// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#pragma once

#include <vector>

#include "common/common_types.h"
#include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h"
#include "shader_recompiler/runtime_info.h"

namespace Shader::Backend::SPIRV {

constexpr u32 NUM_TEXTURE_SCALING_WORDS = 4;
constexpr u32 NUM_IMAGE_SCALING_WORDS = 2;
constexpr u32 NUM_TEXTURE_AND_IMAGE_SCALING_WORDS =
    NUM_TEXTURE_SCALING_WORDS + NUM_IMAGE_SCALING_WORDS;

struct RescalingLayout {
    alignas(16) std::array<u32, NUM_TEXTURE_SCALING_WORDS> rescaling_textures;
    alignas(16) std::array<u32, NUM_IMAGE_SCALING_WORDS> rescaling_images;
    alignas(16) u32 down_factor;
};
constexpr u32 RESCALING_LAYOUT_WORDS_OFFSET = offsetof(RescalingLayout, rescaling_textures);
constexpr u32 RESCALING_LAYOUT_DOWN_FACTOR_OFFSET = offsetof(RescalingLayout, down_factor);

[[nodiscard]] std::vector<u32> EmitSPIRV(const Profile& profile, const RuntimeInfo& runtime_info,
                                         IR::Program& program, Bindings& bindings);

[[nodiscard]] inline std::vector<u32> EmitSPIRV(const Profile& profile, IR::Program& program) {
    Bindings binding;
    return EmitSPIRV(profile, {}, program, binding);
}

} // namespace Shader::Backend::SPIRV
