug, Clone, MallocSizeOf, Eq, PartialEq)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBufferAddress {
    pub u: u16,
    pub v: u16,
}

impl GpuBufferAddress {
    #[allow(dead_code)]
    pub fn as_int(self) -> i32 {
        // TODO(gw): Temporarily encode GPU Cache addresses as a single int.
        //           In the future, we can change the PrimitiveInstanceData struct
        //           to use 2x u16 for the vertex attribute instead of an i32.
        self.v as i32 * MAX_VERTEX_TEXTURE_WIDTH as i32 + self.u as i32
    }

    pub const INVALID: GpuBufferAddress = GpuBufferAddress { u: !0, v: !0 };
}

impl GpuBufferBlockF {
    pub const EMPTY: Self = GpuBufferBlockF { data: [0.0; 4] };
}

impl GpuBufferBlockI {
    pub const EMPTY: Self = GpuBufferBlockI { data: [0; 4] };
}

impl Into<GpuBufferBlockF> for LayoutRect {
    fn into(self) -> GpuBufferBlockF {
        GpuBufferBlockF {
            data: [
                self.min.x,
                self.min.y,
                self.max.x,
                self.max.y,
            ],
        }
    }
}

impl Into<GpuBufferBlockF> for ScaleOffset {
    fn into(self) -> GpuBufferBlockF {
        GpuBufferBlockF {
            data: [
                self.scale.x,
                self.scale.y,
                self.offset.x,
                self.offset.y,
            ],
        }
    }
}

impl Into<GpuBufferBlockF> for PictureRect {
    fn into(self) -> GpuBufferBlockF {
        GpuBufferBlockF {
            data: [
                self.min.x,
                self.min.y,
                self.max.x,
                self.max.y,
            ],
        }
    }
}

impl Into<GpuBufferBlockF> for DeviceRect {
    fn into(self) -> GpuBufferBlockF {
        GpuBufferBlockF {
            data: [
                self.min.x,
                self.min.y,
                self.max.x,
                self.max.y,
            ],
        }
    }
}

impl Into<GpuBufferBlockF> for PremultipliedColorF {
    fn into(self) -> GpuBufferBlockF {
        GpuBufferBlockF {
            data: [
                self.r,
                self.g,
                self.b,
                self.a,
            ],
        }
    }
}

impl From<DeviceIntRect> for GpuBufferBlockF {
    fn from(rect: DeviceIntRect) -> Self {
        GpuBufferBlockF {
            data: [
                rect.min.x as f32,
                rect.min.y as f32,
                rect.max.x as f32,
                rect.max.y as f32,
            ],
        }
    }
}

impl From<DeviceIntRect> for GpuBufferBlockI {
    fn from(rect: DeviceIntRect) -> Self {
        GpuBufferBlockI {
            data: [
                rect.min.x,
                rect.min.y,
                rect.max.x,
                rect.max.y,
            ],
        }
    }
}

impl Into<GpuBufferBlockF> for [f32; 4] {
    fn into(self) -> GpuBufferBlockF {
        GpuBufferBlockF {
            data: self,
        }
    }
}

impl Into<GpuBufferBlockI> for [i32; 4] {
    fn into(self) -> GpuBufferBlockI {
        GpuBufferBlockI {
            data: self,
        }
    }
}

/// Record a patch to the GPU buffer for a render task
struct DeferredBlock {
    task_id: RenderTaskId,
    index: usize,
}

/// Interface to allow writing multiple GPU blocks, possibly of different types
pub struct GpuBufferWriter<'a, T> {
    buffer: &'a mut FrameVec<T>,
    deferred: &'a mut Vec<DeferredBlock>,
    index: usize,
    max_block_count: usize,
}

impl<'a, T> GpuBufferWriter<'a, T> where T: Texel {
    fn new(
        buffer: &'a mut FrameVec<T>,
        deferred: &'a mut Vec<DeferredBlock>,
        index: usize,
        max_block_count: usize,
    ) -> Self {
        GpuBufferWriter {
            buffer,
            deferred,
            index,
            max_block_count,
        }
    }

    /// Push one (16 byte) block of data in to the writer
    pub fn push_one<B>(&mut self, block: B) where B: Into<T> {
        self.buffer.push(block.into());
    }

    /// Push a reference to a render task in to the writer. Once the render
    /// task graph is resolved, this will be patched with the UV rect of the task
    pub fn push_render_task(&mut self, task_id: RenderTaskId) {
        match task_id {
            RenderTaskId::INVALID => {
                self.buffer.push(T::default());
            }
            task_id => {
                self.deferred.push(DeferredBlock {
                    task_id,
                    index: self.buffer.len(),
                });
                self.buffer.push(T::default());
            }
        }
    }

    /// Close this writer, returning the GPU address of this set of block(s).
    pub fn finish(self) -> GpuBufferAddress {
        assert!(self.buffer.len() <= self.index + self.max_block_count);

        GpuBufferAddress {
            u: (self.index % MAX_VERTEX_TEXTURE_WIDTH) as u16,
            v: (self.index / MAX_VERTEX_TEXTURE_WIDTH) as u16,
        }
    }
}

impl<'a, T> Drop for GpuBufferWriter<'a, T> {
    fn drop(&mut self) {
        assert!(self.buffer.len() <= self.index + self.max_block_count, "Attempt to write too many GpuBuffer blocks");
    }
}

pub struct GpuBufferBuilderImpl<T> {
    // `data` will become the backing store of the GpuBuffer sent along
    // with the frame so it uses the frame allocator.
    data: FrameVec<T>,
    // `deferred` is only used during frame building and not sent with the
    // built frame, so it does not use the same allocator.
    deferred: Vec<DeferredBlock>,
}

impl<T> GpuBufferBuilderImpl<T> where T: Texel + std::convert::From<DeviceIntRect> {
    pub fn new(memory: &FrameMemory) -> Self {
        GpuBufferBuilderImpl {
            data: memory.new_vec(),
            deferred: Vec::new(),
        }
    }

    #[allow(dead_code)]
    pub fn push(
        &mut self,
        blocks: &[T],
    ) -> GpuBufferAddress {
        assert!(blocks.len() <= MAX_VERTEX_TEXTURE_WIDTH);

        if (self.data.len() % MAX_VERTEX_TEXTURE_WIDTH) + blocks.len() > MAX_VERTEX_TEXTURE_WIDTH {
            while self.data.len() % MAX_VERTEX_TEXTURE_WIDTH != 0 {
                self.data.push(T::default());
            }
        }

        let index = self.data.len();

        self.data.extend_from_slice(blocks);

        GpuBufferAddress {
            u: (index % MAX_VERTEX_TEXTURE_WIDTH) as u16,
            v: (index / MAX_VERTEX_TEXTURE_WIDTH) as u16,
        }
    }

    /// Begin writing a specific number of blocks
    pub fn write_blocks(
        &mut self,
        max_block_count: usize,
    ) -> GpuBufferWriter<T> {
        assert!(max_block_count <= MAX_VERTEX_TEXTURE_WIDTH);

        if (self.data.len() % MAX_VERTEX_TEXTURE_WIDTH) + max_block_count > MAX_VERTEX_TEXTURE_WIDTH {
            while self.data.len() % MAX_VERTEX_TEXTURE_WIDTH != 0 {
                self.data.push(T::default());
            }
        }

        let index = self.data.len();

        GpuBufferWriter::new(
            &mut self.data,
            &mut self.deferred,
            index,
            max_block_count,
        )
    }

    pub fn finalize(
        mut self,
        render_tasks: &RenderTaskGraph,
    ) -> GpuBuffer<T> {
        let required_len = (self.data.len() + MAX_VERTEX_TEXTURE_WIDTH-1) & !(MAX_VERTEX_TEXTURE_WIDTH-1);

        for _ in 0 .. required_len - self.data.len() {
            self.data.push(T::default());
        }

        let len = self.data.len();
        assert!(len % MAX_VERTEX_TEXTURE_WIDTH == 0);

        // At this point, we know that the render task graph has been built, and we can
        // query the location of any dynamic (render target) or static (texture cache)
        // task. This allows us to patch the UV rects in to the GPU buffer before upload
        // to the GPU.
        for block in self.deferred.drain(..) {
            let render_task = &render_tasks[block.task_id];
            let target_rect = render_task.get_target_rect();

            let uv_rect = match render_task.uv_rect_kind() {
                UvRectKind::Rect => {
                    target_rect
                }
                UvRectKind::Quad { top_left, bottom_right, .. } => {
                    let size = target_rect.size();

                    DeviceIntRect::new(
                        DeviceIntPoint::new(
                            target_rect.min.x + (top_left.x * size.width as f32).round() as i32,
                            target_rect.min.y + (top_left.y * size.height as f32).round() as i32,
                        ),
                        DeviceIntPoint::new(
                            target_rect.min.x + (bottom_right.x * size.width as f32).round() as i32,
                            target_rect.min.y + (bottom_right.y * size.height as f32).round() as i32,
                        ),
                    )
                }
            };

            self.data[block.index] = uv_rect.into();
        }

        GpuBuffer {
            data: self.data,
            size: DeviceIntSize::new(MAX_VERTEX_TEXTURE_WIDTH as i32, (len / MAX_VERTEX_TEXTURE_WIDTH) as i32),
            format: T::image_format(),
        }
    }
}

#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
pub struct GpuBuffer<T> {
    pub data: FrameVec<T>,
    pub size: DeviceIntSize,
    pub format: ImageFormat,
}

impl<T> GpuBuffer<T> {
    pub fn is_empty(&self) -> bool {
        self.data.is_empty()
    }
}

#[test]
fn test_gpu_buffer_sizing_push() {
    let frame_memory = FrameMemory::fallback();
    let render_task_graph = RenderTaskGraph::new_for_testing();
    let mut builder = GpuBufferBuilderF::new(&frame_memory);

    let row = vec![GpuBufferBlockF::EMPTY; MAX_VERTEX_TEXTURE_WIDTH];
    builder.push(&row);

    builder.push(&[GpuBufferBlockF::EMPTY]);
    builder.push(&[GpuBufferBlockF::EMPTY]);

    let buffer = builder.finalize(&render_task_graph);
    assert_eq!(buffer.data.len(), MAX_VERTEX_TEXTURE_WIDTH * 2);
}

#[test]
fn test_gpu_buffer_sizing_writer() {
    let frame_memory = FrameMemory::fallback();
    let render_task_graph = RenderTaskGraph::new_for_testing();
    let mut builder = GpuBufferBuilderF::new(&frame_memory);

    let mut writer = builder.write_blocks(MAX_VERTEX_TEXTURE_WIDTH);
    for _ in 0 .. MAX_VERTEX_TEXTURE_WIDTH {
        writer.push_one(GpuBufferBlockF::EMPTY);
    }
    writer.finish();

    let mut writer = builder.write_blocks(1);
    writer.push_one(GpuBufferBlockF::EMPTY);
    writer.finish();

    let mut writer = builder.write_blocks(1);
    writer.push_one(GpuBufferBlockF::EMPTY);
    writer.finish();

    let buffer = builder.finalize(&render_task_graph);
    assert_eq!(buffer.data.len(), MAX_VERTEX_TEXTURE_WIDTH * 2);
}
