/**************************************************************************
 * Copyright 2015 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, sub license, 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 NON-INFRINGEMENT.
 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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 <windows.h>

#define WGL_WGLEXT_PROTOTYPES

#include <GL/gl.h>
#include <GL/wglext.h>

#include "state_tracker/st_copytex.h"

#include "pipe/p_defines.h"
#include "pipe/p_screen.h"
#include "pipe/p_state.h"

#include "gldrv.h"
#include "stw_context.h"
#include "stw_device.h"
#include "stw_pixelformat.h"
#include "stw_framebuffer.h"
#include "stw_st.h"


/** Translate a WGL buffer name to a GLenum */
static GLenum
translate_ibuffer(int iBuffer)
{
   switch (iBuffer) {
   case WGL_FRONT_LEFT_ARB:
      return GL_FRONT_LEFT;
   case WGL_BACK_LEFT_ARB:
      return GL_BACK_LEFT;
   case WGL_FRONT_RIGHT_ARB:
      return GL_FRONT_RIGHT;
   case WGL_BACK_RIGHT_ARB:
      return GL_BACK_RIGHT;
   case WGL_AUX0_ARB:
      return GL_AUX0;
   default:
      return GL_NONE;
   }
}


/** Translate a WGL texture target type to a GLenum */
static GLenum
translate_target(unsigned textureTarget)
{
   switch (textureTarget) {
   case WGL_TEXTURE_1D_ARB:
      return GL_TEXTURE_1D;
   case WGL_TEXTURE_2D_ARB:
      return GL_TEXTURE_2D;
   case WGL_TEXTURE_CUBE_MAP_ARB:
      return GL_TEXTURE_CUBE_MAP;
   case WGL_NO_TEXTURE_ARB:
   default:
      return GL_NONE;
   }
}


/** Translate a WGL texture format to a GLenum */
static GLenum
translate_texture_format(unsigned wgl_format)
{
   switch (wgl_format) {
   case WGL_TEXTURE_RGB_ARB:
      return GL_RGB;
   case WGL_TEXTURE_RGBA_ARB:
      return GL_RGBA;
   case WGL_NO_TEXTURE_ARB:
   default:
      return GL_NONE;
   }
}


BOOL WINAPI
wglBindTexImageARB(HPBUFFERARB hPbuffer, int iBuffer)
{
   struct stw_context *curctx = stw_current_context();
   struct stw_framebuffer *fb, *old_fb, *old_fbRead;
   GLenum texFormat, srcBuffer, target;
   boolean retVal;
   int pixelFormatSave;

   /*
    * Implementation notes:
    * Ideally, we'd implement this function with the
    * st_context_iface::teximage() function which replaces a specific
    * texture image with a different resource (the pbuffer).
    * The main problem however, is the pbuffer image is upside down relative
    * to the texture image.
    * Window system drawing surfaces (windows & pbuffers) are "top to bottom"
    * while OpenGL texture images are "bottom to top".  One possible solution
    * to this is to invert rendering to pbuffers (as we do for renderbuffers)
    * but that could lead to other issues (and would require extensive
    * testing).
    *
    * The simple alternative is to use a copy-based approach which copies the
    * pbuffer image into the texture via glCopyTex[Sub]Image.  That's what
    * we do here.
    */

   if (!curctx) {
      debug_printf("No rendering context in wglBindTexImageARB()\n");
      SetLastError(ERROR_INVALID_OPERATION);
      return FALSE;
   }

   fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
   if (!fb) {
      debug_printf("Invalid pbuffer handle in wglBindTexImageARB()\n");
      SetLastError(ERROR_INVALID_HANDLE);
      return FALSE;
   }

   srcBuffer = translate_ibuffer(iBuffer);
   if (srcBuffer == GL_NONE) {
      debug_printf("Invalid buffer 0x%x in wglBindTexImageARB()\n", iBuffer);
      SetLastError(ERROR_INVALID_DATA);
      return FALSE;
   }

   target = translate_target(fb->textureTarget);
   if (target == GL_NONE) {
      debug_printf("no texture target in wglBindTexImageARB()\n");
      return FALSE;
   }

   texFormat = translate_texture_format(fb->textureFormat);
   if (texFormat == GL_NONE) {
      debug_printf("no texture format in wglBindTexImageARB()\n");
      return FALSE;
   }

   old_fb = curctx->current_framebuffer;
   old_fbRead = curctx->current_read_framebuffer;

   /*
    * Bind the pbuffer surface so we can read/copy from it.
    *
    * Before we can call stw_make_current() we have to temporarily
    * change the pbuffer's pixel format to match the context to avoid
    * an error condition.  After the stw_make_current() we restore the
    * buffer's pixel format.
    */
   pixelFormatSave = fb->iPixelFormat;
   fb->iPixelFormat = curctx->iPixelFormat;
   retVal = stw_make_current(fb, fb, curctx);
   fb->iPixelFormat = pixelFormatSave;
   if (!retVal) {
      debug_printf("stw_make_current(#1) failed in wglBindTexImageARB()\n");
      return FALSE;
   }

   st_copy_framebuffer_to_texture(srcBuffer, fb->width, fb->height,
                                  target, fb->textureLevel,
                                  fb->textureFace, texFormat);

   /* rebind previous drawing surface */
   retVal = stw_make_current(old_fb, old_fbRead, curctx);
   if (!retVal) {
      debug_printf("stw_make_current(#2) failed in wglBindTexImageARB()\n");
   }

   return retVal;
}


BOOL WINAPI
wglReleaseTexImageARB(HPBUFFERARB hPbuffer, int iBuffer)
{
   struct stw_framebuffer *fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
   GLenum srcBuffer;

   /* nothing to do here, but we do error checking anyway */

   if (!fb) {
      debug_printf("Invalid pbuffer handle in wglReleaseTexImageARB()\n");
      SetLastError(ERROR_INVALID_HANDLE);
      return FALSE;
   }

   srcBuffer = translate_ibuffer(iBuffer);
   if (srcBuffer == GL_NONE) {
      debug_printf("Invalid buffer 0x%x in wglReleaseTexImageARB()\n", iBuffer);
      SetLastError(ERROR_INVALID_DATA);
      return FALSE;
   }

   return TRUE;
}


BOOL WINAPI
wglSetPbufferAttribARB(HPBUFFERARB hPbuffer, const int *piAttribList)
{
   struct stw_framebuffer *fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
   int face, i;

   if (!fb) {
      SetLastError(ERROR_INVALID_HANDLE);
      return FALSE;
   }

   for (i = 0; piAttribList[i]; i += 2) {
      switch (piAttribList[i]) {
      case WGL_MIPMAP_LEVEL_ARB:
         fb->textureLevel = piAttribList[i+1];
         break;
      case WGL_CUBE_MAP_FACE_ARB:
         face = piAttribList[i+1];
         if (face >= WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&
             face <= WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB) {
            fb->textureFace = face - WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB;
         }
         else {
            debug_printf("Invalid cube face 0x%x in "
                         "wglSetPbufferAttribARB()\n",
                         piAttribList[i]);
            SetLastError(ERROR_INVALID_DATA);
            return FALSE;
         }
         break;
      default:
         debug_printf("Invalid attribute 0x%x in wglSetPbufferAttribARB()\n",
                      piAttribList[i]);
         SetLastError(ERROR_INVALID_DATA);
         return FALSE;
      }
   }

   return TRUE;
}
