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

#include <string>

#include "Common/FileUtil.h"
#include "Common/StringUtil.h"
#include "Common/Thread.h"

#include "VideoCommon/BPMemory.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/VideoConfig.h"

GFXDebuggerBase* g_pdebugger = nullptr;
volatile bool GFXDebuggerPauseFlag =
    false;  // if true, the GFX thread will be spin locked until it's false again
volatile PauseEvent GFXDebuggerToPauseAtNext =
    NOT_PAUSE;  // Event which will trigger spin locking the GFX thread
volatile int GFXDebuggerEventToPauseCount =
    0;  // Number of events to wait for until GFX thread will be paused

void GFXDebuggerUpdateScreen()
{
  // TODO: Implement this in a backend-independent way
  /*	// update screen
    if (D3D::bFrameInProgress)
    {
      D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
      D3D::dev->SetDepthStencilSurface(nullptr);

      D3D::dev->StretchRect(FramebufferManager::GetEFBColorRTSurface(), nullptr,
        D3D::GetBackBufferSurface(), nullptr,
        D3DTEXF_LINEAR);

      D3D::dev->EndScene();
      D3D::dev->Present(nullptr, nullptr, nullptr, nullptr);

      D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
      D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
      D3D::dev->BeginScene();
    }
    else
    {
      D3D::dev->EndScene();
      D3D::dev->Present(nullptr, nullptr, nullptr, nullptr);
      D3D::dev->BeginScene();
    }*/
}

// GFX thread
void GFXDebuggerCheckAndPause(bool update)
{
  if (GFXDebuggerPauseFlag)
  {
    g_pdebugger->OnPause();
    while (GFXDebuggerPauseFlag)
    {
      if (update)
        GFXDebuggerUpdateScreen();
      Common::SleepCurrentThread(5);
    }
    g_pdebugger->OnContinue();
  }
}

// GFX thread
void GFXDebuggerToPause(bool update)
{
  GFXDebuggerToPauseAtNext = NOT_PAUSE;
  GFXDebuggerPauseFlag = true;
  GFXDebuggerCheckAndPause(update);
}

void ContinueGFXDebugger()
{
  GFXDebuggerPauseFlag = false;
}

void GFXDebuggerBase::DumpPixelShader(const std::string& path)
{
  const std::string filename = StringFromFormat("%sdump_ps.txt", path.c_str());

  std::string output;
  bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
                     bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
  if (!useDstAlpha)
  {
    output = "Destination alpha disabled:\n";
    ///		output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType,
    /// g_nativeVertexFmt->m_components);
  }
  else
  {
    if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
    {
      output = "Using dual source blending for destination alpha:\n";
      ///			output += GeneratePixelShaderCode(DSTALPHA_DUAL_SOURCE_BLEND,
      /// g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
    }
    else
    {
      output = "Using two passes for emulating destination alpha:\n";
      ///			output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType,
      /// g_nativeVertexFmt->m_components);
      output += "\n\nDestination alpha pass shader:\n";
      ///			output += GeneratePixelShaderCode(DSTALPHA_ALPHA_PASS,
      /// g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
    }
  }

  File::CreateEmptyFile(filename);
  File::WriteStringToFile(output, filename);
}

void GFXDebuggerBase::DumpVertexShader(const std::string& path)
{
  const std::string filename = StringFromFormat("%sdump_vs.txt", path.c_str());

  File::CreateEmptyFile(filename);
  ///	File::WriteStringToFile(GenerateVertexShaderCode(g_nativeVertexFmt->m_components,
  /// g_ActiveConfig.backend_info.APIType), filename);
}

void GFXDebuggerBase::DumpPixelShaderConstants(const std::string& path)
{
  // TODO
}

void GFXDebuggerBase::DumpVertexShaderConstants(const std::string& path)
{
  // TODO
}

void GFXDebuggerBase::DumpTextures(const std::string& path)
{
  // TODO
}

void GFXDebuggerBase::DumpFrameBuffer(const std::string& path)
{
  // TODO
}

void GFXDebuggerBase::DumpGeometry(const std::string& path)
{
  // TODO
}

void GFXDebuggerBase::DumpVertexDecl(const std::string& path)
{
  // TODO
}

void GFXDebuggerBase::DumpMatrices(const std::string& path)
{
  // TODO
}

void GFXDebuggerBase::DumpStats(const std::string& path)
{
  // TODO
}
