/**********************************************************
 * Copyright 2008-2009 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.
 *
 **********************************************************/

#include "draw/draw_context.h"
#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_bitmask.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_text.h"

#include "svga_context.h"
#include "svga_hw_reg.h"
#include "svga_cmd.h"
#include "svga_debug.h"
#include "svga_shader.h"
#include "svga_streamout.h"


/**
 * Substitute a debug shader.
 */
static const struct tgsi_token *
substitute_vs(unsigned shader_id, const struct tgsi_token *old_tokens)
{
#if 0
   if (shader_id == 12) {
   static struct tgsi_token tokens[300];

   const char *text =
      "VERT\n"
      "DCL IN[0]\n"
      "DCL IN[1]\n"
      "DCL IN[2]\n"
      "DCL OUT[0], POSITION\n"
      "DCL TEMP[0..4]\n"
      "IMM FLT32 {     1.0000,     1.0000,     1.0000,     1.0000 }\n"
      "IMM FLT32 {     0.45,     1.0000,     1.0000,     1.0000 }\n"
      "IMM FLT32 { 1.297863, 0.039245, 0.035993, 0.035976}\n"
      "IMM FLT32 { -0.019398, 1.696131, -0.202151, -0.202050  }\n"
      "IMM FLT32 { 0.051711, -0.348713, -0.979204, -0.978714  }\n"
      "IMM FLT32 { 0.000000, 0.000003, 139.491577, 141.421356 }\n"
      "DCL CONST[0..7]\n"
      "DCL CONST[9..16]\n"
      "  MOV TEMP[2], IMM[0]\n"

      "  MOV TEMP[2].xyz, IN[2]\n"
      "  MOV TEMP[2].xyz, IN[0]\n"
      "  MOV TEMP[2].xyz, IN[1]\n"

      "  MUL TEMP[1], IMM[3], TEMP[2].yyyy\n"
      "  MAD TEMP[3], IMM[2],  TEMP[2].xxxx, TEMP[1]\n"
      "  MAD TEMP[1], IMM[4], TEMP[2].zzzz, TEMP[3]\n"
      "  MAD TEMP[4], IMM[5], TEMP[2].wwww, TEMP[1]\n"

      "  MOV OUT[0], TEMP[4]\n"
      "  END\n";

   if (!tgsi_text_translate(text,
                             tokens,
                             ARRAY_SIZE(tokens)))
   {
      assert(0);
      return NULL;
   }

   return tokens;
   }
#endif

   return old_tokens;
}


static void *
svga_create_vs_state(struct pipe_context *pipe,
                     const struct pipe_shader_state *templ)
{
   struct svga_context *svga = svga_context(pipe);
   struct svga_vertex_shader *vs = CALLOC_STRUCT(svga_vertex_shader);

   if (!vs)
      return NULL;

   SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEVS);         

   /* substitute a debug shader?
    */
   vs->base.tokens = tgsi_dup_tokens(substitute_vs(svga->debug.shader_id,
                                                   templ->tokens));

   /* Collect basic info that we'll need later:
    */
   tgsi_scan_shader(vs->base.tokens, &vs->base.info);

   {
      /* Need to do construct a new template in case we substitued a
       * debug shader.
       */
      struct pipe_shader_state tmp2 = *templ;
      tmp2.tokens = vs->base.tokens;
      vs->draw_shader = draw_create_vertex_shader(svga->swtnl.draw, &tmp2);
   }

   vs->base.id = svga->debug.shader_id++;

   vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info);

   /* check for any stream output declarations */
   if (templ->stream_output.num_outputs) {
      vs->base.stream_output = svga_create_stream_output(svga, &vs->base,
                                                         &templ->stream_output);
   }

   SVGA_STATS_TIME_POP(svga_sws(svga));
   return vs;
}


static void
svga_bind_vs_state(struct pipe_context *pipe, void *shader)
{
   struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
   struct svga_context *svga = svga_context(pipe);

   if (vs == svga->curr.vs)
      return;

   /* If the currently bound vertex shader has a generated geometry shader,
    * then unbind the geometry shader before binding a new vertex shader.
    * We need to unbind the geometry shader here because there is no
    * pipe_shader associated with the generated geometry shader.
    */
   if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL)
      svga->pipe.bind_gs_state(&svga->pipe, NULL);

   svga->curr.vs = vs;
   svga->dirty |= SVGA_NEW_VS;
}


static void
svga_delete_vs_state(struct pipe_context *pipe, void *shader)
{
   struct svga_context *svga = svga_context(pipe);
   struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
   struct svga_shader_variant *variant, *tmp;
   enum pipe_error ret;

   svga_hwtnl_flush_retry(svga);

   assert(vs->base.parent == NULL);

   /* Check if there is a generated geometry shader to go with this
    * vertex shader. If there is, then delete the geometry shader as well.
    */
   if (vs->gs != NULL) {
      svga->pipe.delete_gs_state(&svga->pipe, vs->gs);
   }

   if (vs->base.stream_output != NULL)
      svga_delete_stream_output(svga, vs->base.stream_output);

   draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);

   for (variant = vs->base.variants; variant; variant = tmp) {
      tmp = variant->next;

      /* Check if deleting currently bound shader */
      if (variant == svga->state.hw_draw.vs) {
         ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL);
         if (ret != PIPE_OK) {
            svga_context_flush(svga, NULL);
            ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL);
            assert(ret == PIPE_OK);
         }
         svga->state.hw_draw.vs = NULL;
      }

      svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
   }

   FREE((void *)vs->base.tokens);
   FREE(vs);
}


void
svga_init_vs_functions(struct svga_context *svga)
{
   svga->pipe.create_vs_state = svga_create_vs_state;
   svga->pipe.bind_vs_state = svga_bind_vs_state;
   svga->pipe.delete_vs_state = svga_delete_vs_state;
}

