/**************************************************************************
 * 
 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
 * 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 TUNGSTEN GRAPHICS 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 <keith@tungstengraphics.com>
  */


#include "pipe/p_util.h"
#include "draw/draw_context.h"
#include "draw/draw_private.h"
#include "draw/draw_vbuf.h"
#include "draw/draw_vertex.h"
#include "draw/draw_pt.h"
#include "draw/draw_vs.h"

#include "translate/translate.h"

struct fetch_shade_emit;


/* Prototype fetch, shade, emit-hw-verts all in one go.
 */
struct fetch_shade_emit {
   struct draw_pt_middle_end base;
   struct draw_context *draw;


   /* Temporaries:
    */
   const float *constants;
   unsigned pitch[PIPE_MAX_ATTRIBS];
   const ubyte *src[PIPE_MAX_ATTRIBS];
   unsigned prim;

   struct draw_vs_varient_key key;
   struct draw_vs_varient *active;


   const struct vertex_info *vinfo;
};



			       
static void fse_prepare( struct draw_pt_middle_end *middle,
                         unsigned prim, 
                         unsigned opt )
{
   struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
   struct draw_context *draw = fse->draw;
   unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
   const struct vertex_info *vinfo;
   unsigned i;
   

   if (!draw->render->set_primitive( draw->render, 
                                     prim )) {
      assert(0);
      return;
   }

   /* Must do this after set_primitive() above:
    */
   fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render);
   


   fse->key.output_stride = vinfo->size * 4;
   fse->key.nr_outputs = vinfo->num_attribs;
   fse->key.nr_inputs = num_vs_inputs;

   fse->key.nr_elements = MAX2(fse->key.nr_outputs,     /* outputs - translate to hw format */
                               fse->key.nr_inputs);     /* inputs - fetch from api format */

   fse->key.viewport = !draw->identity_viewport;
   fse->key.clip = !draw->bypass_clipping;
   fse->key.pad = 0;

   memset(fse->key.element, 0, 
          fse->key.nr_elements * sizeof(fse->key.element[0]));

   for (i = 0; i < num_vs_inputs; i++) {
      const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
      fse->key.element[i].in.format = src->src_format;

      /* Consider ignoring these, ie make generated programs
       * independent of this state:
       */
      fse->key.element[i].in.buffer = src->vertex_buffer_index;
      fse->key.element[i].in.offset = src->src_offset;
   }
   

   {
      unsigned dst_offset = 0;

      for (i = 0; i < vinfo->num_attribs; i++) {
         unsigned emit_sz = 0;

         switch (vinfo->emit[i]) {
         case EMIT_4F:
            emit_sz = 4 * sizeof(float);
            break;
         case EMIT_3F:
            emit_sz = 3 * sizeof(float);
            break;
         case EMIT_2F:
            emit_sz = 2 * sizeof(float);
            break;
         case EMIT_1F:
            emit_sz = 1 * sizeof(float);
            break;
         case EMIT_1F_PSIZE:
            emit_sz = 1 * sizeof(float);
            break;
         case EMIT_4UB:
            emit_sz = 4 * sizeof(ubyte);
            break;
         default:
            assert(0);
            break;
         }

         /* The elements in the key correspond to vertex shader output
          * numbers, not to positions in the hw vertex description --
          * that's handled by the output_offset field.
          */
         fse->key.element[i].out.format = vinfo->emit[i];
         fse->key.element[i].out.vs_output = vinfo->src_index[i];
         fse->key.element[i].out.offset = dst_offset;
      
         dst_offset += emit_sz;
         assert(fse->key.output_stride >= dst_offset);
      }
   }


   /* Would normally look up a vertex shader and peruse its list of
    * varients somehow.  We omitted that step and put all the
    * hardcoded "shaders" into an array.  We're just making the
    * assumption that this happens to be a matching shader...  ie
    * you're running isosurf, aren't you?
    */
   fse->active = draw_vs_lookup_varient( draw->vs.vertex_shader, 
                                         &fse->key );

   if (!fse->active) {
      assert(0);
      return ;
   }

   /* Now set buffer pointers:
    */
   for (i = 0; i < num_vs_inputs; i++) {
      unsigned buf = draw->pt.vertex_element[i].vertex_buffer_index;

      fse->active->set_input( fse->active, 
                              i, 
                              
                              ((const ubyte *) draw->pt.user.vbuffer[buf] + 
                               draw->pt.vertex_buffer[buf].buffer_offset),
                              
                              draw->pt.vertex_buffer[buf].pitch );
   }

   fse->active->set_constants( fse->active,
                               (const float (*)[4])draw->pt.user.constants );

   fse->active->set_viewport( fse->active,
                              &draw->viewport );

   //return TRUE;
}







static void fse_run_linear( struct draw_pt_middle_end *middle, 
                            unsigned start, 
                            unsigned count )
{
   struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
   struct draw_context *draw = fse->draw;
   unsigned alloc_count = align(count, 4);
   char *hw_verts;

   /* XXX: need to flush to get prim_vbuf.c to release its allocation??
    */
   draw_do_flush( draw, DRAW_FLUSH_BACKEND );

   hw_verts = draw->render->allocate_vertices( draw->render,
                                               (ushort)fse->key.output_stride,
                                               (ushort)alloc_count );

   if (!hw_verts) {
      assert(0);
      return;
   }

   /* Single routine to fetch vertices, run shader and emit HW verts.
    * Clipping is done elsewhere -- either by the API or on hardware,
    * or for some other reason not required...
    */
   fse->active->run_linear( fse->active, 
                            start, count,
                            hw_verts );

   /* Draw arrays path to avoid re-emitting index list again and
    * again.
    */
   draw->render->draw_arrays( draw->render,
                              0,
                              count );
   
   if (0) {
      unsigned i;
      for (i = 0; i < count; i++) {
         debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
                      fse->key.output_stride,
                      fse->key.output_stride * i);

         draw_dump_emitted_vertex( fse->vinfo, 
                                   (const uint8_t *)hw_verts + fse->key.output_stride * i );
      }
   }


   draw->render->release_vertices( draw->render, 
				   hw_verts, 
				   fse->key.output_stride, 
				   count );
}


static void
fse_run(struct draw_pt_middle_end *middle,
        const unsigned *fetch_elts,
        unsigned fetch_count,
        const ushort *draw_elts,
        unsigned draw_count )
{
   struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
   struct draw_context *draw = fse->draw;
   unsigned alloc_count = align(fetch_count, 4);
   void *hw_verts;
   
   /* XXX: need to flush to get prim_vbuf.c to release its allocation?? 
    */
   draw_do_flush( draw, DRAW_FLUSH_BACKEND );

   hw_verts = draw->render->allocate_vertices( draw->render,
                                               (ushort)fse->key.output_stride,
                                               (ushort)alloc_count );
   if (!hw_verts) {
      assert(0);
      return;
   }
         
					
   /* Single routine to fetch vertices, run shader and emit HW verts.
    */
   fse->active->run_elts( fse->active, 
                          fetch_elts,
                          fetch_count,
                          hw_verts );

   draw->render->draw( draw->render, 
                       draw_elts, 
                       draw_count );

   if (0) {
      unsigned i;
      for (i = 0; i < fetch_count; i++) {
         debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
         draw_dump_emitted_vertex( fse->vinfo, 
                                   (const uint8_t *)hw_verts + 
                                   fse->key.output_stride * i );
      }
   }


   draw->render->release_vertices( draw->render, 
                                   hw_verts, 
                                   fse->key.output_stride, 
                                   fetch_count );

}


static void fse_finish( struct draw_pt_middle_end *middle )
{
}


static void
fse_destroy( struct draw_pt_middle_end *middle ) 
{
   FREE(middle);
}

struct draw_pt_middle_end *draw_pt_middle_fse( struct draw_context *draw )
{
   struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
   if (!fse)
      return NULL;

   fse->base.prepare = fse_prepare;
   fse->base.run = fse_run;
   fse->base.run_linear = fse_run_linear;
   fse->base.finish = fse_finish;
   fse->base.destroy = fse_destroy;
   fse->draw = draw;

   return &fse->base;
}
