// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#pragma once

#include <array>
#include <cstddef>
#include <filesystem>
#include <iosfwd>
#include <memory>
#include <type_traits>
#include <unordered_map>
#include <utility>
#include <vector>

#include "common/common_types.h"
#include "common/thread_worker.h"
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/frontend/maxwell/control_flow.h"
#include "shader_recompiler/object_pool.h"
#include "shader_recompiler/profile.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_vulkan/fixed_pipeline_state.h"
#include "video_core/renderer_vulkan/vk_buffer_cache.h"
#include "video_core/renderer_vulkan/vk_compute_pipeline.h"
#include "video_core/renderer_vulkan/vk_graphics_pipeline.h"
#include "video_core/renderer_vulkan/vk_texture_cache.h"
#include "video_core/shader_cache.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"

namespace Core {
class System;
}

namespace Shader::IR {
struct Program;
}

namespace Vulkan {

using Maxwell = Tegra::Engines::Maxwell3D::Regs;

struct ComputePipelineCacheKey {
    u64 unique_hash;
    u32 shared_memory_size;
    std::array<u32, 3> workgroup_size;

    size_t Hash() const noexcept;

    bool operator==(const ComputePipelineCacheKey& rhs) const noexcept;

    bool operator!=(const ComputePipelineCacheKey& rhs) const noexcept {
        return !operator==(rhs);
    }
};
static_assert(std::has_unique_object_representations_v<ComputePipelineCacheKey>);
static_assert(std::is_trivially_copyable_v<ComputePipelineCacheKey>);
static_assert(std::is_trivially_constructible_v<ComputePipelineCacheKey>);

} // namespace Vulkan

namespace std {

template <>
struct hash<Vulkan::ComputePipelineCacheKey> {
    size_t operator()(const Vulkan::ComputePipelineCacheKey& k) const noexcept {
        return k.Hash();
    }
};

} // namespace std

namespace Vulkan {

class ComputePipeline;
class Device;
class DescriptorPool;
class RasterizerVulkan;
class RenderPassCache;
class VKScheduler;
class VKUpdateDescriptorQueue;

using VideoCommon::ShaderInfo;

struct ShaderPools {
    void ReleaseContents() {
        flow_block.ReleaseContents();
        block.ReleaseContents();
        inst.ReleaseContents();
    }

    Shader::ObjectPool<Shader::IR::Inst> inst;
    Shader::ObjectPool<Shader::IR::Block> block;
    Shader::ObjectPool<Shader::Maxwell::Flow::Block> flow_block;
};

class PipelineCache : public VideoCommon::ShaderCache {
public:
    explicit PipelineCache(RasterizerVulkan& rasterizer, Tegra::Engines::Maxwell3D& maxwell3d,
                           Tegra::Engines::KeplerCompute& kepler_compute,
                           Tegra::MemoryManager& gpu_memory, const Device& device,
                           VKScheduler& scheduler, DescriptorPool& descriptor_pool,
                           VKUpdateDescriptorQueue& update_descriptor_queue,
                           RenderPassCache& render_pass_cache, BufferCache& buffer_cache,
                           TextureCache& texture_cache);
    ~PipelineCache();

    [[nodiscard]] GraphicsPipeline* CurrentGraphicsPipeline();

    [[nodiscard]] ComputePipeline* CurrentComputePipeline();

    void LoadDiskResources(u64 title_id, std::stop_token stop_loading,
                           const VideoCore::DiskResourceLoadCallback& callback);

private:
    std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline();

    std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline(
        ShaderPools& pools, const GraphicsPipelineCacheKey& key,
        std::span<Shader::Environment* const> envs, bool build_in_parallel);

    std::unique_ptr<ComputePipeline> CreateComputePipeline(const ComputePipelineCacheKey& key,
                                                           const ShaderInfo* shader);

    std::unique_ptr<ComputePipeline> CreateComputePipeline(ShaderPools& pools,
                                                           const ComputePipelineCacheKey& key,
                                                           Shader::Environment& env,
                                                           bool build_in_parallel);

    const Device& device;
    VKScheduler& scheduler;
    DescriptorPool& descriptor_pool;
    VKUpdateDescriptorQueue& update_descriptor_queue;
    RenderPassCache& render_pass_cache;
    BufferCache& buffer_cache;
    TextureCache& texture_cache;

    GraphicsPipelineCacheKey graphics_key{};
    GraphicsPipeline* current_pipeline{};

    std::unordered_map<ComputePipelineCacheKey, std::unique_ptr<ComputePipeline>> compute_cache;
    std::unordered_map<GraphicsPipelineCacheKey, std::unique_ptr<GraphicsPipeline>> graphics_cache;

    ShaderPools main_pools;

    Shader::Profile profile;
    std::filesystem::path pipeline_cache_filename;

    Common::ThreadWorker workers;
    Common::ThreadWorker serialization_thread;
};

} // namespace Vulkan
