/**********************************************************
 * Copyright 2009-2011 VMware, Inc. 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 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.
 *
 *********************************************************
 * Authors:
 * Zack Rusin <zackr-at-vmware-dot-com>
 */

#include "xa_context.h"
#include "xa_priv.h"
#include <math.h>
#include "cso_cache/cso_context.h"
#include "util/u_inlines.h"
#include "util/u_sampler.h"
#include "util/u_draw_quad.h"

#define floatsEqual(x, y) (fabs(x - y) <= 0.00001f * MIN2(fabs(x), fabs(y)))
#define floatIsZero(x) (floatsEqual((x) + 1, 1))

#define NUM_COMPONENTS 4

void


renderer_set_constants(struct xa_context *r,
		       int shader_type, const float *params, int param_bytes);

static inline boolean
is_affine(float *matrix)
{
    return floatIsZero(matrix[2]) && floatIsZero(matrix[5])
	&& floatsEqual(matrix[8], 1);
}

static inline void
map_point(float *mat, float x, float y, float *out_x, float *out_y)
{
    if (!mat) {
	*out_x = x;
	*out_y = y;
	return;
    }

    *out_x = mat[0] * x + mat[3] * y + mat[6];
    *out_y = mat[1] * x + mat[4] * y + mat[7];
    if (!is_affine(mat)) {
	float w = 1 / (mat[2] * x + mat[5] * y + mat[8]);

	*out_x *= w;
	*out_y *= w;
    }
}

static inline void
renderer_draw(struct xa_context *r)
{
    int num_verts = r->buffer_size / (r->attrs_per_vertex * NUM_COMPONENTS);

    if (!r->buffer_size)
	return;

    if (!r->scissor_valid) {
	r->scissor.minx = 0;
	r->scissor.miny = 0;
	r->scissor.maxx = r->dst->tex->width0;
	r->scissor.maxy = r->dst->tex->height0;
    }

    r->pipe->set_scissor_states(r->pipe, 0, 1, &r->scissor);

    cso_set_vertex_elements(r->cso, r->attrs_per_vertex, r->velems);
    util_draw_user_vertex_buffer(r->cso, r->buffer, PIPE_PRIM_QUADS,
                                 num_verts,	/* verts */
                                 r->attrs_per_vertex);	/* attribs/vert */
    r->buffer_size = 0;

    xa_scissor_reset(r);
}

static inline void
renderer_draw_conditional(struct xa_context *r, int next_batch)
{
    if (r->buffer_size + next_batch >= XA_VB_SIZE ||
	(next_batch == 0 && r->buffer_size)) {
	renderer_draw(r);
    }
}

void
renderer_init_state(struct xa_context *r)
{
    struct pipe_depth_stencil_alpha_state dsa;
    struct pipe_rasterizer_state raster;
    unsigned i;

    /* set common initial clip state */
    memset(&dsa, 0, sizeof(struct pipe_depth_stencil_alpha_state));
    cso_set_depth_stencil_alpha(r->cso, &dsa);

    /* XXX: move to renderer_init_state? */
    memset(&raster, 0, sizeof(struct pipe_rasterizer_state));
    raster.half_pixel_center = 1;
    raster.bottom_edge_rule = 1;
    raster.depth_clip_near = 1;
    raster.depth_clip_far = 1;
    raster.scissor = 1;
    cso_set_rasterizer(r->cso, &raster);

    /* vertex elements state */
    memset(&r->velems[0], 0, sizeof(r->velems[0]) * 3);
    for (i = 0; i < 3; i++) {
	r->velems[i].src_offset = i * 4 * sizeof(float);
	r->velems[i].instance_divisor = 0;
	r->velems[i].vertex_buffer_index = 0;
	r->velems[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
    }
}

static inline void
add_vertex_color(struct xa_context *r, float x, float y, float color[4])
{
    float *vertex = r->buffer + r->buffer_size;

    vertex[0] = x;
    vertex[1] = y;
    vertex[2] = 0.f;		/*z */
    vertex[3] = 1.f;		/*w */

    vertex[4] = color[0];	/*r */
    vertex[5] = color[1];	/*g */
    vertex[6] = color[2];	/*b */
    vertex[7] = color[3];	/*a */

    r->buffer_size += 8;
}

static inline void
add_vertex_1tex(struct xa_context *r, float x, float y, float s, float t)
{
    float *vertex = r->buffer + r->buffer_size;

    vertex[0] = x;
    vertex[1] = y;
    vertex[2] = 0.f;		/*z */
    vertex[3] = 1.f;		/*w */

    vertex[4] = s;		/*s */
    vertex[5] = t;		/*t */
    vertex[6] = 0.f;		/*r */
    vertex[7] = 1.f;		/*q */

    r->buffer_size += 8;
}

static inline void
add_vertex_2tex(struct xa_context *r,
		float x, float y, float s0, float t0, float s1, float t1)
{
    float *vertex = r->buffer + r->buffer_size;

    vertex[0] = x;
    vertex[1] = y;
    vertex[2] = 0.f;		/*z */
    vertex[3] = 1.f;		/*w */

    vertex[4] = s0;		/*s */
    vertex[5] = t0;		/*t */
    vertex[6] = 0.f;		/*r */
    vertex[7] = 1.f;		/*q */

    vertex[8] = s1;		/*s */
    vertex[9] = t1;		/*t */
    vertex[10] = 0.f;		/*r */
    vertex[11] = 1.f;		/*q */

    r->buffer_size += 12;
}

static void
add_vertex_data1(struct xa_context *r,
                 float srcX, float srcY,  float dstX, float dstY,
                 float width, float height,
                 struct pipe_resource *src, const float *src_matrix)
{
    float s0, t0, s1, t1, s2, t2, s3, t3;
    float pt0[2], pt1[2], pt2[2], pt3[2];

    pt0[0] = srcX;
    pt0[1] = srcY;
    pt1[0] = (srcX + width);
    pt1[1] = srcY;
    pt2[0] = (srcX + width);
    pt2[1] = (srcY + height);
    pt3[0] = srcX;
    pt3[1] = (srcY + height);

    if (src_matrix) {
	map_point((float *)src_matrix, pt0[0], pt0[1], &pt0[0], &pt0[1]);
	map_point((float *)src_matrix, pt1[0], pt1[1], &pt1[0], &pt1[1]);
	map_point((float *)src_matrix, pt2[0], pt2[1], &pt2[0], &pt2[1]);
	map_point((float *)src_matrix, pt3[0], pt3[1], &pt3[0], &pt3[1]);
    }

    s0 =  pt0[0] / src->width0;
    s1 =  pt1[0] / src->width0;
    s2 =  pt2[0] / src->width0;
    s3 =  pt3[0] / src->width0;
    t0 =  pt0[1] / src->height0;
    t1 =  pt1[1] / src->height0;
    t2 =  pt2[1] / src->height0;
    t3 =  pt3[1] / src->height0;

    /* 1st vertex */
    add_vertex_1tex(r, dstX, dstY, s0, t0);
    /* 2nd vertex */
    add_vertex_1tex(r, dstX + width, dstY, s1, t1);
    /* 3rd vertex */
    add_vertex_1tex(r, dstX + width, dstY + height, s2, t2);
    /* 4th vertex */
    add_vertex_1tex(r, dstX, dstY + height, s3, t3);
}

static void
add_vertex_data2(struct xa_context *r,
                 float srcX, float srcY, float maskX, float maskY,
                 float dstX, float dstY, float width, float height,
                 struct pipe_resource *src,
                 struct pipe_resource *mask,
                 const float *src_matrix, const float *mask_matrix)
{
    float src_s0, src_t0, src_s1, src_t1;
    float mask_s0, mask_t0, mask_s1, mask_t1;
    float spt0[2], spt1[2];
    float mpt0[2], mpt1[2];

    spt0[0] = srcX;
    spt0[1] = srcY;
    spt1[0] = srcX + width;
    spt1[1] = srcY + height;

    mpt0[0] = maskX;
    mpt0[1] = maskY;
    mpt1[0] = maskX + width;
    mpt1[1] = maskY + height;

    if (src_matrix) {
	map_point((float *)src_matrix, spt0[0], spt0[1], &spt0[0], &spt0[1]);
	map_point((float *)src_matrix, spt1[0], spt1[1], &spt1[0], &spt1[1]);
    }

    if (mask_matrix) {
	map_point((float *)mask_matrix, mpt0[0], mpt0[1], &mpt0[0], &mpt0[1]);
	map_point((float *)mask_matrix, mpt1[0], mpt1[1], &mpt1[0], &mpt1[1]);
    }

    src_s0 = spt0[0] / src->width0;
    src_t0 = spt0[1] / src->height0;
    src_s1 = spt1[0] / src->width0;
    src_t1 = spt1[1] / src->height0;

    mask_s0 = mpt0[0] / mask->width0;
    mask_t0 = mpt0[1] / mask->height0;
    mask_s1 = mpt1[0] / mask->width0;
    mask_t1 = mpt1[1] / mask->height0;

    /* 1st vertex */
    add_vertex_2tex(r, dstX, dstY,
		    src_s0, src_t0, mask_s0, mask_t0);
    /* 2nd vertex */
    add_vertex_2tex(r, dstX + width, dstY,
		    src_s1, src_t0, mask_s1, mask_t0);
    /* 3rd vertex */
    add_vertex_2tex(r, dstX + width, dstY + height,
		    src_s1, src_t1, mask_s1, mask_t1);
    /* 4th vertex */
    add_vertex_2tex(r, dstX, dstY + height,
		    src_s0, src_t1, mask_s0, mask_t1);
}

static void
setup_vertex_data_yuv(struct xa_context *r,
		      float srcX,
		      float srcY,
		      float srcW,
		      float srcH,
		      float dstX,
		      float dstY,
		      float dstW, float dstH, struct xa_surface *srf[])
{
    float s0, t0, s1, t1;
    float spt0[2], spt1[2];
    struct pipe_resource *tex;

    spt0[0] = srcX;
    spt0[1] = srcY;
    spt1[0] = srcX + srcW;
    spt1[1] = srcY + srcH;

    tex = srf[0]->tex;
    s0 = spt0[0] / tex->width0;
    t0 = spt0[1] / tex->height0;
    s1 = spt1[0] / tex->width0;
    t1 = spt1[1] / tex->height0;

    /* 1st vertex */
    add_vertex_1tex(r, dstX, dstY, s0, t0);
    /* 2nd vertex */
    add_vertex_1tex(r, dstX + dstW, dstY, s1, t0);
    /* 3rd vertex */
    add_vertex_1tex(r, dstX + dstW, dstY + dstH, s1, t1);
    /* 4th vertex */
    add_vertex_1tex(r, dstX, dstY + dstH, s0, t1);
}

/* Set up framebuffer, viewport and vertex shader constant buffer
 * state for a particular destinaton surface.  In all our rendering,
 * these concepts are linked.
 */
void
renderer_bind_destination(struct xa_context *r,
			  struct pipe_surface *surface)
{
    int width = surface->width;
    int height = surface->height;

    struct pipe_framebuffer_state fb;
    struct pipe_viewport_state viewport;

    xa_scissor_reset(r);

    /* Framebuffer uses actual surface width/height
     */
    memset(&fb, 0, sizeof fb);
    fb.width = surface->width;
    fb.height = surface->height;
    fb.nr_cbufs = 1;
    fb.cbufs[0] = surface;
    fb.zsbuf = 0;

    /* Viewport just touches the bit we're interested in:
     */
    viewport.scale[0] = width / 2.f;
    viewport.scale[1] = height / 2.f;
    viewport.scale[2] = 1.0;
    viewport.translate[0] = width / 2.f;
    viewport.translate[1] = height / 2.f;
    viewport.translate[2] = 0.0;

    /* Constant buffer set up to match viewport dimensions:
     */
    if (r->fb_width != width || r->fb_height != height) {
	float vs_consts[8] = {
	    2.f / width, 2.f / height, 1, 1,
	    -1, -1, 0, 0
	};

	r->fb_width = width;
	r->fb_height = height;

	renderer_set_constants(r, PIPE_SHADER_VERTEX,
			       vs_consts, sizeof vs_consts);
    }

    cso_set_framebuffer(r->cso, &fb);
    cso_set_viewport(r->cso, &viewport);
}

void
renderer_set_constants(struct xa_context *r,
		       int shader_type, const float *params, int param_bytes)
{
    struct pipe_resource **cbuf =
	(shader_type == PIPE_SHADER_VERTEX) ? &r->vs_const_buffer :
	&r->fs_const_buffer;

    pipe_resource_reference(cbuf, NULL);
    *cbuf = pipe_buffer_create_const0(r->pipe->screen,
                                      PIPE_BIND_CONSTANT_BUFFER,
                                      PIPE_USAGE_DEFAULT,
                                      param_bytes);

    if (*cbuf) {
	pipe_buffer_write(r->pipe, *cbuf, 0, param_bytes, params);
    }
    pipe_set_constant_buffer(r->pipe, shader_type, 0, *cbuf);
}

void
renderer_copy_prepare(struct xa_context *r,
		      struct pipe_surface *dst_surface,
		      struct pipe_resource *src_texture,
		      const enum xa_formats src_xa_format,
		      const enum xa_formats dst_xa_format)
{
    struct pipe_context *pipe = r->pipe;
    struct pipe_screen *screen = pipe->screen;
    struct xa_shader shader;
    uint32_t fs_traits = FS_COMPOSITE;

    assert(screen->is_format_supported(screen, dst_surface->format,
				       PIPE_TEXTURE_2D, 0, 0,
				       PIPE_BIND_RENDER_TARGET));
    (void)screen;

    renderer_bind_destination(r, dst_surface);

    /* set misc state we care about */
    {
	struct pipe_blend_state blend;

	memset(&blend, 0, sizeof(blend));
	blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
	blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
	blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
	blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
	blend.rt[0].colormask = PIPE_MASK_RGBA;
	cso_set_blend(r->cso, &blend);
    }

    /* sampler */
    {
	struct pipe_sampler_state sampler;
        const struct pipe_sampler_state *p_sampler = &sampler;

	memset(&sampler, 0, sizeof(sampler));
	sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
	sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
	sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
	sampler.normalized_coords = 1;
        cso_set_samplers(r->cso, PIPE_SHADER_FRAGMENT, 1, &p_sampler);
        r->num_bound_samplers = 1;
    }

    /* texture/sampler view */
    {
	struct pipe_sampler_view templ;
	struct pipe_sampler_view *src_view;

	u_sampler_view_default_template(&templ,
					src_texture, src_texture->format);
	src_view = pipe->create_sampler_view(pipe, src_texture, &templ);
	cso_set_sampler_views(r->cso, PIPE_SHADER_FRAGMENT, 1, &src_view);
	pipe_sampler_view_reference(&src_view, NULL);
    }

    /* shaders */
    if (src_texture->format == PIPE_FORMAT_L8_UNORM ||
        src_texture->format == PIPE_FORMAT_R8_UNORM)
	fs_traits |= FS_SRC_LUMINANCE;
    if (dst_surface->format == PIPE_FORMAT_L8_UNORM ||
        dst_surface->format == PIPE_FORMAT_R8_UNORM)
	fs_traits |= FS_DST_LUMINANCE;
    if (xa_format_a(dst_xa_format) != 0 &&
	xa_format_a(src_xa_format) == 0)
	fs_traits |= FS_SRC_SET_ALPHA;

    shader = xa_shaders_get(r->shaders, VS_COMPOSITE, fs_traits);
    cso_set_vertex_shader_handle(r->cso, shader.vs);
    cso_set_fragment_shader_handle(r->cso, shader.fs);

    r->buffer_size = 0;
    r->attrs_per_vertex = 2;
}

void
renderer_copy(struct xa_context *r,
	      int dx,
	      int dy,
	      int sx,
	      int sy,
	      int width, int height, float src_width, float src_height)
{
    float s0, t0, s1, t1;
    float x0, y0, x1, y1;

    /* XXX: could put the texcoord scaling calculation into the vertex
     * shader.
     */
    s0 = sx / src_width;
    s1 = (sx + width) / src_width;
    t0 = sy / src_height;
    t1 = (sy + height) / src_height;

    x0 = dx;
    x1 = dx + width;
    y0 = dy;
    y1 = dy + height;

    /* draw quad */
    renderer_draw_conditional(r, 4 * 8);
    add_vertex_1tex(r, x0, y0, s0, t0);
    add_vertex_1tex(r, x1, y0, s1, t0);
    add_vertex_1tex(r, x1, y1, s1, t1);
    add_vertex_1tex(r, x0, y1, s0, t1);
}

void
renderer_draw_yuv(struct xa_context *r,
		  float src_x,
		  float src_y,
		  float src_w,
		  float src_h,
		  int dst_x,
		  int dst_y, int dst_w, int dst_h, struct xa_surface *srf[])
{
   const int num_attribs = 2;	/*pos + tex coord */

   setup_vertex_data_yuv(r,
                         src_x, src_y, src_w, src_h,
                         dst_x, dst_y, dst_w, dst_h, srf);

   if (!r->scissor_valid) {
       r->scissor.minx = 0;
       r->scissor.miny = 0;
       r->scissor.maxx = r->dst->tex->width0;
       r->scissor.maxy = r->dst->tex->height0;
   }

   r->pipe->set_scissor_states(r->pipe, 0, 1, &r->scissor);

   cso_set_vertex_elements(r->cso, num_attribs, r->velems);
   util_draw_user_vertex_buffer(r->cso, r->buffer, PIPE_PRIM_QUADS,
                                4,	/* verts */
                                num_attribs);	/* attribs/vert */
   r->buffer_size = 0;

   xa_scissor_reset(r);
}

void
renderer_begin_solid(struct xa_context *r)
{
    r->buffer_size = 0;
    r->attrs_per_vertex = 2;
}

void
renderer_solid(struct xa_context *r,
	       int x0, int y0, int x1, int y1, float *color)
{
    /*
     * debug_printf("solid rect[(%d, %d), (%d, %d)], rgba[%f, %f, %f, %f]\n",
     * x0, y0, x1, y1, color[0], color[1], color[2], color[3]); */

    renderer_draw_conditional(r, 4 * 8);

    /* 1st vertex */
    add_vertex_color(r, x0, y0, color);
    /* 2nd vertex */
    add_vertex_color(r, x1, y0, color);
    /* 3rd vertex */
    add_vertex_color(r, x1, y1, color);
    /* 4th vertex */
    add_vertex_color(r, x0, y1, color);
}

void
renderer_draw_flush(struct xa_context *r)
{
    renderer_draw_conditional(r, 0);
}

void
renderer_begin_textures(struct xa_context *r)
{
    r->attrs_per_vertex = 1 + r->num_bound_samplers;
    r->buffer_size = 0;
}

void
renderer_texture(struct xa_context *r,
		 int *pos,
		 int width, int height,
		 const float *src_matrix,
		 const float *mask_matrix)
{
    struct pipe_sampler_view **sampler_view = r->bound_sampler_views;

#if 0
    if (src_matrix) {
	debug_printf("src_matrix = \n");
	debug_printf("%f, %f, %f\n", src_matrix[0], src_matrix[1], src_matrix[2]);
	debug_printf("%f, %f, %f\n", src_matrix[3], src_matrix[4], src_matrix[5]);
	debug_printf("%f, %f, %f\n", src_matrix[6], src_matrix[7], src_matrix[8]);
    }
    if (mask_matrix) {
	debug_printf("mask_matrix = \n");
	debug_printf("%f, %f, %f\n", mask_matrix[0], mask_matrix[1], mask_matrix[2]);
	debug_printf("%f, %f, %f\n", mask_matrix[3], mask_matrix[4], mask_matrix[5]);
	debug_printf("%f, %f, %f\n", mask_matrix[6], mask_matrix[7], mask_matrix[8]);
    }
#endif

    switch(r->attrs_per_vertex) {
    case 2:
	renderer_draw_conditional(r, 4 * 8);
	add_vertex_data1(r,
			 pos[0], pos[1], /* src */
			 pos[4], pos[5], /* dst */
			 width, height,
			 sampler_view[0]->texture, src_matrix);
	break;
    case 3:
	renderer_draw_conditional(r, 4 * 12);
	add_vertex_data2(r,
			 pos[0], pos[1], /* src */
			 pos[2], pos[3], /* mask */
			 pos[4], pos[5], /* dst */
			 width, height,
			 sampler_view[0]->texture, sampler_view[1]->texture,
			 src_matrix, mask_matrix);
	break;
    default:
	break;
    }
}
