/*     Copyright 2015-2019 Egor Yusov
 *  
 *  Licensed under the Apache License, Version 2.0 (the "License");
 *  you may not use this file except in compliance with the License.
 *  You may obtain a copy of the License at
 * 
 *     http://www.apache.org/licenses/LICENSE-2.0
 * 
 *  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 NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
 *
 *  In no event and under no legal theory, whether in tort (including negligence), 
 *  contract, or otherwise, unless required by applicable law (such as deliberate 
 *  and grossly negligent acts) or agreed to in writing, shall any Contributor be
 *  liable for any damages, including any direct, indirect, special, incidental, 
 *  or consequential damages of any character arising as a result of this License or 
 *  out of the use or inability to use the software (including but not limited to damages 
 *  for loss of goodwill, work stoppage, computer failure or malfunction, or any and 
 *  all other commercial damages or losses), even if such Contributor has been advised 
 *  of the possibility of such damages.
 */

#pragma once

/// \file
/// Declaration of Diligent::BufferD3D12Impl class

#include "BufferD3D12.h"
#include "RenderDeviceD3D12.h"
#include "BufferBase.h"
#include "BufferViewD3D12Impl.h"
#include "D3D12ResourceBase.h"
#include "D3D12DynamicHeap.h"
#include "RenderDeviceD3D12Impl.h"

namespace Diligent
{

class FixedBlockMemoryAllocator;

/// Implementation of the Diligent::IBufferD3D12 interface
class BufferD3D12Impl final : public BufferBase<IBufferD3D12, RenderDeviceD3D12Impl, BufferViewD3D12Impl, FixedBlockMemoryAllocator>, public D3D12ResourceBase
{
public:
    using TBufferBase = BufferBase<IBufferD3D12, RenderDeviceD3D12Impl, BufferViewD3D12Impl, FixedBlockMemoryAllocator>;

    BufferD3D12Impl(IReferenceCounters*           pRefCounters, 
                    FixedBlockMemoryAllocator&    BuffViewObjMemAllocator, 
                    class RenderDeviceD3D12Impl*  pDeviceD3D12, 
                    const BufferDesc&             BuffDesc, 
                    const BufferData*             pBuffData = nullptr);
    BufferD3D12Impl(IReferenceCounters*          pRefCounters, 
                    FixedBlockMemoryAllocator&   BuffViewObjMemAllocator, 
                    class RenderDeviceD3D12Impl* pDeviceD3D12, 
                    const BufferDesc&            BuffDesc, 
                    RESOURCE_STATE               InitialState,
                    ID3D12Resource*              pd3d12Buffer);
    ~BufferD3D12Impl();

    virtual void QueryInterface(const INTERFACE_ID& IID, IObject** ppInterface)override final;

#ifdef DEVELOPMENT
    void DvpVerifyDynamicAllocation(class DeviceContextD3D12Impl* pCtx)const;
#endif

    virtual ID3D12Resource* GetD3D12Buffer(size_t& DataStartByteOffset, IDeviceContext* pContext)override final;
    
    virtual void* GetNativeHandle()override final
    { 
        VERIFY(GetD3D12Resource() != nullptr, "The buffer is dynamic and has no pointer to D3D12 resource");
        size_t DataStartByteOffset = 0;
        auto *pd3d12Buffer = GetD3D12Buffer(DataStartByteOffset, 0); 
        VERIFY(DataStartByteOffset == 0, "0 offset expected");
        return pd3d12Buffer;
    }

    virtual void SetD3D12ResourceState(D3D12_RESOURCE_STATES state)override final;

    virtual D3D12_RESOURCE_STATES GetD3D12ResourceState()const override final;

    D3D12_GPU_VIRTUAL_ADDRESS GetGPUAddress(class DeviceContextD3D12Impl* pCtx);

    D3D12_CPU_DESCRIPTOR_HANDLE GetCBVHandle(){return m_CBVDescriptorAllocation.GetCpuHandle();}

private:
    virtual void CreateViewInternal( const struct BufferViewDesc &ViewDesc, IBufferView **ppView, bool bIsDefaultView )override;

    void CreateUAV( struct BufferViewDesc &UAVDesc, D3D12_CPU_DESCRIPTOR_HANDLE UAVDescriptor );
    void CreateSRV( struct BufferViewDesc &SRVDesc, D3D12_CPU_DESCRIPTOR_HANDLE SRVDescriptor );
    void CreateCBV( D3D12_CPU_DESCRIPTOR_HANDLE CBVDescriptor );
    DescriptorHeapAllocation m_CBVDescriptorAllocation;

    friend class DeviceContextD3D12Impl;
    // Array of dynamic allocations for every device context
    // sizeof(D3D12DynamicAllocation) == 40 (x64)
    std::vector<D3D12DynamicAllocation,  STDAllocatorRawMem<D3D12DynamicAllocation> > m_DynamicData;
};

}
