// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.

#include <boost/range/algorithm.hpp>

#include <common/file_util.h>

#include <core/mem_map.h>

#include <nihstro/shader_bytecode.h>

#include "debug_utils/debug_utils.h"

#include "pica.h"
#include "vertex_shader.h"

using nihstro::Instruction;
using nihstro::RegisterType;
using nihstro::SourceRegister;
using nihstro::SwizzlePattern;

namespace Pica {

namespace VertexShader {

static struct {
    Math::Vec4<float24> f[96];
} shader_uniforms;


// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
// For now, we just keep these local arrays around.
static u32 shader_memory[1024];
static u32 swizzle_data[1024];

void SubmitShaderMemoryChange(u32 addr, u32 value)
{
    shader_memory[addr] = value;
}

void SubmitSwizzleDataChange(u32 addr, u32 value)
{
    swizzle_data[addr] = value;
}

Math::Vec4<float24>& GetFloatUniform(u32 index)
{
    return shader_uniforms.f[index];
}

struct VertexShaderState {
    u32* program_counter;

    const float24* input_register_table[16];
    float24* output_register_table[7*4];

    Math::Vec4<float24> temporary_registers[16];
    bool status_registers[2];

    enum {
        INVALID_ADDRESS = 0xFFFFFFFF
    };
    u32 call_stack[8]; // TODO: What is the maximal call stack depth?
    u32* call_stack_pointer;

    struct {
        u32 max_offset; // maximum program counter ever reached
        u32 max_opdesc_id; // maximum swizzle pattern index ever used
    } debug;
};

static void ProcessShaderCode(VertexShaderState& state) {
    while (true) {
        bool increment_pc = true;
        bool exit_loop = false;
        const Instruction& instr = *(const Instruction*)state.program_counter;
        state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + (state.program_counter - shader_memory));

        auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
            switch (source_reg.GetRegisterType()) {
            case RegisterType::Input:
                return state.input_register_table[source_reg.GetIndex()];

            case RegisterType::Temporary:
                return &state.temporary_registers[source_reg.GetIndex()].x;

            case RegisterType::FloatUniform:
                return &shader_uniforms.f[source_reg.GetIndex()].x;
            }
        };
        bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed);
        const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted));
        const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted));
        float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()]
                      : (instr.common.dest < 0x10) ? nullptr
                      : (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0]
                      : nullptr;

        const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
        const bool negate_src1 = (swizzle.negate_src1 != 0);

        float24 src1[4] = {
            src1_[(int)swizzle.GetSelectorSrc1(0)],
            src1_[(int)swizzle.GetSelectorSrc1(1)],
            src1_[(int)swizzle.GetSelectorSrc1(2)],
            src1_[(int)swizzle.GetSelectorSrc1(3)],
        };
        if (negate_src1) {
            src1[0] = src1[0] * float24::FromFloat32(-1);
            src1[1] = src1[1] * float24::FromFloat32(-1);
            src1[2] = src1[2] * float24::FromFloat32(-1);
            src1[3] = src1[3] * float24::FromFloat32(-1);
        }
        const float24 src2[4] = {
            src2_[(int)swizzle.GetSelectorSrc2(0)],
            src2_[(int)swizzle.GetSelectorSrc2(1)],
            src2_[(int)swizzle.GetSelectorSrc2(2)],
            src2_[(int)swizzle.GetSelectorSrc2(3)],
        };

        switch (instr.opcode) {
            case Instruction::OpCode::ADD:
            {
                state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
                for (int i = 0; i < 4; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    dest[i] = src1[i] + src2[i];
                }

                break;
            }

            case Instruction::OpCode::MUL:
            {
                state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
                for (int i = 0; i < 4; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    dest[i] = src1[i] * src2[i];
                }

                break;
            }

            case Instruction::OpCode::DP3:
            case Instruction::OpCode::DP4:
            {
                state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
                float24 dot = float24::FromFloat32(0.f);
                int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
                for (int i = 0; i < num_components; ++i)
                    dot = dot + src1[i] * src2[i];

                for (int i = 0; i < num_components; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    dest[i] = dot;
                }
                break;
            }

            // Reciprocal
            case Instruction::OpCode::RCP:
            {
                state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
                for (int i = 0; i < 4; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    // TODO: Be stable against division by zero!
                    // TODO: I think this might be wrong... we should only use one component here
                    dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32());
                }

                break;
            }

            // Reciprocal Square Root
            case Instruction::OpCode::RSQ:
            {
                state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
                for (int i = 0; i < 4; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    // TODO: Be stable against division by zero!
                    // TODO: I think this might be wrong... we should only use one component here
                    dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32()));
                }

                break;
            }

            case Instruction::OpCode::MOV:
            {
                state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
                for (int i = 0; i < 4; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    dest[i] = src1[i];
                }
                break;
            }

            // NOP is currently used as a heuristic for leaving from a function.
            // TODO: This is completely incorrect.
            case Instruction::OpCode::NOP:
                if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
                    exit_loop = true;
                } else {
                    // Jump back to call stack position, invalidate call stack entry, move up call stack pointer
                    state.program_counter = &shader_memory[*state.call_stack_pointer];
                    *state.call_stack_pointer-- = VertexShaderState::INVALID_ADDRESS;
                }

                break;

            case Instruction::OpCode::CALL:
                increment_pc = false;

                _dbg_assert_(HW_GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));

                *++state.call_stack_pointer = state.program_counter - shader_memory;
                state.program_counter = &shader_memory[instr.flow_control.dest_offset];
                break;

            case Instruction::OpCode::END:
                // TODO
                break;

            default:
                LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
                          (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
                break;
        }

        if (increment_pc)
            ++state.program_counter;

        if (exit_loop)
            break;
    }
}

OutputVertex RunShader(const InputVertex& input, int num_attributes)
{
    VertexShaderState state;

    const u32* main = &shader_memory[registers.vs_main_offset];
    state.program_counter = (u32*)main;
    state.debug.max_offset = 0;
    state.debug.max_opdesc_id = 0;

    // Setup input register table
    const auto& attribute_register_map = registers.vs_input_register_map;
    float24 dummy_register;
    boost::fill(state.input_register_table, &dummy_register);
    if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
    if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
    if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
    if(num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
    if(num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
    if(num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
    if(num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
    if(num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
    if(num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
    if(num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
    if(num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
    if(num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
    if(num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
    if(num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
    if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
    if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;

    // Setup output register table
    OutputVertex ret;
    for (int i = 0; i < 7; ++i) {
        const auto& output_register_map = registers.vs_output_attributes[i];

        u32 semantics[4] = {
            output_register_map.map_x, output_register_map.map_y,
            output_register_map.map_z, output_register_map.map_w
        };

        for (int comp = 0; comp < 4; ++comp)
            state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
    }

    state.status_registers[0] = false;
    state.status_registers[1] = false;
    boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS);
    state.call_stack_pointer = &state.call_stack[0];

    ProcessShaderCode(state);
    DebugUtils::DumpShader(shader_memory, state.debug.max_offset, swizzle_data,
                           state.debug.max_opdesc_id, registers.vs_main_offset,
                           registers.vs_output_attributes);

    LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
        ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
        ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
        ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32());

    return ret;
}


} // namespace

} // namespace
