// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include <memory>
#include <string>

#include "Common/MathUtil.h"
#include "VideoBackends/D3D12/D3DState.h"
#include "VideoBackends/D3D12/D3DStreamBuffer.h"

#include "VideoCommon/RenderBase.h"

namespace DX12
{
extern StateCache gx_state_cache;

namespace D3D
{
constexpr unsigned int AlignValue(unsigned int value, unsigned int alignment)
{
  return (value + (alignment - 1)) & ~(alignment - 1);
}

void ResourceBarrier(ID3D12GraphicsCommandList* command_list, ID3D12Resource* resource,
                     D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after,
                     UINT subresource);

// Font creation flags
static const unsigned int D3DFONT_BOLD = 0x0001;
static const unsigned int D3DFONT_ITALIC = 0x0002;

// Font rendering flags
static const unsigned int D3DFONT_CENTERED = 0x0001;

class CD3DFont
{
public:
  CD3DFont();
  // 2D text drawing function
  // Initializing and destroying device-dependent objects
  int Init();
  int Shutdown();
  int DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor,
                     const std::string& text);

private:
  ID3D12Resource* m_texture12 = nullptr;
  D3D12_CPU_DESCRIPTOR_HANDLE m_texture12_cpu = {};
  D3D12_GPU_DESCRIPTOR_HANDLE m_texture12_gpu = {};

  std::unique_ptr<D3DStreamBuffer> m_vertex_buffer;

  D3D12_INPUT_LAYOUT_DESC m_input_layout12 = {};
  D3D12_SHADER_BYTECODE m_pshader12 = {};
  D3D12_SHADER_BYTECODE m_vshader12 = {};
  D3D12_BLEND_DESC m_blendstate12 = {};
  D3D12_RASTERIZER_DESC m_raststate12 = {};
  ID3D12PipelineState* m_pso = nullptr;

  unsigned int m_line_height = 0;
  float m_tex_coords[128 - 32][4] = {};

  const int m_tex_width = 512;
  const int m_tex_height = 512;
};

extern CD3DFont font;

void InitUtils();
void ShutdownUtils();

void SetPointCopySampler();
void SetLinearCopySampler();

void SetViewportAndScissor(int top_left_x, int top_left_y, int width, int height,
                           float min_depth = D3D12_MIN_DEPTH, float max_depth = D3D12_MAX_DEPTH);

void DrawShadedTexQuad(D3DTexture2D* texture, const D3D12_RECT* source, int source_width,
                       int source_height, D3D12_SHADER_BYTECODE pshader12 = {},
                       D3D12_SHADER_BYTECODE vshader12 = {}, D3D12_INPUT_LAYOUT_DESC layout12 = {},
                       D3D12_SHADER_BYTECODE gshader12 = {}, float gamma = 1.0f, u32 slice = 0,
                       DXGI_FORMAT rt_format = DXGI_FORMAT_R8G8B8A8_UNORM,
                       bool inherit_srv_binding = false, bool rt_multisampled = false);

void DrawClearQuad(u32 Color, float z, D3D12_BLEND_DESC* blend_desc,
                   D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled);

void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_points,
                      D3D12_BLEND_DESC* blend_desc, D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc,
                      D3D12_CPU_DESCRIPTOR_HANDLE* render_target,
                      D3D12_CPU_DESCRIPTOR_HANDLE* depth_buffer, bool rt_multisampled);
}
}
