/*
 *      Copyright (C) 2005-2013 Team XBMC
 *      http://xbmc.org
 *
 *  This Program is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2, or (at your option)
 *  any later version.
 *
 *  This Program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with XBMC; see the file COPYING.  If not, see
 *  <http://www.gnu.org/licenses/>.
 *
 */

#ifndef RENDER_SYSTEM_DX_H
#define RENDER_SYSTEM_DX_H

#ifdef HAS_DX

#pragma once

#include <vector>
#include "rendering/RenderSystem.h"
#include "guilib/GUIShaderDX.h"
#include "threads/CriticalSection.h"

enum PCI_Vendors
{
  PCIV_ATI    = 0x1002,
  PCIV_nVidia = 0x10DE,
  PCIV_Intel  = 0x8086
};

class ID3DResource;

class CRenderSystemDX : public CRenderSystemBase
{
public:
  CRenderSystemDX();
  virtual ~CRenderSystemDX();

  // CRenderBase
  virtual bool InitRenderSystem();
  virtual bool DestroyRenderSystem();
  virtual bool ResetRenderSystem(int width, int height, bool fullScreen, float refreshRate);

  virtual bool BeginRender();
  virtual bool EndRender();
  virtual bool PresentRender(const CDirtyRegionList &dirty);
  virtual bool ClearBuffers(color_t color);
  virtual bool IsExtSupported(const char* extension);
  virtual bool IsFormatSupport(DXGI_FORMAT format, unsigned int usage);

  virtual void SetVSync(bool vsync);

  virtual void SetViewPort(CRect& viewPort);
  virtual void GetViewPort(CRect& viewPort);
  virtual void RestoreViewPort();

  virtual CRect ClipRectToScissorRect(const CRect &rect);
  virtual bool ScissorsCanEffectClipping();
  virtual void SetScissors(const CRect &rect);
  virtual void ResetScissors();

  virtual void CaptureStateBlock();
  virtual void ApplyStateBlock();

  virtual void SetCameraPosition(const CPoint &camera, int screenWidth, int screenHeight, float stereoFactor = 0.f);

  virtual void ApplyHardwareTransform(const TransformMatrix &matrix);
  virtual void RestoreHardwareTransform();
  virtual void SetStereoMode(RENDER_STEREO_MODE mode, RENDER_STEREO_VIEW view);
  virtual bool SupportsStereo(RENDER_STEREO_MODE mode) const;
  virtual bool TestRender();

  void         GetDisplayMode(DXGI_MODE_DESC *mode, bool useCached = false);
  IDXGIOutput* GetCurrentOutput(void) { return m_pOutput; }

  virtual void Project(float &x, float &y, float &z);

  void FinishCommandList(bool bExecute = true);
  void FlushGPU();

  ID3D11Device*           Get3D11Device()      { return m_pD3DDev; }
  ID3D11DeviceContext*    Get3D11Context()     { return m_pContext; }
  ID3D11DeviceContext*    GetImmediateContext(){ return m_pImdContext; }
  CGUIShaderDX*           GetGUIShader()       { return m_pGUIShader; }
  unsigned                GetFeatureLevel()    { return m_featureLevel; }
  D3D11_USAGE             DefaultD3DUsage()    { return m_defaultD3DUsage; }
  DXGI_ADAPTER_DESC       GetAIdentifier()     { return m_adapterDesc; }
  bool                    Interlaced()         { return m_interlaced; }
  int                     GetBackbufferCount() const { return 2; }
  void                    SetAlphaBlendEnable(bool enable);

  /*!
   \brief Register as a dependent of the DirectX Render System
   Resources should call this on construction if they're dependent on the Render System
   for survival. Any resources that registers will get callbacks on loss and reset of
   device, where resources that are in the D3DPOOL_DEFAULT pool should be handled.
   In addition, callbacks for destruction and creation of the device are also called,
   where any resources dependent on the DirectX device should be destroyed and recreated.
   \sa Unregister, ID3DResource
  */
  void Register(ID3DResource *resource);

  /*!
   \brief Unregister as a dependent of the DirectX Render System
   Resources should call this on destruction if they're a dependent on the Render System
   \sa Register, ID3DResource
  */
  void Unregister(ID3DResource *resource);

  static std::string GetErrorDescription(HRESULT hr);

protected:
  bool CreateDevice();
  void DeleteDevice();
  void OnDeviceLost();
  void OnDeviceReset();
  bool PresentRenderImpl(const CDirtyRegionList &dirty);

  void SetFocusWnd(HWND wnd) { m_hFocusWnd = wnd; }
  void SetDeviceWnd(HWND wnd) { m_hDeviceWnd = wnd; }
  void SetMonitor(HMONITOR monitor);
  void SetRenderParams(unsigned int width, unsigned int height, bool fullScreen, float refreshRate);
  bool CreateWindowSizeDependentResources();
  bool CreateStates();
  bool InitGUIShader();
  void OnMove();
  void OnResize(unsigned int width, unsigned int height);
  void SetFullScreenInternal();
  void GetClosestDisplayModeToCurrent(IDXGIOutput* output, DXGI_MODE_DESC* outCurrentDisplayMode, bool useCached = false);
  void CheckInterlasedStereoView(void);

  virtual void UpdateMonitor() {};

  // our adapter could change as we go
  bool                        m_needNewDevice;
  bool                        m_needNewViews;
  bool                        m_resizeInProgress;
  unsigned int                m_screenHeight;

  HWND                        m_hFocusWnd;
  HWND                        m_hDeviceWnd;
  unsigned int                m_nBackBufferWidth;
  unsigned int                m_nBackBufferHeight;
  bool                        m_bFullScreenDevice;
  float                       m_refreshRate;
  bool                        m_interlaced;
  HRESULT                     m_nDeviceStatus;
  int64_t                     m_systemFreq;
  D3D11_USAGE                 m_defaultD3DUsage;
  bool                        m_useWindowedDX;

  CCriticalSection            m_resourceSection;
  std::vector<ID3DResource*>  m_resources;

  bool                        m_inScene; ///< True if we're in a BeginScene()/EndScene() block

  D3D_DRIVER_TYPE             m_driverType;
  D3D_FEATURE_LEVEL           m_featureLevel;
  IDXGIFactory1*              m_dxgiFactory;
  ID3D11Device*               m_pD3DDev;
  IDXGIAdapter1*              m_adapter;
  int                         m_adapterIndex;
  IDXGIOutput*                m_pOutput;
  ID3D11DeviceContext*        m_pContext;
  ID3D11DeviceContext*        m_pImdContext;

  IDXGISwapChain*             m_pSwapChain;
  IDXGISwapChain1*            m_pSwapChain1;
  ID3D11RenderTargetView*     m_pRenderTargetView;
  ID3D11DepthStencilState*    m_depthStencilState;
  ID3D11DepthStencilView*     m_depthStencilView;
  D3D11_VIEWPORT              m_viewPort;
  CRect                       m_scissor;

  CGUIShaderDX*               m_pGUIShader;
  ID3D11BlendState*           m_BlendEnableState;
  ID3D11BlendState*           m_BlendDisableState;
  bool                        m_BlendEnabled;
  ID3D11RasterizerState*      m_RSScissorDisable;
  ID3D11RasterizerState*      m_RSScissorEnable;
  bool                        m_ScissorsEnabled;
  DXGI_ADAPTER_DESC           m_adapterDesc;

  // stereo interlaced/checkerboard intermediate target
  ID3D11Texture2D*            m_pTextureRight;
  ID3D11RenderTargetView*     m_pRenderTargetViewRight;
  ID3D11ShaderResourceView*   m_pShaderResourceViewRight;
  bool                        m_bResizeRequred;
  bool                        m_bHWStereoEnabled;

  // improve get current mode
  DXGI_MODE_DESC              m_cachedMode;
#ifdef _DEBUG
  ID3D11Debug*                m_d3dDebug = NULL;
#endif
};

#endif

#endif // RENDER_SYSTEM_DX
