/******************************************************************************
    Copyright (C) 2016 by Hugh Bailey <obs.jim@gmail.com>

    This program 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 Foundation, either version 2 of the License, or
    (at your option) any later version.

    This program 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 this program.  If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/

#include "d3d11-subsystem.hpp"

inline void gs_vertex_buffer::Rebuild()
{
	uvBuffers.clear();
	uvSizes.clear();
	BuildBuffers();
}

inline void gs_index_buffer::Rebuild(ID3D11Device *dev)
{
	HRESULT hr = dev->CreateBuffer(&bd, &srd, &indexBuffer);
	if (FAILED(hr))
		throw HRError("Failed to create buffer", hr);
}

void gs_texture_2d::RebuildSharedTextureFallback()
{
	td                  = {};
	td.Width            = 2;
	td.Height           = 2;
	td.MipLevels        = 1;
	td.Format           = DXGI_FORMAT_B8G8R8A8_UNORM;
	td.ArraySize        = 1;
	td.SampleDesc.Count = 1;
	td.BindFlags        = D3D11_BIND_SHADER_RESOURCE;

	width      = td.Width;
	height     = td.Height;
	dxgiFormat = td.Format;
	levels     = 1;

	resourceDesc = {};
	resourceDesc.Format              = td.Format;
	resourceDesc.ViewDimension       = D3D11_SRV_DIMENSION_TEXTURE2D;
	resourceDesc.Texture2D.MipLevels = 1;

	isShared = false;
}

inline void gs_texture_2d::Rebuild(ID3D11Device *dev)
{
	HRESULT hr;
	if (isShared) {
		hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
				__uuidof(ID3D11Texture2D), (void**)&texture);
		if (FAILED(hr)) {
			blog(LOG_WARNING, "Failed to rebuild shared texture: ",
					"0x%08lX", hr);
			RebuildSharedTextureFallback();
		}
	}

	if (!isShared) {
		hr = dev->CreateTexture2D(&td,
				data.size() ? srd.data() : nullptr,
				&texture);
		if (FAILED(hr))
			throw HRError("Failed to create 2D texture", hr);
	}

	hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
	if (FAILED(hr))
		throw HRError("Failed to create resource view", hr);

	if (isRenderTarget)
		InitRenderTargets();

	if (isGDICompatible) {
		hr = texture->QueryInterface(__uuidof(IDXGISurface1),
				(void**)&gdiSurface);
		if (FAILED(hr))
			throw HRError("Failed to create GDI surface", hr);
	}
}

inline void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
{
	HRESULT hr;
	hr = dev->CreateTexture2D(&td, nullptr, &texture);
	if (FAILED(hr))
		throw HRError("Failed to create depth stencil texture", hr);

	hr = dev->CreateDepthStencilView(texture, &dsvd, &view);
	if (FAILED(hr))
		throw HRError("Failed to create depth stencil view", hr);
}

inline void gs_stage_surface::Rebuild(ID3D11Device *dev)
{
	HRESULT hr = dev->CreateTexture2D(&td, nullptr, &texture);
	if (FAILED(hr))
		throw HRError("Failed to create staging surface", hr);
}

inline void gs_sampler_state::Rebuild(ID3D11Device *dev)
{
	HRESULT hr = dev->CreateSamplerState(&sd, state.Assign());
	if (FAILED(hr))
		throw HRError("Failed to create sampler state", hr);
}

inline void gs_vertex_shader::Rebuild(ID3D11Device *dev)
{
	HRESULT hr;
	hr = dev->CreateVertexShader(data.data(), data.size(), nullptr, &shader);
	if (FAILED(hr))
		throw HRError("Failed to create vertex shader", hr);

	hr = dev->CreateInputLayout(layoutData.data(), (UINT)layoutData.size(),
			data.data(), data.size(), &layout);
	if (FAILED(hr))
		throw HRError("Failed to create input layout", hr);

	if (constantSize) {
		hr = dev->CreateBuffer(&bd, NULL, &constants);
		if (FAILED(hr))
			throw HRError("Failed to create constant buffer", hr);
	}

	for (gs_shader_param &param : params) {
		param.nextSampler = nullptr;
		param.curValue.clear();
		gs_shader_set_default(&param);
	}
}

inline void gs_pixel_shader::Rebuild(ID3D11Device *dev)
{
	HRESULT hr;
	
	hr = dev->CreatePixelShader(data.data(), data.size(), nullptr,
			&shader);
	if (FAILED(hr))
		throw HRError("Failed to create pixel shader", hr);

	if (constantSize) {
		hr = dev->CreateBuffer(&bd, NULL, &constants);
		if (FAILED(hr))
			throw HRError("Failed to create constant buffer", hr);
	}

	for (gs_shader_param &param : params) {
		param.nextSampler = nullptr;
		param.curValue.clear();
		gs_shader_set_default(&param);
	}
}

inline void gs_swap_chain::Rebuild(ID3D11Device *dev)
{
	HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
	if (FAILED(hr))
		throw HRError("Failed to create swap chain", hr);
	Init();
}

inline void SavedBlendState::Rebuild(ID3D11Device *dev)
{
	HRESULT hr = dev->CreateBlendState(&bd, &state);
	if (FAILED(hr))
		throw HRError("Failed to create blend state", hr);
}

inline void SavedZStencilState::Rebuild(ID3D11Device *dev)
{
	HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
	if (FAILED(hr))
		throw HRError("Failed to create depth stencil state", hr);
}

inline void SavedRasterState::Rebuild(ID3D11Device *dev)
{
	HRESULT hr = dev->CreateRasterizerState(&rd, &state);
	if (FAILED(hr))
		throw HRError("Failed to create rasterizer state", hr);
}

const static D3D_FEATURE_LEVEL featureLevels[] =
{
	D3D_FEATURE_LEVEL_11_0,
	D3D_FEATURE_LEVEL_10_1,
	D3D_FEATURE_LEVEL_10_0,
	D3D_FEATURE_LEVEL_9_3,
};

void gs_device::RebuildDevice()
try {
	ID3D11Device *dev = nullptr;
	HRESULT hr;

	blog(LOG_WARNING, "Device Remove/Reset!  Rebuilding all assets...");

	/* ----------------------------------------------------------------- */

	gs_obj *obj = first_obj;

	while (obj) {
		switch (obj->obj_type) {
		case gs_type::gs_vertex_buffer:
			((gs_vertex_buffer*)obj)->Release();
			break;
		case gs_type::gs_index_buffer:
			((gs_index_buffer*)obj)->Release();
			break;
		case gs_type::gs_texture_2d:
			((gs_texture_2d*)obj)->Release();
			break;
		case gs_type::gs_zstencil_buffer:
			((gs_zstencil_buffer*)obj)->Release();
			break;
		case gs_type::gs_stage_surface:
			((gs_stage_surface*)obj)->Release();
			break;
		case gs_type::gs_sampler_state:
			((gs_sampler_state*)obj)->Release();
			break;
		case gs_type::gs_vertex_shader:
			((gs_vertex_shader*)obj)->Release();
			break;
		case gs_type::gs_pixel_shader:
			((gs_pixel_shader*)obj)->Release();
			break;
		case gs_type::gs_duplicator:
			((gs_duplicator*)obj)->Release();
			break;
		case gs_type::gs_swap_chain:
			((gs_swap_chain*)obj)->Release();
			break;
		}

		obj = obj->next;
	}

	for (auto &state : zstencilStates)
		state.Release();
	for (auto &state : rasterStates)
		state.Release();
	for (auto &state : blendStates)
		state.Release();

	context->ClearState();

	context.Release();
	device.Release();
	adapter.Release();
	factory.Release();

	/* ----------------------------------------------------------------- */

	InitFactory(adpIdx);

	uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
	hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN,
			nullptr, createFlags, featureLevels,
			sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
			D3D11_SDK_VERSION, &device, nullptr, &context);
	if (FAILED(hr))
		throw HRError("Failed to create device", hr);

	dev = device;

	obj = first_obj;
	while (obj) {
		switch (obj->obj_type) {
		case gs_type::gs_vertex_buffer:
			((gs_vertex_buffer*)obj)->Rebuild();
			break;
		case gs_type::gs_index_buffer:
			((gs_index_buffer*)obj)->Rebuild(dev);
			break;
		case gs_type::gs_texture_2d:
			((gs_texture_2d*)obj)->Rebuild(dev);
			break;
		case gs_type::gs_zstencil_buffer:
			((gs_zstencil_buffer*)obj)->Rebuild(dev);
			break;
		case gs_type::gs_stage_surface:
			((gs_stage_surface*)obj)->Rebuild(dev);
			break;
		case gs_type::gs_sampler_state:
			((gs_sampler_state*)obj)->Rebuild(dev);
			break;
		case gs_type::gs_vertex_shader:
			((gs_vertex_shader*)obj)->Rebuild(dev);
			break;
		case gs_type::gs_pixel_shader:
			((gs_pixel_shader*)obj)->Rebuild(dev);
			break;
		case gs_type::gs_duplicator:
			try {
				((gs_duplicator*)obj)->Start();
			} catch (...) {
				((gs_duplicator*)obj)->Release();
			}
			break;
		case gs_type::gs_swap_chain:
			((gs_swap_chain*)obj)->Rebuild(dev);
			break;
		}

		obj = obj->next;
	}

	curRenderTarget = nullptr;
	curZStencilBuffer = nullptr;
	curRenderSide = 0;
	memset(&curTextures, 0, sizeof(curTextures));
	memset(&curSamplers, 0, sizeof(curSamplers));
	curVertexBuffer = nullptr;
	curIndexBuffer = nullptr;
	curVertexShader = nullptr;
	curPixelShader = nullptr;
	curSwapChain = nullptr;
	zstencilStateChanged = true;
	rasterStateChanged = true;
	blendStateChanged = true;
	curDepthStencilState = nullptr;
	curRasterState = nullptr;
	curBlendState = nullptr;
	curToplogy = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;

	for (auto &state : zstencilStates)
		state.Rebuild(dev);
	for (auto &state : rasterStates)
		state.Rebuild(dev);
	for (auto &state : blendStates)
		state.Rebuild(dev);

} catch (const char *error) {
	bcrash("Failed to recreate D3D11: %s", error);

} catch (HRError error) {
	bcrash("Failed to recreate D3D11: %s (%08lX)",
			error.str, error.hr);
}
