/****************************************************************************
* Copyright (C) 2014-2016 Intel Corporation.   All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* @file context.h
*
* @brief Definitions for SWR_CONTEXT and DRAW_CONTEXT
*        The SWR_CONTEXT is our global context and contains the DC ring,
*        thread state, etc.
*
*        The DRAW_CONTEXT contains all state associated with a draw operation.
*
******************************************************************************/
#pragma once

#include <condition_variable>
#include <algorithm>

#include "core/api.h"
#include "core/utils.h"
#include "core/arena.h"
#include "core/fifo.hpp"
#include "core/knobs.h"
#include "common/intrin.h"
#include "core/threads.h"
#include "ringbuffer.h"
#include "archrast/archrast.h"

// x.8 fixed point precision values
#define FIXED_POINT_SHIFT 8
#define FIXED_POINT_SCALE 256

// x.16 fixed point precision values
#define FIXED_POINT16_SHIFT 16
#define FIXED_POINT16_SCALE 65536

struct SWR_CONTEXT;
struct DRAW_CONTEXT;

struct TRI_FLAGS
{
    uint32_t frontFacing : 1;
    uint32_t yMajor : 1;
    uint32_t coverageMask : (SIMD_TILE_X_DIM * SIMD_TILE_Y_DIM);
    uint32_t reserved : 32 - 1 - 1 - (SIMD_TILE_X_DIM * SIMD_TILE_Y_DIM);
    float pointSize;
    uint32_t renderTargetArrayIndex;
    uint32_t viewportIndex;
};

//////////////////////////////////////////////////////////////////////////
/// SWR_TRIANGLE_DESC
/////////////////////////////////////////////////////////////////////////
struct SWR_TRIANGLE_DESC
{
    float I[3];
    float J[3];
    float Z[3];
    float OneOverW[3];
    float recipDet;

    float *pRecipW;
    float *pAttribs;
    float *pPerspAttribs;
    float *pSamplePos;
    float *pUserClipBuffer;

    uint64_t coverageMask[SWR_MAX_NUM_MULTISAMPLES];
    uint64_t innerCoverageMask; // Conservative rasterization inner coverage: marked covered if entire pixel is covered
    uint64_t anyCoveredSamples;

    TRI_FLAGS triFlags;
};

struct TRIANGLE_WORK_DESC
{
    float *pTriBuffer;
    float *pAttribs;
    float *pUserClipBuffer;
    uint32_t numAttribs;
    TRI_FLAGS triFlags;
};

struct CLEAR_DESC
{
    SWR_RECT rect;
    uint32_t attachmentMask;
    uint32_t renderTargetArrayIndex;
    float clearRTColor[4];  // RGBA_32F
    float clearDepth;   // [0..1]
    uint8_t clearStencil;
};

struct DISCARD_INVALIDATE_TILES_DESC
{
    uint32_t attachmentMask;
    SWR_RECT rect;
    SWR_TILE_STATE newTileState;
    bool createNewTiles;
    bool fullTilesOnly;
};

struct SYNC_DESC
{
    PFN_CALLBACK_FUNC pfnCallbackFunc;
    uint64_t userData;
    uint64_t userData2;
    uint64_t userData3;
};

struct STORE_TILES_DESC
{
    uint32_t attachmentMask;
    SWR_TILE_STATE postStoreTileState;
    SWR_RECT rect;
};

struct COMPUTE_DESC
{
    uint32_t threadGroupCountX;
    uint32_t threadGroupCountY;
    uint32_t threadGroupCountZ;
};

typedef void(*PFN_WORK_FUNC)(DRAW_CONTEXT* pDC, uint32_t workerId, uint32_t macroTile, void* pDesc);

enum WORK_TYPE
{
    SYNC,
    DRAW,
    CLEAR,
    DISCARDINVALIDATETILES,
    STORETILES,
    SHUTDOWN,
};

OSALIGNSIMD(struct) BE_WORK
{
    WORK_TYPE type;
    PFN_WORK_FUNC pfnWork;
    union
    {
        SYNC_DESC sync;
        TRIANGLE_WORK_DESC tri;
        CLEAR_DESC clear;
        DISCARD_INVALIDATE_TILES_DESC discardInvalidateTiles;
        STORE_TILES_DESC storeTiles;
    } desc;
};

struct DRAW_WORK
{
    DRAW_CONTEXT*   pDC;
    union
    {
        uint32_t   numIndices;      // DrawIndexed: Number of indices for draw.
        uint32_t   numVerts;        // Draw: Number of verts (triangles, lines, etc)
    };
    union
    {
        const int32_t* pIB;        // DrawIndexed: App supplied indices
        uint32_t   startVertex;    // Draw: Starting vertex in VB to render from.
    };
    int32_t    baseVertex;
    uint32_t   numInstances;        // Number of instances
    uint32_t   startInstance;       // Instance offset
    uint32_t   startPrimID;         // starting primitiveID for this draw batch
    uint32_t   startVertexID;       // starting VertexID for this draw batch (only needed for non-indexed draws)
    SWR_FORMAT type;                // index buffer type
};

typedef void(*PFN_FE_WORK_FUNC)(SWR_CONTEXT* pContext, DRAW_CONTEXT* pDC, uint32_t workerId, void* pDesc);
struct FE_WORK
{
    WORK_TYPE type;
    PFN_FE_WORK_FUNC pfnWork;
    union
    {
        SYNC_DESC sync;
        DRAW_WORK draw;
        CLEAR_DESC clear;
        DISCARD_INVALIDATE_TILES_DESC discardInvalidateTiles;
        STORE_TILES_DESC storeTiles;
    } desc;
};

struct GUARDBANDS
{
    float left[KNOB_NUM_VIEWPORTS_SCISSORS];
    float right[KNOB_NUM_VIEWPORTS_SCISSORS];
    float top[KNOB_NUM_VIEWPORTS_SCISSORS];
    float bottom[KNOB_NUM_VIEWPORTS_SCISSORS];
};

struct PA_STATE;

// function signature for pipeline stages that execute after primitive assembly
typedef void(*PFN_PROCESS_PRIMS)(DRAW_CONTEXT *pDC, PA_STATE& pa, uint32_t workerId, simdvector prims[], 
    uint32_t primMask, simdscalari const &primID);

#if ENABLE_AVX512_SIMD16
// function signature for pipeline stages that execute after primitive assembly
typedef void(SIMDCALL *PFN_PROCESS_PRIMS_SIMD16)(DRAW_CONTEXT *pDC, PA_STATE& pa, uint32_t workerId, simd16vector prims[],
    uint32_t primMask, simd16scalari const &primID);

#endif
OSALIGNLINE(struct) API_STATE
{
    // Vertex Buffers
    SWR_VERTEX_BUFFER_STATE vertexBuffers[KNOB_NUM_STREAMS];

    // Index Buffer
    SWR_INDEX_BUFFER_STATE  indexBuffer;

    // FS - Fetch Shader State
    PFN_FETCH_FUNC          pfnFetchFunc;

    // VS - Vertex Shader State
    PFN_VERTEX_FUNC         pfnVertexFunc;

    // GS - Geometry Shader State
    PFN_GS_FUNC             pfnGsFunc;
    SWR_GS_STATE            gsState;

    // CS - Compute Shader
    PFN_CS_FUNC             pfnCsFunc;
    uint32_t                totalThreadsInGroup;
    uint32_t                totalSpillFillSize;
    uint32_t                scratchSpaceSize;
    uint32_t                scratchSpaceNumInstances;

    // FE - Frontend State
    SWR_FRONTEND_STATE      frontendState;

    // SOS - Streamout Shader State
    PFN_SO_FUNC             pfnSoFunc[MAX_SO_STREAMS];

    // Streamout state
    SWR_STREAMOUT_STATE     soState;
    mutable SWR_STREAMOUT_BUFFER soBuffer[MAX_SO_STREAMS];

    // Tessellation State
    PFN_HS_FUNC             pfnHsFunc;
    PFN_DS_FUNC             pfnDsFunc;
    SWR_TS_STATE            tsState;

    // Number of attributes used by the frontend (vs, so, gs)
    uint32_t                feNumAttributes;

    PRIMITIVE_TOPOLOGY      topology;
    bool                    forceFront;

    // RS - Rasterizer State
    SWR_RASTSTATE           rastState;
    // floating point multisample offsets
    float samplePos[SWR_MAX_NUM_MULTISAMPLES * 2];

    GUARDBANDS               gbState;

    SWR_VIEWPORT            vp[KNOB_NUM_VIEWPORTS_SCISSORS];
    SWR_VIEWPORT_MATRICES   vpMatrices;

    SWR_RECT                scissorRects[KNOB_NUM_VIEWPORTS_SCISSORS];
    SWR_RECT                scissorsInFixedPoint[KNOB_NUM_VIEWPORTS_SCISSORS];
    bool                    scissorsTileAligned;

    // Backend state
    SWR_BACKEND_STATE       backendState;

    SWR_DEPTH_BOUNDS_STATE  depthBoundsState;

    // PS - Pixel shader state
    SWR_PS_STATE            psState;

    SWR_DEPTH_STENCIL_STATE depthStencilState;

    // OM - Output Merger State
    SWR_BLEND_STATE         blendState;
    PFN_BLEND_JIT_FUNC      pfnBlendFunc[SWR_NUM_RENDERTARGETS];

    struct
    {
        uint32_t enableStatsFE : 1;             // Enable frontend pipeline stats
        uint32_t enableStatsBE : 1;             // Enable backend pipeline stats
        uint32_t colorHottileEnable : 8;        // Bitmask of enabled color hottiles
        uint32_t depthHottileEnable: 1;         // Enable depth buffer hottile
        uint32_t stencilHottileEnable : 1;      // Enable stencil buffer hottile
    };

    PFN_QUANTIZE_DEPTH      pfnQuantizeDepth;
};

class MacroTileMgr;
class DispatchQueue;

struct RenderOutputBuffers
{
    uint8_t* pColor[SWR_NUM_RENDERTARGETS];
    uint8_t* pDepth;
    uint8_t* pStencil;
};

// Plane equation A/B/C coeffs used to evaluate I/J barycentric coords
struct BarycentricCoeffs
{
    simdscalar vIa;
    simdscalar vIb;
    simdscalar vIc;

    simdscalar vJa;
    simdscalar vJb;
    simdscalar vJc;

    simdscalar vZa;
    simdscalar vZb;
    simdscalar vZc;

    simdscalar vRecipDet;

    simdscalar vAOneOverW;
    simdscalar vBOneOverW;
    simdscalar vCOneOverW;
};

// pipeline function pointer types
typedef void(*PFN_BACKEND_FUNC)(DRAW_CONTEXT*, uint32_t, uint32_t, uint32_t, SWR_TRIANGLE_DESC&, RenderOutputBuffers&);
typedef void(*PFN_OUTPUT_MERGER)(SWR_PS_CONTEXT &, uint8_t* (&)[SWR_NUM_RENDERTARGETS], uint32_t, const SWR_BLEND_STATE*,
                                 const PFN_BLEND_JIT_FUNC (&)[SWR_NUM_RENDERTARGETS], simdscalar&, simdscalar const &);
typedef void(*PFN_CALC_PIXEL_BARYCENTRICS)(const BarycentricCoeffs&, SWR_PS_CONTEXT &);
typedef void(*PFN_CALC_SAMPLE_BARYCENTRICS)(const BarycentricCoeffs&, SWR_PS_CONTEXT&);
typedef void(*PFN_CALC_CENTROID_BARYCENTRICS)(const BarycentricCoeffs&, SWR_PS_CONTEXT &, const uint64_t *const, const uint32_t,
                                              simdscalar const &, simdscalar const &);

struct BACKEND_FUNCS
{
    PFN_BACKEND_FUNC pfnBackend;
};

// Draw State
struct DRAW_STATE
{
    API_STATE state;

    void* pPrivateState;  // Its required the driver sets this up for each draw.

    // pipeline function pointers, filled in by API thread when setting up the draw
    BACKEND_FUNCS backendFuncs;
    PFN_PROCESS_PRIMS pfnProcessPrims;
#if USE_SIMD16_FRONTEND
    PFN_PROCESS_PRIMS_SIMD16 pfnProcessPrims_simd16;
#endif

    CachingArena* pArena;     // This should only be used by API thread.
};

struct DRAW_DYNAMIC_STATE
{
    void Reset(uint32_t numThreads)
    {
        SWR_STATS* pSavePtr = pStats;
        memset(this, 0, sizeof(*this));
        pStats = pSavePtr;
        memset(pStats, 0, sizeof(SWR_STATS) * numThreads);
    }
    ///@todo Currently assumes only a single FE can do stream output for a draw.
    uint32_t SoWriteOffset[4];
    bool     SoWriteOffsetDirty[4];

    SWR_STATS_FE statsFE;   // Only one FE thread per DC.
    SWR_STATS*   pStats;
};

// Draw Context
//    The api thread sets up a draw context that exists for the life of the draw.
//    This draw context maintains all of the state needed for the draw operation.
struct DRAW_CONTEXT
{
    SWR_CONTEXT*    pContext;
    union
    {
        MacroTileMgr*   pTileMgr;
        DispatchQueue*  pDispatch;      // Queue for thread groups. (isCompute)
    };
    DRAW_STATE*     pState;             // Read-only state. Core should not update this outside of API thread.
    DRAW_DYNAMIC_STATE dynState;

    CachingArena*   pArena;

    uint32_t        drawId;
    bool            dependentFE;    // Frontend work is dependent on all previous FE
    bool            dependent;      // Backend work is dependent on all previous BE
    bool            isCompute;      // Is this DC a compute context?
    bool            cleanupState;   // True if this is the last draw using an entry in the state ring.

    FE_WORK         FeWork;

    volatile OSALIGNLINE(bool)       doneFE;         // Is FE work done for this draw?
    volatile OSALIGNLINE(uint32_t)   FeLock;
    volatile OSALIGNLINE(uint32_t)   threadsDone;

    SYNC_DESC       retireCallback; // Call this func when this DC is retired.
};

static_assert((sizeof(DRAW_CONTEXT) & 63) == 0, "Invalid size for DRAW_CONTEXT");

INLINE const API_STATE& GetApiState(const DRAW_CONTEXT* pDC)
{
    SWR_ASSERT(pDC != nullptr);
    SWR_ASSERT(pDC->pState != nullptr);

    return pDC->pState->state;
}

INLINE void* GetPrivateState(const DRAW_CONTEXT* pDC)
{
    SWR_ASSERT(pDC != nullptr);
    SWR_ASSERT(pDC->pState != nullptr);

    return pDC->pState->pPrivateState;
}

class HotTileMgr;

struct SWR_CONTEXT
{
    // Draw Context Ring
    //  Each draw needs its own state in order to support mulitple draws in flight across multiple threads.
    //  We maintain N draw contexts configured as a ring. The size of the ring limits the maximum number
    //  of draws that can be in flight at any given time.
    //
    //  Description:
    //  1. State - When an application first sets state we'll request a new draw context to use.
    //     a. If there are no available draw contexts then we'll have to wait until one becomes free.
    //     b. If one is available then set pCurDrawContext to point to it and mark it in use.
    //     c. All state calls set state on pCurDrawContext.
    //  2. Draw - Creates submits a work item that is associated with current draw context.
    //     a. Set pPrevDrawContext = pCurDrawContext
    //     b. Set pCurDrawContext to NULL.
    //  3. State - When an applications sets state after draw
    //     a. Same as step 1.
    //     b. State is copied from prev draw context to current.
    RingBuffer<DRAW_CONTEXT> dcRing;

    DRAW_CONTEXT *pCurDrawContext;    // This points to DC entry in ring for an unsubmitted draw.
    DRAW_CONTEXT *pPrevDrawContext;   // This points to DC entry for the previous context submitted that we can copy state from.

    MacroTileMgr* pMacroTileManagerArray;
    DispatchQueue* pDispatchQueueArray;

    // Draw State Ring
    //  When draw are very large (lots of primitives) then the API thread will break these up.
    //  These split draws all have identical state. So instead of storing the state directly
    //  in the Draw Context (DC) we instead store it in a Draw State (DS). This allows multiple DCs
    //  to reference a single entry in the DS ring.
    RingBuffer<DRAW_STATE> dsRing;

    uint32_t curStateId;               // Current index to the next available entry in the DS ring.

    uint32_t NumWorkerThreads;
    uint32_t NumFEThreads;
    uint32_t NumBEThreads;

    THREAD_POOL threadPool; // Thread pool associated with this context
    SWR_THREADING_INFO threadInfo;

    std::condition_variable FifosNotEmpty;
    std::mutex WaitLock;

    uint32_t privateStateSize;

    HotTileMgr *pHotTileMgr;

    // Callback functions, passed in at create context time
    PFN_LOAD_TILE               pfnLoadTile;
    PFN_STORE_TILE              pfnStoreTile;
    PFN_CLEAR_TILE              pfnClearTile;
    PFN_UPDATE_SO_WRITE_OFFSET  pfnUpdateSoWriteOffset;
    PFN_UPDATE_STATS            pfnUpdateStats;
    PFN_UPDATE_STATS_FE         pfnUpdateStatsFE;


    // Global Stats
    SWR_STATS* pStats;

    // Scratch space for workers.
    uint8_t** ppScratch;

    volatile OSALIGNLINE(uint32_t)  drawsOutstandingFE;

    OSALIGNLINE(CachingAllocator) cachingArenaAllocator;
    uint32_t frameCount;

    uint32_t lastFrameChecked;
    uint64_t lastDrawChecked;
    TileSet singleThreadLockedTiles;

    // ArchRast thread contexts.
    HANDLE* pArContext;
};

#define UPDATE_STAT_BE(name, count) if (GetApiState(pDC).enableStatsBE) { pDC->dynState.pStats[workerId].name += count; }
#define UPDATE_STAT_FE(name, count) if (GetApiState(pDC).enableStatsFE) { pDC->dynState.statsFE.name += count; }

// ArchRast instrumentation framework
#define AR_WORKER_CTX  pContext->pArContext[workerId]
#define AR_API_CTX     pContext->pArContext[pContext->NumWorkerThreads]

#ifdef KNOB_ENABLE_AR
    #define _AR_BEGIN(ctx, type, id)    ArchRast::Dispatch(ctx, ArchRast::Start(ArchRast::type, id))
    #define _AR_END(ctx, type, count)   ArchRast::Dispatch(ctx, ArchRast::End(ArchRast::type, count))
    #define _AR_EVENT(ctx, event)       ArchRast::Dispatch(ctx, ArchRast::event)
    #define _AR_FLUSH(ctx, id)          ArchRast::FlushDraw(ctx, id)
#else
    #ifdef KNOB_ENABLE_RDTSC
        #define _AR_BEGIN(ctx, type, id) (void)ctx; RDTSC_START(type)
        #define _AR_END(ctx, type, id)   RDTSC_STOP(type, id, 0)
    #else
        #define _AR_BEGIN(ctx, type, id) (void)ctx
        #define _AR_END(ctx, type, id)
    #endif
    #define _AR_EVENT(ctx, event)
    #define _AR_FLUSH(ctx, id)
#endif

// Use these macros for api thread.
#define AR_API_BEGIN(type, id) _AR_BEGIN(AR_API_CTX, type, id)
#define AR_API_END(type, count) _AR_END(AR_API_CTX, type, count)
#define AR_API_EVENT(event) _AR_EVENT(AR_API_CTX, event)

// Use these macros for worker threads.
#define AR_BEGIN(type, id) _AR_BEGIN(AR_WORKER_CTX, type, id)
#define AR_END(type, count) _AR_END(AR_WORKER_CTX, type, count)
#define AR_EVENT(event) _AR_EVENT(AR_WORKER_CTX, event)
#define AR_FLUSH(id) _AR_FLUSH(AR_WORKER_CTX, id)
