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

#pragma once

#include <string>
#include "VideoCommon/RenderBase.h"

namespace DX12
{
class Renderer final : public ::Renderer
{
public:
  Renderer(void*& window_handle);
  ~Renderer();

  void SetColorMask() override;
  void SetBlendMode(bool force_update) override;
  void SetScissorRect(const EFBRectangle& rc) override;
  void SetGenerationMode() override;
  void SetDepthMode() override;
  void SetLogicOpMode() override;
  void SetDitherMode() override;
  void SetSamplerState(int stage, int tex_index, bool custom_tex) override;
  void SetInterlacingMode() override;
  void SetViewport() override;

  // TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
  void ApplyState(bool use_dst_alpha) override;
  void RestoreState() override;

  void ApplyCullDisable();
  void RestoreCull();

  void RenderText(const std::string& text, int left, int top, u32 color) override;

  u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
  void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override;

  u16 BBoxRead(int index) override;
  void BBoxWrite(int index, u16 value) override;

  void ResetAPIState() override;
  void RestoreAPIState() override;

  TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;

  void SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, const EFBRectangle& rc,
                float gamma) override;

  void ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable, bool z_enable,
                   u32 color, u32 z) override;

  void ReinterpretPixelData(unsigned int conv_type) override;

  bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override;

  static bool CheckForResize();

  int GetMaxTextureSize() override;

  static D3D12_BLEND_DESC GetResetBlendDesc();
  static D3D12_DEPTH_STENCIL_DESC GetResetDepthStencilDesc();
  static D3D12_RASTERIZER_DESC GetResetRasterizerDesc();

private:
  void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
                  u32 src_width, u32 src_height, float gamma);
};
}
