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// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//============================================================
//
//  chainentry.h - BGFX shader post-processing node
//
//  Represents a single entry in a list of post-processing
//  passes to be applied to a screen quad or buffer.
//
//============================================================

#pragma once

#ifndef __DRAWBGFX_CHAIN_ENTRY__
#define __DRAWBGFX_CHAIN_ENTRY__

#include <bgfx/bgfx.h>

#include <string>
#include <vector>

#include "inputpair.h"
#include "targetmanager.h"

class render_primitive;
class bgfx_effect;
class bgfx_target;
class bgfx_entry_uniform;
class bgfx_suppressor;
class texture_manager;
class target_manager;

class bgfx_chain_entry
{
public:
	bgfx_chain_entry(std::string name, bgfx_effect* effect, std::vector<bgfx_suppressor*> suppressors, std::vector<bgfx_input_pair> inputs, std::vector<bgfx_entry_uniform*> uniforms, target_manager& targets, std::string output);
	~bgfx_chain_entry();

	void submit(render_primitive* prim, int view, texture_manager& textures, uint16_t screen_width, uint16_t screen_height, uint64_t blend);

	// Getters
	std::string name() const { return m_name; }
    bgfx_target* target() const { return m_targets.target(m_output); }
    bool skip();

private:
	void setup_view(int view, uint16_t screen_width, uint16_t screen_height);
	void put_screen_buffer(render_primitive* prim, bgfx::TransientVertexBuffer* buffer);

	std::string                     	m_name;
	bgfx_effect*                    	m_effect;
    std::vector<bgfx_suppressor*>       m_suppressors;
    std::vector<bgfx_input_pair>    	m_inputs;
	std::vector<bgfx_entry_uniform*>	m_uniforms;
    target_manager&                     m_targets;
    std::string                    	    m_output;
};

#endif // __DRAWBGFX_CHAIN_ENTRY__