/******************************************************************************
    Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/

#include <util/base.h>
#include "d3d11-subsystem.hpp"

void gs_texture_3d::InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd)
{
	uint32_t rowSizeBits = width * gs_get_format_bpp(format);
	uint32_t sliceSizeBytes = height * rowSizeBits / 8;
	uint32_t actual_levels = levels;

	if (!actual_levels)
		actual_levels = gs_get_total_levels(width, height, depth);

	uint32_t newRowSize = rowSizeBits / 8;
	uint32_t newSlizeSize = sliceSizeBytes;

	for (uint32_t level = 0; level < actual_levels; ++level) {
		D3D11_SUBRESOURCE_DATA newSRD;
		newSRD.pSysMem = data[level].data();
		newSRD.SysMemPitch = newRowSize;
		newSRD.SysMemSlicePitch = newSlizeSize;
		srd.push_back(newSRD);

		newRowSize /= 2;
		newSlizeSize /= 4;
	}
}

void gs_texture_3d::BackupTexture(const uint8_t *const *data)
{
	this->data.resize(levels);

	uint32_t w = width;
	uint32_t h = height;
	uint32_t d = depth;
	const uint32_t bbp = gs_get_format_bpp(format);

	for (uint32_t i = 0; i < levels; i++) {
		if (!data[i])
			break;

		const uint32_t texSize = bbp * w * h * d / 8;
		this->data[i].resize(texSize);

		vector<uint8_t> &subData = this->data[i];
		memcpy(&subData[0], data[i], texSize);

		if (w > 1)
			w /= 2;
		if (h > 1)
			h /= 2;
		if (d > 1)
			d /= 2;
	}
}

void gs_texture_3d::GetSharedHandle(IDXGIResource *dxgi_res)
{
	HANDLE handle;
	HRESULT hr;

	hr = dxgi_res->GetSharedHandle(&handle);
	if (FAILED(hr)) {
		blog(LOG_WARNING,
		     "GetSharedHandle: Failed to "
		     "get shared handle: %08lX",
		     hr);
	} else {
		sharedHandle = (uint32_t)(uintptr_t)handle;
	}
}

void gs_texture_3d::InitTexture(const uint8_t *const *data)
{
	HRESULT hr;

	memset(&td, 0, sizeof(td));
	td.Width = width;
	td.Height = height;
	td.Depth = depth;
	td.MipLevels = genMipmaps ? 0 : levels;
	td.Format = dxgiFormat;
	td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
	td.CPUAccessFlags = isDynamic ? D3D11_CPU_ACCESS_WRITE : 0;
	td.Usage = isDynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;

	if (type == GS_TEXTURE_CUBE)
		td.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;

	if ((flags & GS_SHARED_KM_TEX) != 0)
		td.MiscFlags |= D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
	else if ((flags & GS_SHARED_TEX) != 0)
		td.MiscFlags |= D3D11_RESOURCE_MISC_SHARED;

	if (data) {
		BackupTexture(data);
		InitSRD(srd);
	}

	hr = device->device->CreateTexture3D(&td, data ? srd.data() : NULL,
					     texture.Assign());
	if (FAILED(hr))
		throw HRError("Failed to create 3D texture", hr);

	if (isShared) {
		ComPtr<IDXGIResource> dxgi_res;

		texture->SetEvictionPriority(DXGI_RESOURCE_PRIORITY_MAXIMUM);

		hr = texture->QueryInterface(__uuidof(IDXGIResource),
					     (void **)&dxgi_res);
		if (FAILED(hr)) {
			blog(LOG_WARNING,
			     "InitTexture: Failed to query "
			     "interface: %08lX",
			     hr);
		} else {
			GetSharedHandle(dxgi_res);

			if (flags & GS_SHARED_KM_TEX) {
				ComPtr<IDXGIKeyedMutex> km;
				hr = texture->QueryInterface(
					__uuidof(IDXGIKeyedMutex),
					(void **)&km);
				if (FAILED(hr)) {
					throw HRError("Failed to query "
						      "IDXGIKeyedMutex",
						      hr);
				}

				km->AcquireSync(0, INFINITE);
				acquired = true;
			}
		}
	}
}

void gs_texture_3d::InitResourceView()
{
	HRESULT hr;

	memset(&resourceDesc, 0, sizeof(resourceDesc));
	resourceDesc.Format = dxgiFormat;

	resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
	resourceDesc.Texture3D.MostDetailedMip = 0;
	resourceDesc.Texture3D.MipLevels = genMipmaps || !levels ? -1 : levels;

	hr = device->device->CreateShaderResourceView(texture, &resourceDesc,
						      shaderRes.Assign());
	if (FAILED(hr))
		throw HRError("Failed to create resource view", hr);
}

#define SHARED_FLAGS (GS_SHARED_TEX | GS_SHARED_KM_TEX)

gs_texture_3d::gs_texture_3d(gs_device_t *device, uint32_t width,
			     uint32_t height, uint32_t depth,
			     gs_color_format colorFormat, uint32_t levels,
			     const uint8_t *const *data, uint32_t flags_)
	: gs_texture(device, gs_type::gs_texture_3d, GS_TEXTURE_3D, levels,
		     colorFormat),
	  width(width),
	  height(height),
	  depth(depth),
	  flags(flags_),
	  dxgiFormat(ConvertGSTextureFormat(format)),
	  isDynamic((flags_ & GS_DYNAMIC) != 0),
	  isShared((flags_ & SHARED_FLAGS) != 0),
	  genMipmaps((flags_ & GS_BUILD_MIPMAPS) != 0),
	  sharedHandle(GS_INVALID_HANDLE)
{
	InitTexture(data);
	InitResourceView();
}

gs_texture_3d::gs_texture_3d(gs_device_t *device, uint32_t handle)
	: gs_texture(device, gs_type::gs_texture_3d, GS_TEXTURE_3D),
	  isShared(true),
	  sharedHandle(handle)
{
	HRESULT hr;
	hr = device->device->OpenSharedResource((HANDLE)(uintptr_t)handle,
						IID_PPV_ARGS(texture.Assign()));
	if (FAILED(hr))
		throw HRError("Failed to open shared 3D texture", hr);

	texture->GetDesc(&td);

	this->type = GS_TEXTURE_3D;
	this->format = ConvertDXGITextureFormat(td.Format);
	this->levels = 1;
	this->device = device;

	this->width = td.Width;
	this->height = td.Height;
	this->depth = td.Depth;
	this->dxgiFormat = td.Format;

	memset(&resourceDesc, 0, sizeof(resourceDesc));
	resourceDesc.Format = td.Format;
	resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
	resourceDesc.Texture3D.MostDetailedMip = 0;
	resourceDesc.Texture3D.MipLevels = 1;

	hr = device->device->CreateShaderResourceView(texture, &resourceDesc,
						      shaderRes.Assign());
	if (FAILED(hr))
		throw HRError("Failed to create shader resource view", hr);
}
