// Copyright 2023 The Dawn & Tint Authors
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#ifndef SRC_DAWN_NATIVE_D3D11_BINDGROUPTRACKERD3D11_H_
#define SRC_DAWN_NATIVE_D3D11_BINDGROUPTRACKERD3D11_H_

#include <vector>

#include "absl/container/inlined_vector.h"
#include "partition_alloc/pointers/raw_ptr.h"
#include "src/dawn/native/BindGroupTracker.h"
#include "src/dawn/native/d3d/d3d_platform.h"

namespace dawn::native::d3d11 {

class ScopedSwapStateCommandRecordingContext;

// We need convert WebGPU bind slot to d3d11 bind slot according a map in PipelineLayout, so we
// cannot inherit BindGroupTrackerGroups. Currently we arrange all the RTVs and UAVs when calling
// OMSetRenderTargetsAndUnorderedAccessViews() with below rules:
// - RTVs from the first register (r0)
// - UAVs in bind groups
// - Pixel Local Storage UAVs
class BindGroupTracker : public BindGroupTrackerBase</*CanInheritBindGroups=*/true> {
  public:
    explicit BindGroupTracker(const ScopedSwapStateCommandRecordingContext* commandContext);
    virtual ~BindGroupTracker();

  protected:
    template <wgpu::ShaderStage kVisibleStage>
    MaybeError ApplyBindGroup(BindGroupIndex index);

    template <SingleShaderStage Stage>
    void SetConstantBuffer(uint32_t idx,
                           ID3D11Buffer* d3d11Buffer,
                           uint32_t firstConstant,
                           uint32_t numConstants);

    template <SingleShaderStage Stage>
    void SetShaderResource(uint32_t idx, ID3D11ShaderResourceView* srv);

    template <SingleShaderStage Stage>
    void SetSampler(uint32_t idx, ID3D11SamplerState* sampler);

    void CSSetUnorderedAccessView(uint32_t idx, ID3D11UnorderedAccessView* uav);

    void OMSetUnorderedAccessViews(uint32_t idx,
                                   uint32_t count,
                                   ID3D11UnorderedAccessView* const* uavs);

    template <SingleShaderStage Stage>
    void UnbindConstantBuffers();
    template <SingleShaderStage Stage>
    void UnbindShaderResources();
    template <SingleShaderStage Stage>
    void UnbindSamplers();
    template <SingleShaderStage Stage>
    void UnbindUnorderedAccessViews();

    template <typename T>
    ResultOrError<ComPtr<T>> GetBufferD3DView(
        BindGroupBase* group,
        BindingIndex bindingIndex,
        const BufferBindingInfo& layout,
        const ityp::span<BindingIndex, uint32_t>& dynamicOffsets);

    template <typename T>
    ResultOrError<ComPtr<T>> GetTextureD3DView(BindGroupBase* group, BindingIndex bindingIndex);

  private:
    struct ConstantBufferBinding {
        bool operator==(const ConstantBufferBinding& rhs) const = default;

        ComPtr<ID3D11Buffer> buffer;
        UINT firstConstant = 0;
        UINT numConstants = 0;
    };

    ResultOrError<ConstantBufferBinding> GetConstantBufferBinding(
        BindGroupBase* group,
        BindingIndex bindingIndex,
        const BufferBindingInfo& layout,
        const ityp::span<BindingIndex, uint32_t>& dynamicOffsets);

    ResultOrError<ComPtr<ID3D11ShaderResourceView>> GetTextureShaderResourceView(
        BindGroupBase* group,
        BindingIndex bindingIndex);
    ResultOrError<ComPtr<ID3D11UnorderedAccessView>> GetTextureUnorderedAccessView(
        BindGroupBase* group,
        BindingIndex bindingIndex);

    ID3D11SamplerState* GetSamplerState(BindGroupBase* group, BindingIndex bindingIndex);

    raw_ptr<const ScopedSwapStateCommandRecordingContext> mCommandContext;

    // This class will track the current bound resources and prevent redundant bindings.
    template <typename T, uint32_t InitialCapacity>
    class BindingSlot {
      public:
        template <typename Fn>
        void Bind(uint32_t idx, T binding, Fn&& bindFunc);

        uint32_t MaxBoundSlots() const { return static_cast<uint32_t>(mBoundSlots.size()); }

      private:
        absl::InlinedVector<T, InitialCapacity> mBoundSlots;
    };

    PerStage<BindingSlot<ConstantBufferBinding, 4>> mConstantBufferSlots;

    PerStage<BindingSlot<ComPtr<ID3D11ShaderResourceView>, 4>> mSRVSlots;

    PerStage<BindingSlot<ComPtr<ID3D11SamplerState>, 4>> mSamplerSlots;

    // We only track individual UAV slot in CS because UAV slots in PS must be bound all as one.
    BindingSlot<ComPtr<ID3D11UnorderedAccessView>, 4> mCSUAVSlots;

    PerStage<uint32_t> mMinUAVSlots = PerStage<uint32_t>(D3D11_1_UAV_SLOT_COUNT);
    uint32_t mPSMaxUAVSlot = 0;
};

class ComputePassBindGroupTracker final : public BindGroupTracker {
  public:
    explicit ComputePassBindGroupTracker(
        const ScopedSwapStateCommandRecordingContext* commandContext);
    ~ComputePassBindGroupTracker() override;

    MaybeError Apply();

  private:
    void UnapplyComputeBindings(BindGroupIndex index);
};

class RenderPassBindGroupTracker final : public BindGroupTracker {
  public:
    explicit RenderPassBindGroupTracker(
        const ScopedSwapStateCommandRecordingContext* commandContext,
        std::vector<ComPtr<ID3D11UnorderedAccessView>> pixelLocalStorageUAVs = {});
    ~RenderPassBindGroupTracker() override;

    MaybeError Apply();

  private:
    // All the pixel local storage UAVs
    const std::vector<ComPtr<ID3D11UnorderedAccessView>> mPixelLocalStorageUAVs;
};

}  // namespace dawn::native::d3d11

#endif  // SRC_DAWN_NATIVE_D3D11_BINDGROUPTRACKERD3D11_H_
