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/*
 * Tuxánci 2 - A first person shooter
 * Copyright (C) 2007-2011  Tuxánci Development Team
 * Copyright (C) 2025-2026  Connor Thomson
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <https://www.gnu.org/licenses/>.
 */

#include <stdbool.h>
#include "ta_sdl.h"
#include "window.h"
#include "files.h"
#include "text.h"
#include "logging.h"
#include "screen.h"

#define SPIRV_ENTRY_POINT "main"

SDL_GPUDevice *ta_gpu_device;
SDL_GPUGraphicsPipeline *ta_gpu_text_pipeline;
SDL_GPUTexture *ta_gpu_text_texture;
SDL_GPUSampler *ta_gpu_text_sampler;
Uint32 ta_gpu_text_texture_width;
Uint32 ta_gpu_text_texture_height;
static SDL_GPUTexture *ta_gpu_msaa_texture;
static SDL_GPUTexture *ta_gpu_depth_texture;
SDL_GPUSampleCount ta_gpu_sample_count = SDL_GPU_SAMPLECOUNT_8;
SDL_GPUTextureFormat ta_gpu_swapchain_format;
static Uint32 ta_gpu_msaa_texture_width;
static Uint32 ta_gpu_msaa_texture_height;
static SDL_GPUCommandBuffer *ta_gpu_command_buffer;
static SDL_GPUTexture *ta_gpu_swapchain_texture;

static void ta_gpu_resize_msaa_texture(SDL_GPUTextureFormat format) {
    if (ta_gpu_msaa_texture_width  == (Uint32)ta_window_width  &&
        ta_gpu_msaa_texture_height == (Uint32)ta_window_height &&
        ta_gpu_msaa_texture) {
        return;
    }

    SDL_ReleaseGPUTexture(ta_gpu_device, ta_gpu_msaa_texture);
    SDL_ReleaseGPUTexture(ta_gpu_device, ta_gpu_depth_texture);
    ta_gpu_msaa_texture = NULL;
    ta_gpu_depth_texture = NULL;

    SDL_GPUTextureCreateInfo texture_info = {
        .type                 = SDL_GPU_TEXTURETYPE_2D,
        .format               = format,
        .usage                = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET,
        .width                = (Uint32)ta_window_width,
        .height               = (Uint32)ta_window_height,
        .layer_count_or_depth = 1,
        .num_levels           = 1,
        .sample_count         = ta_gpu_sample_count,
    };
    ta_gpu_msaa_texture = ta_sdl_create_gpu_texture(ta_gpu_device, &texture_info);
    texture_info.format = SDL_GPU_TEXTUREFORMAT_D32_FLOAT;
    texture_info.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
    ta_gpu_depth_texture = ta_sdl_create_gpu_texture(ta_gpu_device, &texture_info);
    ta_gpu_msaa_texture_width = (Uint32)ta_window_width;
    ta_gpu_msaa_texture_height = (Uint32)ta_window_height;
}

static SDL_GPUShader *ta_gpu_load_shader(SDL_GPUDevice *device, const void *code, size_t code_size, SDL_GPUShaderStage stage, Uint32 num_samplers, Uint32 num_uniform_buffers) {
    SDL_GPUShaderCreateInfo info = {
        .code                = code,
        .code_size           = code_size,
        .entrypoint          = SPIRV_ENTRY_POINT,
        .format              = SDL_GPU_SHADERFORMAT_SPIRV,
        .stage               = stage,
        .num_samplers        = num_samplers,
        .num_uniform_buffers = num_uniform_buffers,
    };

    SDL_GPUShader *shader = ta_sdl_create_gpu_shader(device, &info);
    return shader;
}

void ta_gpu_init(void) {
    ta_gpu_device = ta_sdl_create_gpu_device();

    ta_sdl_claim_window_for_gpu_device(ta_gpu_device, ta_window);

    ta_gpu_swapchain_format = SDL_GetGPUSwapchainTextureFormat(ta_gpu_device, ta_window);
    ta_gpu_resize_msaa_texture(ta_gpu_swapchain_format);

    SDL_GPUShader *vertex_shader = ta_gpu_load_shader(
        ta_gpu_device,
        file_text_vert_slang_spv_start,
        file_text_vert_slang_spv_size,
        SDL_GPU_SHADERSTAGE_VERTEX,
        0,
        1
    );
    SDL_GPUShader *fragment_shader = ta_gpu_load_shader(
        ta_gpu_device,
        file_text_frag_slang_spv_start,
        file_text_frag_slang_spv_size,
        SDL_GPU_SHADERSTAGE_FRAGMENT,
        1,
        0
    );

    SDL_GPUColorTargetDescription color_target = {
        .format = ta_gpu_swapchain_format,
        .blend_state = {
            .src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
            .dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
            .color_blend_op = SDL_GPU_BLENDOP_ADD,
            .src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE,
            .dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
            .alpha_blend_op = SDL_GPU_BLENDOP_ADD,
            .enable_blend = true,
        },
    };
    SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {
        .vertex_shader = vertex_shader,
        .fragment_shader = fragment_shader,
        .primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
        .target_info = {
            .num_color_targets = 1,
            .color_target_descriptions = &color_target,
        },
        .multisample_state = {
            .sample_count = ta_gpu_sample_count,
        },
    };
    ta_gpu_text_pipeline = ta_sdl_create_gpu_graphics_pipeline(ta_gpu_device, &pipeline_info);
    SDL_ReleaseGPUShader(ta_gpu_device, vertex_shader);
    SDL_ReleaseGPUShader(ta_gpu_device, fragment_shader);

    SDL_GPUSamplerCreateInfo sampler_info = {
        .min_filter = SDL_GPU_FILTER_LINEAR,
        .mag_filter = SDL_GPU_FILTER_LINEAR,
        .mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST,
        .address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
        .address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
        .address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
    };
    ta_gpu_text_sampler = ta_sdl_create_gpu_sampler(ta_gpu_device, &sampler_info);
}

void ta_gpu_start_frame(void) {
    ta_gpu_command_buffer = ta_sdl_acquire_gpu_command_buffer(ta_gpu_device);
    ta_gpu_swapchain_texture = NULL;
    ta_gpu_swapchain_format = SDL_GetGPUSwapchainTextureFormat(ta_gpu_device, ta_window);

    ta_sdl_wait_and_acquire_gpu_swapchain_texture(ta_gpu_command_buffer, ta_window, &ta_gpu_swapchain_texture);
    if (ta_gpu_swapchain_texture) {
        ta_gpu_resize_msaa_texture(ta_gpu_swapchain_format);
    }
}

void ta_gpu_end_frame(void) {
    if (ta_gpu_swapchain_texture) {
        ta_gpu_upload_text(ta_gpu_command_buffer);
        ta_screen_upload(ta_gpu_command_buffer);

        float red   = 0.0f;
        float green = 0.0f;
        float blue  = 0.0f;
        float alpha = 1.0f;

        SDL_GPUColorTargetInfo color_target = {
            .texture = ta_gpu_msaa_texture,
            .load_op = SDL_GPU_LOADOP_CLEAR,
            .store_op = SDL_GPU_STOREOP_RESOLVE,
            .resolve_texture = ta_gpu_swapchain_texture,
            .clear_color = {
                red,
                green,
                blue,
                alpha
            },
        };

        SDL_GPUDepthStencilTargetInfo depth_target = {
            .texture = ta_gpu_depth_texture,
            .clear_depth = 1.0f,
            .load_op = SDL_GPU_LOADOP_CLEAR,
            .store_op = SDL_GPU_STOREOP_DONT_CARE,
            .stencil_load_op = SDL_GPU_LOADOP_DONT_CARE,
            .stencil_store_op = SDL_GPU_STOREOP_DONT_CARE,
        };
        SDL_GPURenderPass *render_pass = ta_sdl_begin_gpu_render_pass(
            ta_gpu_command_buffer,
            &color_target,
            1,
            &depth_target
        );

        ta_text_render(ta_gpu_command_buffer, render_pass);
        ta_screen_render(ta_gpu_command_buffer, render_pass);
        SDL_EndGPURenderPass(render_pass);
    }

    ta_sdl_submit_gpu_command_buffer(ta_gpu_command_buffer);
}