/*
 * Copyright 2011 Joakim Sindholt <opensource@zhasha.com>
 *
 * 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
 * on 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
 * THE AUTHOR(S) AND/OR THEIR 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. */

#ifndef _NINE_STATE_H_
#define _NINE_STATE_H_

#include "d3d9.h"
#include "nine_defines.h"
#include "pipe/p_state.h"
#include "util/list.h"

#define NINED3DSAMP_MINLOD (D3DSAMP_DMAPOFFSET + 1)
#define NINED3DSAMP_SHADOW (D3DSAMP_DMAPOFFSET + 2)

#define NINED3DRS_VSPOINTSIZE (D3DRS_BLENDOPALPHA + 1)
#define NINED3DRS_RTMASK      (D3DRS_BLENDOPALPHA + 2)
#define NINED3DRS_ALPHACOVERAGE  (D3DRS_BLENDOPALPHA + 3)

#define D3DRS_LAST       D3DRS_BLENDOPALPHA
#define NINED3DRS_LAST   NINED3DRS_ALPHACOVERAGE /* 213 */
#define NINED3DSAMP_LAST NINED3DSAMP_SHADOW /* 15 */
#define NINED3DTSS_LAST  D3DTSS_CONSTANT
#define NINED3DTS_LAST   D3DTS_WORLDMATRIX(255)

#define D3DRS_COUNT       (D3DRS_LAST + 1)
#define NINED3DRS_COUNT   (NINED3DRS_LAST + 1)
#define NINED3DSAMP_COUNT (NINED3DSAMP_LAST + 1)
#define NINED3DTSS_COUNT  (NINED3DTSS_LAST + 1)
#define NINED3DTS_COUNT   (NINED3DTS_LAST + 1)

#define NINE_STATE_FB          (1 <<  0)
#define NINE_STATE_VIEWPORT    (1 <<  1)
#define NINE_STATE_SCISSOR     (1 <<  2)
#define NINE_STATE_RASTERIZER  (1 <<  3)
#define NINE_STATE_BLEND       (1 <<  4)
#define NINE_STATE_DSA         (1 <<  5)
#define NINE_STATE_VS          (1 <<  6)
#define NINE_STATE_VS_CONST    (1 <<  7)
#define NINE_STATE_PS          (1 <<  8)
#define NINE_STATE_PS_CONST    (1 <<  9)
#define NINE_STATE_TEXTURE     (1 << 10)
#define NINE_STATE_SAMPLER     (1 << 11)
#define NINE_STATE_VDECL       (1 << 12)
#define NINE_STATE_IDXBUF      (1 << 13)
#define NINE_STATE_STREAMFREQ  (1 << 14)
#define NINE_STATE_PRIM        (1 << 15)
#define NINE_STATE_MATERIAL    (1 << 16)
#define NINE_STATE_BLEND_COLOR (1 << 17)
#define NINE_STATE_STENCIL_REF (1 << 18)
#define NINE_STATE_SAMPLE_MASK (1 << 19)
#define NINE_STATE_FF          (0x1f << 20)
#define NINE_STATE_FF_VS       (0x17 << 20)
#define NINE_STATE_FF_PS       (0x18 << 20)
#define NINE_STATE_FF_LIGHTING (1 << 20)
#define NINE_STATE_FF_MATERIAL (1 << 21)
#define NINE_STATE_FF_VSTRANSF (1 << 22)
#define NINE_STATE_FF_PSSTAGES (1 << 23)
#define NINE_STATE_FF_OTHER    (1 << 24)
#define NINE_STATE_FOG_SHADER  (1 << 25)
#define NINE_STATE_PS1X_SHADER (1 << 26)
#define NINE_STATE_ALL          0x7ffffff
#define NINE_STATE_UNHANDLED   (1 << 27)

#define NINE_STATE_COMMIT_DSA  (1 << 0)
#define NINE_STATE_COMMIT_RASTERIZER (1 << 1)
#define NINE_STATE_COMMIT_BLEND (1 << 2)
#define NINE_STATE_COMMIT_CONST_VS (1 << 3)
#define NINE_STATE_COMMIT_CONST_PS (1 << 4)
#define NINE_STATE_COMMIT_VS (1 << 5)
#define NINE_STATE_COMMIT_PS (1 << 6)


#define NINE_MAX_SIMULTANEOUS_RENDERTARGETS 4
#define NINE_MAX_CONST_F_PS3 224
#define NINE_MAX_CONST_F   256
#define NINE_MAX_CONST_I   16
#define NINE_MAX_CONST_B   16
#define NINE_MAX_CONST_ALL 276 /* B consts count only 1/4 th */

#define NINE_CONST_I_BASE(nconstf) \
    ((nconstf)        * 4 * sizeof(float))
#define NINE_CONST_B_BASE(nconstf) \
    ((nconstf)        * 4 * sizeof(float) + \
     NINE_MAX_CONST_I * 4 * sizeof(int))


#define NINE_MAX_TEXTURE_STAGES 8

#define NINE_MAX_LIGHTS        65536
#define NINE_MAX_LIGHTS_ACTIVE 8

#define NINED3DLIGHT_INVALID (D3DLIGHT_DIRECTIONAL + 1)

#define NINE_MAX_SAMPLERS_PS 16
#define NINE_MAX_SAMPLERS_VS  4
#define NINE_MAX_SAMPLERS    21 /* PS + DMAP + VS */
#define NINE_SAMPLER_PS(s)  ( 0 + (s))
#define NINE_SAMPLER_DMAP    16
#define NINE_SAMPLER_VS(s)  (17 + (s))
#define NINE_PS_SAMPLERS_MASK 0x00ffff
#define NINE_VS_SAMPLERS_MASK 0x1e0000

struct nine_state
{
    struct {
        uint32_t group;
        uint32_t rs[(NINED3DRS_COUNT + 31) / 32];
        uint32_t vtxbuf;
        uint32_t stream_freq;
        uint32_t texture;
        uint16_t sampler[NINE_MAX_SAMPLERS];
        struct nine_range *vs_const_f;
        struct nine_range *ps_const_f;
        uint16_t vs_const_i; /* NINE_MAX_CONST_I == 16 */
        uint16_t ps_const_i;
        uint16_t vs_const_b; /* NINE_MAX_CONST_B == 16 */
        uint16_t ps_const_b;
        uint8_t ucp;
    } changed;

    struct NineSurface9 *rt[NINE_MAX_SIMULTANEOUS_RENDERTARGETS];
    struct NineSurface9 *ds;

    D3DVIEWPORT9 viewport;

    struct pipe_scissor_state scissor;

    /* NOTE: vs, ps will be NULL for FF and are set in device->ff.vs,ps instead
     *  (XXX: or is it better to reference FF shaders here, too ?)
     * NOTE: const_f contains extra space for const_i,b to use as user constbuf
     */
    struct NineVertexShader9 *vs;
    float *vs_const_f;
    int    vs_const_i[NINE_MAX_CONST_I][4];
    BOOL   vs_const_b[NINE_MAX_CONST_B];
    float *vs_lconstf_temp;
    BOOL programmable_vs;

    struct NinePixelShader9 *ps;
    float *ps_const_f;
    int    ps_const_i[NINE_MAX_CONST_I][4];
    BOOL   ps_const_b[NINE_MAX_CONST_B];
    float *ps_lconstf_temp;
    uint32_t bumpmap_vars[6 * NINE_MAX_TEXTURE_STAGES];

    struct {
        void *vs;
        void *ps;
    } cso;

    struct NineVertexDeclaration9 *vdecl;

    struct NineIndexBuffer9   *idxbuf;
    struct NineVertexBuffer9  *stream[PIPE_MAX_ATTRIBS];
    struct pipe_vertex_buffer  vtxbuf[PIPE_MAX_ATTRIBS];
    UINT stream_freq[PIPE_MAX_ATTRIBS];
    uint32_t stream_instancedata_mask; /* derived from stream_freq */
    uint32_t stream_usage_mask; /* derived from VS and vdecl */

    struct pipe_clip_state clip;
    struct pipe_framebuffer_state fb;
    uint8_t rt_mask;

    DWORD rs[NINED3DRS_COUNT];
    DWORD rs_advertised[NINED3DRS_COUNT]; /* the ones apps get with GetRenderState */

    struct NineBaseTexture9 *texture[NINE_MAX_SAMPLERS]; /* PS, DMAP, VS */

    DWORD samp[NINE_MAX_SAMPLERS][NINED3DSAMP_COUNT];
    uint32_t samplers_shadow;
    uint8_t bound_samplers_mask_vs;
    uint16_t bound_samplers_mask_ps;

    int dummy_vbo_bound_at; /* -1 = not bound , >= 0 = bound index */
    boolean vbo_bound_done;

    struct {
        struct {
            uint32_t group;
            uint32_t tex_stage[NINE_MAX_TEXTURE_STAGES][(NINED3DTSS_COUNT + 31) / 32];
            uint32_t transform[(NINED3DTS_COUNT + 31) / 32];
        } changed;

        D3DMATRIX *transform; /* access only via nine_state_access_transform */
        unsigned num_transforms;

        /* XXX: Do state blocks just change the set of active lights or do we
         * have to store which lights have been disabled, too ?
         */
        D3DLIGHT9 *light;
        uint16_t active_light[NINE_MAX_LIGHTS_ACTIVE]; /* 8 */
        unsigned num_lights;
        unsigned num_lights_active;

        D3DMATERIAL9 material;

        DWORD tex_stage[NINE_MAX_TEXTURE_STAGES][NINED3DTSS_COUNT];
    } ff;

    uint32_t commit;
    struct {
        struct pipe_depth_stencil_alpha_state dsa;
        struct pipe_rasterizer_state rast;
        struct pipe_blend_state blend;
        struct pipe_constant_buffer cb_vs;
        struct pipe_constant_buffer cb_ps;
        struct pipe_constant_buffer cb_vs_ff;
        struct pipe_constant_buffer cb_ps_ff;
    } pipe;
};

/* map D3DRS -> NINE_STATE_x
 */
extern const uint32_t nine_render_state_group[NINED3DRS_COUNT];

/* for D3DSBT_PIXEL/VERTEX:
 */
extern const uint32_t nine_render_states_pixel[(NINED3DRS_COUNT + 31) / 32];
extern const uint32_t nine_render_states_vertex[(NINED3DRS_COUNT + 31) / 32];

struct NineDevice9;

void nine_update_state_framebuffer_clear(struct NineDevice9 *);
boolean nine_update_state(struct NineDevice9 *);

void nine_state_restore_non_cso(struct NineDevice9 *device);
void nine_state_set_defaults(struct NineDevice9 *, const D3DCAPS9 *,
                             boolean is_reset);
void nine_state_clear(struct nine_state *, const boolean device);

/* If @alloc is FALSE, the return value may be a const identity matrix.
 * Therefore, do not modify if you set alloc to FALSE !
 */
D3DMATRIX *
nine_state_access_transform(struct nine_state *, D3DTRANSFORMSTATETYPE,
                            boolean alloc);

const char *nine_d3drs_to_string(DWORD State);

#endif /* _NINE_STATE_H_ */
