/*
 * Copyright 2020 Google LLC
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */

#ifndef GrD3DPipelineStateBuilder_DEFINED
#define GrD3DPipelineStateBuilder_DEFINED

#include "src/gpu/SkSLToBackend.h"
#include "src/gpu/ganesh/GrPipeline.h"
#include "src/gpu/ganesh/GrSPIRVUniformHandler.h"
#include "src/gpu/ganesh/GrSPIRVVaryingHandler.h"
#include "src/gpu/ganesh/d3d/GrD3DPipelineState.h"
#include "src/gpu/ganesh/d3d/GrD3DRenderTarget.h"
#include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h"
#include "src/sksl/codegen/SkSLHLSLCodeGenerator.h"
#include "src/sksl/ir/SkSLProgram.h"

namespace SkSL {

enum class ProgramKind : int8_t;
struct ProgramInterface;
struct ProgramSettings;
struct ShaderCaps;

}  // namespace SkSL

class GrProgramDesc;
class GrD3DGpu;
class GrVkRenderPass;

class GrD3DPipelineStateBuilder : public GrGLSLProgramBuilder {
public:
    /** Generates a pipeline state.
     *
     * The returned GrD3DPipelineState implements the supplied GrProgramInfo.
     *
     * @return the created pipeline if generation was successful; nullptr otherwise
     */
    static std::unique_ptr<GrD3DPipelineState> MakePipelineState(GrD3DGpu*,
                                                                 GrD3DRenderTarget*,
                                                                 const GrProgramDesc&,
                                                                 const GrProgramInfo&);

    static sk_sp<GrD3DPipeline> MakeComputePipeline(GrD3DGpu*, GrD3DRootSignature*,
                                                    const char* shader);

    const GrCaps* caps() const override;

    GrD3DGpu* gpu() const { return fGpu; }

    void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override;

private:
    GrD3DPipelineStateBuilder(GrD3DGpu*, GrD3DRenderTarget*, const GrProgramDesc&,
                              const GrProgramInfo&);

    std::unique_ptr<GrD3DPipelineState> finalize();

    bool loadHLSLFromCache(SkReadBuffer* reader, gr_cp<ID3DBlob> shaders[]);

    gr_cp<ID3DBlob> compileD3DProgram(SkSL::ProgramKind kind,
                                      const std::string& sksl,
                                      const SkSL::ProgramSettings& settings,
                                      SkSL::Program::Interface* outInterface,
                                      SkSL::NativeShader* outHLSL);

    GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
    const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
    GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }

    GrD3DGpu* fGpu;
    GrSPIRVVaryingHandler fVaryingHandler;
    GrSPIRVUniformHandler fUniformHandler;
    GrD3DRenderTarget* fRenderTarget;

    using INHERITED = GrGLSLProgramBuilder;
};

namespace skgpu {

class ShaderErrorHandler;

inline bool SkSLToHLSL(const SkSL::ShaderCaps* caps,
                       const std::string& sksl,
                       SkSL::ProgramKind programKind,
                       const SkSL::ProgramSettings& settings,
                       SkSL::NativeShader* hlsl,
                       SkSL::ProgramInterface* outInterface,
                       ShaderErrorHandler* errorHandler) {
    return SkSLToBackend(caps,
                         &SkSL::ToHLSL,
                         "HLSL",
                         sksl,
                         programKind,
                         settings,
                         hlsl,
                         outInterface,
                         errorHandler);
}

}  // namespace skgpu

#endif
