/*
 * Copyright © 2014-2017 Broadcom
 *
 * 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.
 */

#include <xf86drm.h>
#include <err.h>

#include "pipe/p_defines.h"
#include "util/hash_table.h"
#include "util/ralloc.h"
#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "util/u_blitter.h"
#include "util/u_upload_mgr.h"
#include "util/u_prim.h"
#include "indices/u_primconvert.h"
#include "pipe/p_screen.h"

#include "v3d_screen.h"
#include "v3d_context.h"
#include "v3d_resource.h"
#include "broadcom/compiler/v3d_compiler.h"

void
v3d_flush(struct pipe_context *pctx)
{
        struct v3d_context *v3d = v3d_context(pctx);

        hash_table_foreach(v3d->jobs, entry) {
                struct v3d_job *job = entry->data;
                v3d_job_submit(v3d, job);
        }
}

static void
v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
               unsigned flags)
{
        struct v3d_context *v3d = v3d_context(pctx);

        v3d_flush(pctx);

        if (fence) {
                struct pipe_screen *screen = pctx->screen;
                struct v3d_fence *f = v3d_fence_create(v3d);
                screen->fence_reference(screen, fence, NULL);
                *fence = (struct pipe_fence_handle *)f;
        }
}

static void
v3d_memory_barrier(struct pipe_context *pctx, unsigned int flags)
{
        struct v3d_context *v3d = v3d_context(pctx);

        /* We only need to flush for SSBOs and images, because for everything
         * else we flush the job automatically when we needed.
         */
        const unsigned int flush_flags = PIPE_BARRIER_SHADER_BUFFER |
                                         PIPE_BARRIER_IMAGE;

	if (!(flags & flush_flags))
		return;

        /* We only need to flush jobs writing to SSBOs/images. */
        perf_debug("Flushing all jobs for glMemoryBarrier(), could do better");
        v3d_flush(pctx);
}

static void
v3d_set_debug_callback(struct pipe_context *pctx,
                       const struct pipe_debug_callback *cb)
{
        struct v3d_context *v3d = v3d_context(pctx);

        if (cb)
                v3d->debug = *cb;
        else
                memset(&v3d->debug, 0, sizeof(v3d->debug));
}

static void
v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_resource *rsc = v3d_resource(prsc);

        rsc->initialized_buffers = 0;

        struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
                                                           prsc);
        if (!entry)
                return;

        struct v3d_job *job = entry->data;
        if (job->key.zsbuf && job->key.zsbuf->texture == prsc)
                job->store &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
}

/**
 * Flushes the current job to get up-to-date primive counts written to the
 * primitive counts BO, then accumulates the transform feedback primitive count
 * in the context and the corresponding vertex counts in the bound stream
 * output targets.
 */
void
v3d_update_primitive_counters(struct v3d_context *v3d)
{
        struct v3d_job *job = v3d_get_job_for_fbo(v3d);
        if (job->draw_calls_queued == 0)
                return;

        /* In order to get up-to-date primitive counts we need to submit
         * the job for execution so we get the counts written to memory.
         * Notice that this will require a sync wait for the buffer write.
         */
        uint32_t prims_before = v3d->tf_prims_generated;
        v3d_job_submit(v3d, job);
        uint32_t prims_after = v3d->tf_prims_generated;
        if (prims_before == prims_after)
                return;

        enum pipe_prim_type prim_type = u_base_prim_type(v3d->prim_mode);
        uint32_t num_verts = u_vertices_for_prims(prim_type,
                                                  prims_after - prims_before);
        for (int i = 0; i < v3d->streamout.num_targets; i++) {
                struct v3d_stream_output_target *so =
                        v3d_stream_output_target(v3d->streamout.targets[i]);
                so->recorded_vertex_count += num_verts;
        }
}

bool
v3d_line_smoothing_enabled(struct v3d_context *v3d)
{
        if (!v3d->rasterizer->base.line_smooth)
                return false;

        /* According to the OpenGL docs, line smoothing shouldn’t be applied
         * when multisampling
         */
        if (v3d->job->msaa || v3d->rasterizer->base.multisample)
                return false;

        if (v3d->framebuffer.nr_cbufs <= 0)
                return false;

        struct pipe_surface *cbuf = v3d->framebuffer.cbufs[0];
        if (!cbuf)
                return false;

        /* Modifying the alpha for pure integer formats probably
         * doesn’t make sense because we don’t know how the application
         * uses the alpha value.
         */
        if (util_format_is_pure_integer(cbuf->format))
                return false;

        return true;
}

float
v3d_get_real_line_width(struct v3d_context *v3d)
{
        float width = v3d->rasterizer->base.line_width;

        if (v3d_line_smoothing_enabled(v3d)) {
                /* If line smoothing is enabled then we want to add some extra
                 * pixels to the width in order to have some semi-transparent
                 * edges.
                 */
                width = floorf(M_SQRT2 * width) + 3;
        }

        return width;
}

static void
v3d_context_destroy(struct pipe_context *pctx)
{
        struct v3d_context *v3d = v3d_context(pctx);

        v3d_flush(pctx);

        if (v3d->blitter)
                util_blitter_destroy(v3d->blitter);

        if (v3d->primconvert)
                util_primconvert_destroy(v3d->primconvert);

        if (v3d->uploader)
                u_upload_destroy(v3d->uploader);
        if (v3d->state_uploader)
                u_upload_destroy(v3d->state_uploader);

        if (v3d->prim_counts)
                pipe_resource_reference(&v3d->prim_counts, NULL);

        slab_destroy_child(&v3d->transfer_pool);

        pipe_surface_reference(&v3d->framebuffer.cbufs[0], NULL);
        pipe_surface_reference(&v3d->framebuffer.zsbuf, NULL);

        v3d_program_fini(pctx);

        ralloc_free(v3d);
}

static void
v3d_get_sample_position(struct pipe_context *pctx,
                        unsigned sample_count, unsigned sample_index,
                        float *xy)
{
        struct v3d_context *v3d = v3d_context(pctx);

        if (sample_count <= 1) {
                xy[0] = 0.5;
                xy[1] = 0.5;
        } else {
                static const int xoffsets_v33[] = { 1, -3, 3, -1 };
                static const int xoffsets_v42[] = { -1, 3, -3, 1 };
                const int *xoffsets = (v3d->screen->devinfo.ver >= 42 ?
                                       xoffsets_v42 : xoffsets_v33);

                xy[0] = 0.5 + xoffsets[sample_index] * .125;
                xy[1] = .125 + sample_index * .25;
        }
}

struct pipe_context *
v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
{
        struct v3d_screen *screen = v3d_screen(pscreen);
        struct v3d_context *v3d;

        /* Prevent dumping of the shaders built during context setup. */
        uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB;
        V3D_DEBUG &= ~V3D_DEBUG_SHADERDB;

        v3d = rzalloc(NULL, struct v3d_context);
        if (!v3d)
                return NULL;
        struct pipe_context *pctx = &v3d->base;

        v3d->screen = screen;

        int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED,
                                   &v3d->out_sync);
        if (ret) {
                ralloc_free(v3d);
                return NULL;
        }

        pctx->screen = pscreen;
        pctx->priv = priv;
        pctx->destroy = v3d_context_destroy;
        pctx->flush = v3d_pipe_flush;
        pctx->memory_barrier = v3d_memory_barrier;
        pctx->set_debug_callback = v3d_set_debug_callback;
        pctx->invalidate_resource = v3d_invalidate_resource;
        pctx->get_sample_position = v3d_get_sample_position;

        if (screen->devinfo.ver >= 41) {
                v3d41_draw_init(pctx);
                v3d41_state_init(pctx);
        } else {
                v3d33_draw_init(pctx);
                v3d33_state_init(pctx);
        }
        v3d_program_init(pctx);
        v3d_query_init(pctx);
        v3d_resource_context_init(pctx);

        v3d_job_init(v3d);

        v3d->fd = screen->fd;

        slab_create_child(&v3d->transfer_pool, &screen->transfer_pool);

        v3d->uploader = u_upload_create_default(&v3d->base);
        v3d->base.stream_uploader = v3d->uploader;
        v3d->base.const_uploader = v3d->uploader;
        v3d->state_uploader = u_upload_create(&v3d->base,
                                              4096,
                                              PIPE_BIND_CONSTANT_BUFFER,
                                              PIPE_USAGE_STREAM, 0);

        v3d->blitter = util_blitter_create(pctx);
        if (!v3d->blitter)
                goto fail;
        v3d->blitter->use_index_buffer = true;

        v3d->primconvert = util_primconvert_create(pctx,
                                                   (1 << PIPE_PRIM_QUADS) - 1);
        if (!v3d->primconvert)
                goto fail;

        V3D_DEBUG |= saved_shaderdb_flag;

        v3d->sample_mask = (1 << V3D_MAX_SAMPLES) - 1;
        v3d->active_queries = true;

        return &v3d->base;

fail:
        pctx->destroy(pctx);
        return NULL;
}
