// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include <memory>
#include <string>
#include <vector>

#include "Common/CommonTypes.h"
#include "VideoCommon/PerfQueryBase.h"

namespace MMIO
{
class Mapping;
}
class PointerWrap;

enum FieldType
{
  FIELD_ODD = 0,
  FIELD_EVEN = 1,
};

enum EFBAccessType
{
  PEEK_Z = 0,
  POKE_Z,
  PEEK_COLOR,
  POKE_COLOR
};

struct SCPFifoStruct
{
  // fifo registers
  volatile u32 CPBase;
  volatile u32 CPEnd;
  u32 CPHiWatermark;
  u32 CPLoWatermark;
  volatile u32 CPReadWriteDistance;
  volatile u32 CPWritePointer;
  volatile u32 CPReadPointer;
  volatile u32 CPBreakpoint;
  volatile u32 SafeCPReadPointer;
  // Super Monkey Ball Adventure require this.
  // Because the read&check-PEToken-loop stays in its JITed block I suppose.
  // So no possiblity to ack the Token irq by the scheduler until some sort of PPC watchdog do its
  // mess.
  volatile u16 PEToken;

  volatile u32 bFF_GPLinkEnable;
  volatile u32 bFF_GPReadEnable;
  volatile u32 bFF_BPEnable;
  volatile u32 bFF_BPInt;
  volatile u32 bFF_Breakpoint;

  volatile u32 bFF_LoWatermarkInt;
  volatile u32 bFF_HiWatermarkInt;

  volatile u32 bFF_LoWatermark;
  volatile u32 bFF_HiWatermark;
};

class VideoBackendBase
{
public:
  virtual ~VideoBackendBase() {}
  virtual unsigned int PeekMessages() = 0;

  virtual bool Initialize(void* window_handle) = 0;
  virtual void Shutdown() = 0;

  virtual std::string GetName() const = 0;
  virtual std::string GetDisplayName() const { return GetName(); }
  void ShowConfig(void*);
  virtual void InitBackendInfo() = 0;

  virtual void Video_Prepare() = 0;
  void Video_ExitLoop();
  virtual void Video_Cleanup() = 0;  // called from gl/d3d thread

  void Video_BeginField(u32, u32, u32, u32);

  u32 Video_AccessEFB(EFBAccessType, u32, u32, u32);
  u32 Video_GetQueryResult(PerfQueryType type);
  u16 Video_GetBoundingBox(int index);

  static void PopulateList();
  static void ClearList();
  static void ActivateBackend(const std::string& name);

  // the implementation needs not do synchronization logic, because calls to it are surrounded by
  // PauseAndLock now
  void DoState(PointerWrap& p);

  void CheckInvalidState();

protected:
  void InitializeShared();
  void ShutdownShared();
  void CleanupShared();

  bool m_initialized = false;
  bool m_invalid = false;
};

extern std::vector<std::unique_ptr<VideoBackendBase>> g_available_video_backends;
extern VideoBackendBase* g_video_backend;
