/* 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/. */

#ifndef WEBGPU_CHILD_H_
#define WEBGPU_CHILD_H_

#include <deque>
#include <unordered_map>

#include "mozilla/MozPromise.h"
#include "mozilla/WeakPtr.h"
#include "mozilla/webgpu/Adapter.h"
#include "mozilla/webgpu/Device.h"
#include "mozilla/webgpu/Instance.h"
#include "mozilla/webgpu/PWebGPUChild.h"
#include "mozilla/webgpu/SupportedFeatures.h"
#include "mozilla/webgpu/SupportedLimits.h"
#include "mozilla/webgpu/ffi/wgpu.h"

namespace mozilla {
namespace dom {
struct GPURequestAdapterOptions;
}  // namespace dom
namespace layers {
class CompositorBridgeChild;
}  // namespace layers
namespace webgpu {
namespace ffi {
struct WGPUClient;
struct WGPULimits;
struct WGPUTextureViewDescriptor;
}  // namespace ffi

using AdapterPromise =
    MozPromise<ipc::ByteBuf, Maybe<ipc::ResponseRejectReason>, true>;
using PipelinePromise = MozPromise<RawId, ipc::ResponseRejectReason, true>;
using DevicePromise = MozPromise<bool, ipc::ResponseRejectReason, true>;

ffi::WGPUByteBuf* ToFFI(ipc::ByteBuf* x);

struct PendingRequestAdapterPromise {
  RefPtr<dom::Promise> promise;
  RefPtr<Instance> instance;
  RawId adapter_id;
};

struct PendingRequestDevicePromise {
  RefPtr<dom::Promise> promise;
  RawId device_id;
  RawId queue_id;
  nsString label;
  RefPtr<Adapter> adapter;
  RefPtr<SupportedFeatures> features;
  RefPtr<SupportedLimits> limits;
  RefPtr<AdapterInfo> adapter_info;
  RefPtr<dom::Promise> lost_promise;
};

struct PendingPopErrorScopePromise {
  RefPtr<dom::Promise> promise;
  RefPtr<Device> device;
};

struct PendingCreatePipelinePromise {
  RefPtr<dom::Promise> promise;
  RefPtr<Device> device;
  bool is_render_pipeline;
  RawId pipeline_id;
  nsString label;
};

struct PendingCreateShaderModulePromise {
  RefPtr<dom::Promise> promise;
  RefPtr<Device> device;
  RefPtr<ShaderModule> shader_module;
};

struct PendingBufferMapPromise {
  RefPtr<dom::Promise> promise;
  RefPtr<Buffer> buffer;
};

/// The child actor is held alive by all WebGPU DOM wrapper objects since it
/// provides access to the rust Client; even if it can't send any more
/// messages.
///
/// It should not take part in cycle collection because the cycle collector can
/// be destroyed earlier than IPDL actors; see Bug 1983205.
///
/// It also doesn't need to take part in cycle collection even if some of
/// its fields contain strong references to DOM wrapper objects because
/// we make sure that all cycles are broken either by a server message or
/// by `ClearActorState`.
class WebGPUChild final : public PWebGPUChild {
  NS_INLINE_DECL_THREADSAFE_REFCOUNTING(WebGPUChild, override)

 public:
  friend class layers::CompositorBridgeChild;

 public:
  explicit WebGPUChild();

  ffi::WGPUClient* GetClient() const { return mClient.get(); }

  void SwapChainPresent(RawId aTextureId,
                        const RemoteTextureId& aRemoteTextureId,
                        const RemoteTextureOwnerId& aOwnerId);

  void RegisterDevice(Device* const aDevice);
  void UnregisterDevice(RawId aDeviceId);

  void QueueSubmit(RawId aSelfId, RawId aDeviceId,
                   nsTArray<RawId>& aCommandBuffers,
                   const nsTArray<RawId>& aUsedExternalTextureSources);
  void NotifyWaitForSubmit(RawId aTextureId);

  static void JsWarning(nsIGlobalObject* aGlobal, const nsACString& aMessage);

  void SendSerializedMessages(uint32_t aNrOfMessages,
                              ipc::ByteBuf aSerializedMessages);

 private:
  virtual ~WebGPUChild();

  UniquePtr<ffi::WGPUClient> const mClient;

  /// This is used to relay device lost and uncaptured error messages.
  ///
  /// It must hold devices weakly, or else we can end up with cycles that might
  /// never get broken. This is ok because:
  /// - device lost messages no longer need to be relayed once there are no
  ///   more external references to the Device, and
  /// - uncaptured error messages will be relayed since the Device will be
  ///   kept alive if there are any `uncapturederror` event handlers registered
  ///   (see the call to `KeepAliveIfHasListenersFor` in its constructor).
  std::unordered_map<RawId, WeakPtr<Device>> mDeviceMap;

  nsTArray<RawId> mSwapChainTexturesWaitingForSubmit;

  bool mScheduledFlushQueuedMessages = false;
  void ScheduledFlushQueuedMessages();
  nsTArray<ipc::ByteBuf> mQueuedDataBuffers;
  nsTArray<ipc::MutableSharedMemoryHandle> mQueuedHandles;

  std::deque<PendingRequestAdapterPromise> mPendingRequestAdapterPromises;
  std::deque<PendingRequestDevicePromise> mPendingRequestDevicePromises;
  std::unordered_map<RawId, RefPtr<dom::Promise>> mPendingDeviceLostPromises;
  std::deque<PendingPopErrorScopePromise> mPendingPopErrorScopePromises;
  std::deque<PendingCreatePipelinePromise> mPendingCreatePipelinePromises;
  std::deque<PendingCreateShaderModulePromise>
      mPendingCreateShaderModulePromises;
  std::unordered_map<RawId, std::deque<PendingBufferMapPromise>>
      mPendingBufferMapPromises;
  // Pending submitted work done promises for each queue. We must track these
  // separately for each queue because there are guarantees about the order
  // different queues will complete their work in. For each queue individually
  // we know these will be resolved FIFO.
  std::unordered_map<ffi::WGPUQueueId, std::deque<RefPtr<dom::Promise>>>
      mPendingOnSubmittedWorkDonePromises;

  void ClearActorState();

 public:
  ipc::IPCResult RecvServerMessage(const ipc::ByteBuf& aByteBuf);
  ipc::IPCResult RecvUncapturedError(RawId aDeviceId,
                                     const dom::GPUErrorFilter aType,
                                     const nsACString& aMessage);
  ipc::IPCResult RecvDeviceLost(RawId aDeviceId,
                                const dom::GPUDeviceLostReason aReason,
                                const nsACString& aMessage);

  size_t QueueDataBuffer(ipc::ByteBuf&& bb);
  size_t QueueShmemHandle(ipc::MutableSharedMemoryHandle&& handle);
  void ScheduleFlushQueuedMessages();
  void FlushQueuedMessages();

  void ActorDestroy(ActorDestroyReason) override;

  void EnqueueRequestAdapterPromise(PendingRequestAdapterPromise&& promise);
  void EnqueueRequestDevicePromise(PendingRequestDevicePromise&& promise);
  void RegisterDeviceLostPromise(RawId id, RefPtr<dom::Promise>& promise);
  void EnqueuePopErrorScopePromise(PendingPopErrorScopePromise&& promise);
  void EnqueueCreatePipelinePromise(PendingCreatePipelinePromise&& promise);
  void EnqueueCreateShaderModulePromise(
      PendingCreateShaderModulePromise&& promise);
  void EnqueueBufferMapPromise(RawId id, PendingBufferMapPromise&& promise);
  void EnqueueOnSubmittedWorkDonePromise(RawId id,
                                         RefPtr<dom::Promise>& promise);

  PendingRequestAdapterPromise DequeueRequestAdapterPromise();
  PendingRequestDevicePromise DequeueRequestDevicePromise();
  PendingPopErrorScopePromise DequeuePopErrorScopePromise();
  PendingCreatePipelinePromise DequeueCreatePipelinePromise();
  PendingCreateShaderModulePromise DequeueCreateShaderModulePromise();
  PendingBufferMapPromise DequeueBufferMapPromise(RawId id);
  RefPtr<dom::Promise> DequeueOnSubmittedWorkDonePromise(RawId id);
};

}  // namespace webgpu
}  // namespace mozilla

#endif  // WEBGPU_CHILD_H_
