// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#include <cstddef>

#include "video_core/renderer_vulkan/vk_command_pool.h"
#include "video_core/renderer_vulkan/vk_device.h"
#include "video_core/renderer_vulkan/wrapper.h"

namespace Vulkan {

constexpr size_t COMMAND_BUFFER_POOL_SIZE = 0x1000;

struct CommandPool::Pool {
    vk::CommandPool handle;
    vk::CommandBuffers cmdbufs;
};

CommandPool::CommandPool(MasterSemaphore& master_semaphore_, const VKDevice& device_)
    : ResourcePool(master_semaphore_, COMMAND_BUFFER_POOL_SIZE), device{device_} {}

CommandPool::~CommandPool() = default;

void CommandPool::Allocate(size_t begin, size_t end) {
    // Command buffers are going to be commited, recorded, executed every single usage cycle.
    // They are also going to be reseted when commited.
    Pool& pool = pools.emplace_back();
    pool.handle = device.GetLogical().CreateCommandPool({
        .sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
        .pNext = nullptr,
        .flags =
            VK_COMMAND_POOL_CREATE_TRANSIENT_BIT | VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT,
        .queueFamilyIndex = device.GetGraphicsFamily(),
    });
    pool.cmdbufs = pool.handle.Allocate(COMMAND_BUFFER_POOL_SIZE);
}

VkCommandBuffer CommandPool::Commit() {
    const size_t index = CommitResource();
    const auto pool_index = index / COMMAND_BUFFER_POOL_SIZE;
    const auto sub_index = index % COMMAND_BUFFER_POOL_SIZE;
    return pools[pool_index].cmdbufs[sub_index];
}

} // namespace Vulkan
