/*     Copyright 2015-2018 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::ShaderResourcesD3D11 class


//  ShaderResourcesD3D11 are created by ShaderD3D11Impl instances. They are then referenced by ShaderResourceLayoutD3D11 objects, which are in turn
//  created by instances of ShaderResourceBindingsD3D11Impl (and ShaderD3D11Impl too)
//
//    _________________
//   |                 |
//   | ShaderD3D11Impl |
//   |_________________|
//            |
//            |shared_ptr
//    ________V_____________                  _____________________________________________________________________
//   |                      |  unique_ptr    |        |           |           |           |           |            |
//   | ShaderResourcesD3D11 |--------------->|   CBs  |  TexSRVs  |  TexUAVs  |  BufSRVs  |  BufUAVs  |  Samplers  |
//   |______________________|                |________|___________|___________|___________|___________|____________|
//            A                                     A         A          A          A           A            A   
//            |                                      \         \          \          \           \           \   
//            |shared_ptr                            Ref       Ref        Ref        Ref         Ref         Ref 
//    ________|__________________                  ____\_________\__________\__________\___________\_______ ___\______
//   |                           |   unique_ptr   |        |           |           |           |           |          |
//   | ShaderResourceLayoutD3D11 |--------------->|   CBs  |  TexSRVs  |  TexUAVs  |  BufSRVs  |  BufUAVs  | Samplers |
//   |___________________________|                |________|___________|___________|___________|___________|__________|
//                                                               |                                              A  
//                                                               |_________________SamplerIndex_________________|
//               
//
//  One ShaderResourcesD3D11 instance can be referenced by multiple objects
//
//
//                                                                               ____<m_pResourceLayouts>___        ________________________________ 
//                                                                              |                           |      |                                |
//                                                                          ----| ShaderResourceLayoutD3D11 |<-----| ShaderResourceBindingD3D11Impl |
//                                                                         |    |___________________________|      |________________________________|
//                                                                         |
//                                                                         |
//    _________________                  ______________________            |     ____<m_pResourceLayouts>___        ________________________________          
//   |                 |  shared_ptr    |                      | shared_ptr|    |                           |      |                                |
//   | ShaderD3D11Impl |--------------->| ShaderResourcesD3D11 |<---------------| ShaderResourceLayoutD3D11 |<-----| ShaderResourceBindingD3D11Impl |
//   |_________________|                |______________________|           |    |___________________________|      |________________________________|
//              |                                   A                      |
//              V                                   |                      |
//   ____<m_StaticResLayout>____                    |                      |     ____<m_pResourceLayouts>___        ________________________________ 
//  |                           |   shared_ptr      |                      |    |                           |      |                                |
//  | ShaderResourceLayoutD3D11 |-------------------                        ----| ShaderResourceLayoutD3D11 |<-----| ShaderResourceBindingD3D11Impl |
//  |___________________________|                                               |___________________________|      |________________________________|
//
//

#include <vector>

#include "ShaderResources.h"

namespace Diligent
{

/// Diligent::ShaderResourcesD3D11 class
class ShaderResourcesD3D11 : public ShaderResources
{
public:
    // Loads shader resources from the compiled shader bytecode
    ShaderResourcesD3D11(class RenderDeviceD3D11Impl* pDeviceD3D11Impl,
                         ID3DBlob*                    pShaderBytecode,
                         const ShaderDesc&            ShdrDesc,
                         const char*                  CombinedSamplerSuffix);
    ~ShaderResourcesD3D11();

    ShaderResourcesD3D11             (const ShaderResourcesD3D11&)  = delete;
    ShaderResourcesD3D11             (      ShaderResourcesD3D11&&) = delete;
    ShaderResourcesD3D11& operator = (const ShaderResourcesD3D11&)  = delete;
    ShaderResourcesD3D11& operator = (      ShaderResourcesD3D11&&) = delete;

    __forceinline Int32 GetMaxCBBindPoint()     const { return m_MaxCBBindPoint;      }
    __forceinline Int32 GetMaxSRVBindPoint()    const { return m_MaxSRVBindPoint;     }
    __forceinline Int32 GetMaxSamplerBindPoint()const { return m_MaxSamplerBindPoint; }
    __forceinline Int32 GetMaxUAVBindPoint()    const { return m_MaxUAVBindPoint;     }

#ifdef DEVELOPMENT
    void dvpVerifyCommittedResources(ID3D11Buffer*              CommittedD3D11CBs[],
                                     ID3D11ShaderResourceView*  CommittedD3D11SRVs[],
                                     ID3D11Resource*            CommittedD3D11SRVResources[],
                                     ID3D11SamplerState*        CommittedD3D11Samplers[],
                                     ID3D11UnorderedAccessView* CommittedD3D11UAVs[],
                                     ID3D11Resource*            CommittedD3D11UAVResources[],
                                     class ShaderResourceCacheD3D11& ResourceCache)const;
#endif

    const Char* GetShaderName() const { return m_ShaderName; }
    
    void SetStaticSamplers(class ShaderResourceCacheD3D11& ResourceCache)const;

private:
    using MaxBindPointType = Int8;

    MaxBindPointType m_MaxCBBindPoint      = -1; // Max == 13
    MaxBindPointType m_MaxSRVBindPoint     = -1; // Max == 127
    MaxBindPointType m_MaxSamplerBindPoint = -1; // Max == 15
    MaxBindPointType m_MaxUAVBindPoint     = -1; // Max == 7

    static constexpr UINT MaxAllowedBindPoint = std::numeric_limits<MaxBindPointType>::max();
    static_assert(D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT-1 <= MaxAllowedBindPoint, "Not enough bits to represent max CB slot" );
    static_assert(D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT-1      <= MaxAllowedBindPoint, "Not enough bits to represent max SRV slot");
    static_assert(D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT-1             <= MaxAllowedBindPoint, "Not enough bits to represent max Sampler slot");
    static_assert(D3D11_PS_CS_UAV_REGISTER_COUNT-1                    <= MaxAllowedBindPoint, "Not enough bits to represent max UAV slot");

    // ShaderResourcesD3D11 is part of the ShaderD3D11Impl object, so we can simply
    // reference shader name without the need to copy it
    const Char* const m_ShaderName;

    using StaticSamplerAttribs = std::pair<const D3DShaderResourceAttribs&, RefCntAutoPtr<ISampler>>;
    using StaticSamplerVector = std::vector<StaticSamplerAttribs, STDAllocatorRawMem<StaticSamplerAttribs>>;
    void InitStaticSamplers(StaticSamplerVector&& StaticSamplers);

    StaticSamplerVector m_StaticSamplers;
};

}
