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

#pragma once

#include <d3d11.h>
#include <d3dcompiler.h>
#include <dxgi.h>
#include <vector>

#include "Common/Common.h"

namespace DX11
{
#define SAFE_RELEASE(x)                                                                            \
  {                                                                                                \
    if (x)                                                                                         \
      (x)->Release();                                                                              \
    (x) = nullptr;                                                                                 \
  }
#define SAFE_DELETE(x)                                                                             \
  {                                                                                                \
    delete (x);                                                                                    \
    (x) = nullptr;                                                                                 \
  }
#define SAFE_DELETE_ARRAY(x)                                                                       \
  {                                                                                                \
    delete[](x);                                                                                   \
    (x) = nullptr;                                                                                 \
  }
#define CHECK(cond, Message, ...)                                                                  \
  if (!(cond))                                                                                     \
  {                                                                                                \
    PanicAlert(__FUNCTION__ " failed in %s at line %d: " Message, __FILE__, __LINE__,              \
               __VA_ARGS__);                                                                       \
  }

class D3DTexture2D;

namespace D3D
{
HRESULT LoadDXGI();
HRESULT LoadD3D();
HRESULT LoadD3DCompiler();
void UnloadDXGI();
void UnloadD3D();
void UnloadD3DCompiler();

D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter);
std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter);

HRESULT Create(HWND wnd);
void Close();

extern ID3D11Device* device;
extern ID3D11DeviceContext* context;
extern HWND hWnd;
extern bool bFrameInProgress;

void Reset();
bool BeginFrame();
void EndFrame();
void Present();

unsigned int GetBackBufferWidth();
unsigned int GetBackBufferHeight();
D3DTexture2D*& GetBackBuffer();
const char* PixelShaderVersionString();
const char* GeometryShaderVersionString();
const char* VertexShaderVersionString();
bool BGRATexturesSupported();

unsigned int GetMaxTextureSize();

HRESULT SetFullscreenState(bool enable_fullscreen);
HRESULT GetFullscreenState(bool* fullscreen_state);

// This function will assign a name to the given resource.
// The DirectX debug layer will make it easier to identify resources that way,
// e.g. when listing up all resources who have unreleased references.
template <typename T>
void SetDebugObjectName(T resource, const char* name)
{
  static_assert(std::is_convertible<T, ID3D11DeviceChild*>::value,
                "resource must be convertible to ID3D11DeviceChild*");
#if defined(_DEBUG) || defined(DEBUGFAST)
  if (resource)
    resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)(name ? strlen(name) : 0), name);
#endif
}

template <typename T>
std::string GetDebugObjectName(T resource)
{
  static_assert(std::is_convertible<T, ID3D11DeviceChild*>::value,
                "resource must be convertible to ID3D11DeviceChild*");
  std::string name;
#if defined(_DEBUG) || defined(DEBUGFAST)
  if (resource)
  {
    UINT size = 0;
    resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr);  // get required size
    name.resize(size);
    resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, const_cast<char*>(name.data()));
  }
#endif
  return name;
}

}  // namespace D3D

typedef HRESULT(WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
extern CREATEDXGIFACTORY PCreateDXGIFactory;
typedef HRESULT(WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT,
                                           CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**,
                                           D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);

typedef HRESULT(WINAPI* D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**);
extern D3DREFLECT PD3DReflect;
extern pD3DCompile PD3DCompile;

}  // namespace DX11
