/**************************************************************************
 * 
 * Copyright 2007 VMware, Inc.
 * All Rights Reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sub license, and/or sell copies of the Software, and to
 * permit persons to whom the Software is furnished to do so, subject to
 * the following conditions:
 * 
 * The above copyright notice and this permission notice (including the
 * next paragraph) shall be included in all copies or substantial portions
 * of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 * 
 **************************************************************************/

 /*
  * Authors:
  *   Keith Whitwell <keithw@vmware.com>
  *   Brian Paul
  */

#include "util/u_math.h"
#include "util/u_memory.h"

#include "pipe/p_shader_tokens.h"

#include "draw_private.h"
#include "draw_context.h"
#include "draw_vs.h"

#include "translate/translate.h"
#include "translate/translate_cache.h"

#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_exec.h"

DEBUG_GET_ONCE_BOOL_OPTION(gallium_dump_vs, "GALLIUM_DUMP_VS", FALSE)


struct draw_vertex_shader *
draw_create_vertex_shader(struct draw_context *draw,
                          const struct pipe_shader_state *shader)
{
   struct draw_vertex_shader *vs = NULL;

   if (draw->dump_vs) {
      tgsi_dump(shader->tokens, 0);
   }

#if HAVE_LLVM
   if (draw->pt.middle.llvm) {
      vs = draw_create_vs_llvm(draw, shader);
   }
#endif

   if (!vs) {
      vs = draw_create_vs_exec( draw, shader );
   }

   if (vs)
   {
      uint i;
      bool found_clipvertex = FALSE;
      vs->position_output = -1;
      for (i = 0; i < vs->info.num_outputs; i++) {
         if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
             vs->info.output_semantic_index[i] == 0)
            vs->position_output = i;
         else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_EDGEFLAG &&
             vs->info.output_semantic_index[i] == 0)
            vs->edgeflag_output = i;
         else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPVERTEX &&
                  vs->info.output_semantic_index[i] == 0) {
            found_clipvertex = TRUE;
            vs->clipvertex_output = i;
         } else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_VIEWPORT_INDEX)
            vs->viewport_index_output = i;
         else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) {
            debug_assert(vs->info.output_semantic_index[i] <
                         PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
            vs->clipdistance_output[vs->info.output_semantic_index[i]] = i;
         } else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CULLDIST) {
            debug_assert(vs->info.output_semantic_index[i] <
                         PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
            vs->culldistance_output[vs->info.output_semantic_index[i]] = i;
         }
      }
      if (!found_clipvertex)
         vs->clipvertex_output = vs->position_output;
   }

   assert(vs);
   return vs;
}


void
draw_bind_vertex_shader(struct draw_context *draw,
                        struct draw_vertex_shader *dvs)
{
   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
   
   if (dvs) 
   {
      draw->vs.vertex_shader = dvs;
      draw->vs.num_vs_outputs = dvs->info.num_outputs;
      draw->vs.position_output = dvs->position_output;
      draw->vs.edgeflag_output = dvs->edgeflag_output;
      draw->vs.clipvertex_output = dvs->clipvertex_output;
      draw->vs.clipdistance_output[0] = dvs->clipdistance_output[0];
      draw->vs.clipdistance_output[1] = dvs->clipdistance_output[1];
      dvs->prepare( dvs, draw );
      draw_update_clip_flags(draw);
      draw_update_viewport_flags(draw);
   }
   else {
      draw->vs.vertex_shader = NULL;
      draw->vs.num_vs_outputs = 0;
   }
}


void
draw_delete_vertex_shader(struct draw_context *draw,
                          struct draw_vertex_shader *dvs)
{
   unsigned i;

   for (i = 0; i < dvs->nr_variants; i++) 
      dvs->variant[i]->destroy( dvs->variant[i] );

   dvs->nr_variants = 0;

   dvs->delete( dvs );
}



boolean 
draw_vs_init( struct draw_context *draw )
{
   draw->dump_vs = debug_get_option_gallium_dump_vs();

   if (!draw->llvm) {
      draw->vs.tgsi.machine = tgsi_exec_machine_create();
      if (!draw->vs.tgsi.machine)
         return FALSE;
   }

   draw->vs.emit_cache = translate_cache_create();
   if (!draw->vs.emit_cache) 
      return FALSE;
      
   draw->vs.fetch_cache = translate_cache_create();
   if (!draw->vs.fetch_cache) 
      return FALSE;

   return TRUE;
}

void
draw_vs_destroy( struct draw_context *draw )
{
   if (draw->vs.fetch_cache)
      translate_cache_destroy(draw->vs.fetch_cache);

   if (draw->vs.emit_cache)
      translate_cache_destroy(draw->vs.emit_cache);

   if (!draw->llvm)
      tgsi_exec_machine_destroy(draw->vs.tgsi.machine);
}


struct draw_vs_variant *
draw_vs_lookup_variant( struct draw_vertex_shader *vs,
                        const struct draw_vs_variant_key *key )
{
   struct draw_vs_variant *variant;
   unsigned i;

   /* Lookup existing variant: 
    */
   for (i = 0; i < vs->nr_variants; i++)
      if (draw_vs_variant_key_compare(key, &vs->variant[i]->key) == 0)
         return vs->variant[i];
   
   /* Else have to create a new one: 
    */
   variant = vs->create_variant( vs, key );
   if (!variant)
      return NULL;

   /* Add it to our list, could be smarter: 
    */
   if (vs->nr_variants < Elements(vs->variant)) {
      vs->variant[vs->nr_variants++] = variant;
   }
   else {
      vs->last_variant++;
      vs->last_variant %= Elements(vs->variant);
      vs->variant[vs->last_variant]->destroy(vs->variant[vs->last_variant]);
      vs->variant[vs->last_variant] = variant;
   }

   /* Done 
    */
   return variant;
}


struct translate *
draw_vs_get_fetch( struct draw_context *draw,
                   struct translate_key *key )
{
   if (!draw->vs.fetch ||
       translate_key_compare(&draw->vs.fetch->key, key) != 0) 
   {
      translate_key_sanitize(key);
      draw->vs.fetch = translate_cache_find(draw->vs.fetch_cache, key);
   }
   
   return draw->vs.fetch;
}

struct translate *
draw_vs_get_emit( struct draw_context *draw,
                  struct translate_key *key )
{
   if (!draw->vs.emit ||
       translate_key_compare(&draw->vs.emit->key, key) != 0) 
   {
      translate_key_sanitize(key);
      draw->vs.emit = translate_cache_find(draw->vs.emit_cache, key);
   }
   
   return draw->vs.emit;
}

void
draw_vs_attach_so(struct draw_vertex_shader *dvs,
                  const struct pipe_stream_output_info *info)
{
   dvs->state.stream_output = *info;
}

void
draw_vs_reset_so(struct draw_vertex_shader *dvs)
{
   memset(&dvs->state.stream_output, 0, sizeof(dvs->state.stream_output));
}
