// Copyright 2023 The Dawn & Tint Authors
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// 1. Redistributions of source code must retain the above copyright notice, this
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#ifndef SRC_DAWN_NATIVE_D3D11_RENDERPIPELINED3D11_H_
#define SRC_DAWN_NATIVE_D3D11_RENDERPIPELINED3D11_H_

#include <array>
#include <vector>

#include "src/dawn/native/RenderPipeline.h"
#include "src/dawn/native/d3d/d3d_platform.h"

namespace dawn::native::d3d11 {

class Device;
class PersistentPipelineState;
class PipelineStateTracker;
class ScopedSwapStateCommandRecordingContext;

class RenderPipeline final : public RenderPipelineBase {
  public:
    static Ref<RenderPipeline> CreateUninitialized(
        Device* device,
        const UnpackedPtr<RenderPipelineDescriptor>& descriptor);

    void ApplyNow(PipelineStateTracker* tracker,
                  const std::array<float, 4>& blendColor,
                  uint32_t stencilReference);
    void ApplyBlendState(PipelineStateTracker* tracker, const std::array<float, 4>& blendColor);
    void ApplyDepthStencilState(PipelineStateTracker* tracker, uint32_t stencilReference);

    ID3D11VertexShader* GetD3D11VertexShaderForTesting();
    ID3D11PixelShader* GetD3D11PixelShaderForTesting();

  private:
    RenderPipeline(Device* device, const UnpackedPtr<RenderPipelineDescriptor>& descriptor);
    ~RenderPipeline() override;

    MaybeError InitializeImpl() override;
    void SetLabelImpl() override;

    MaybeError InitializeRasterizerState();
    MaybeError InitializeInputLayout(const Blob& vertexShader);
    MaybeError InitializeShaders();
    MaybeError InitializeBlendState();
    MaybeError InitializeDepthStencilState();

    const D3D_PRIMITIVE_TOPOLOGY mD3DPrimitiveTopology;
    ComPtr<ID3D11RasterizerState> mRasterizerState;
    ComPtr<ID3D11InputLayout> mInputLayout;
    ComPtr<ID3D11VertexShader> mVertexShader;
    ComPtr<ID3D11PixelShader> mPixelShader;
    ComPtr<ID3D11BlendState> mBlendState;
    ComPtr<ID3D11DepthStencilState> mDepthStencilState;
};

}  // namespace dawn::native::d3d11

#endif  // SRC_DAWN_NATIVE_D3D11_RENDERPIPELINED3D11_H_
