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//============================================================
//
//  drawd3d.c - Win32 Direct3D HLSL-specific header
//
//============================================================
//
//  Copyright Aaron Giles
//  All rights reserved.
//
//  Redistribution and use in source and binary forms, with or
//  without modification, are permitted provided that the
//  following conditions are met:
//
//    * Redistributions of source code must retain the above
//      copyright notice, this list of conditions and the
//      following disclaimer.
//    * Redistributions in binary form must reproduce the
//      above copyright notice, this list of conditions and
//      the following disclaimer in the documentation and/or
//      other materials provided with the distribution.
//    * Neither the name 'MAME' nor the names of its
//      contributors may be used to endorse or promote
//      products derived from this software without specific
//      prior written permission.
//
//  THIS SOFTWARE IS PROVIDED BY AARON GILES ''AS IS'' AND
//  ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//  LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
//  FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
//  EVENT SHALL AARON GILES BE LIABLE FOR ANY DIRECT,
//  INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
//  DAMAGE (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
//  SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
//  PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
//  ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//  LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
//  ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
//  IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//============================================================

#ifndef __WIN_D3DHLSL__
#define __WIN_D3DHLSL__

#include "aviio.h"

//============================================================
//  CONSTANTS
//============================================================

#define HLSL_VECTOR			(0)

//============================================================
//  TYPE DEFINITIONS
//============================================================

class d3d_render_target;
class d3d_cache_target;
struct d3d_info;

/* hlsl_options is the information about runtime-mutable Direct3D HLSL options */
/* in the future this will be moved into an OSD/emu shared buffer */
struct hlsl_options
{
	bool                    params_dirty;
	float                   shadow_mask_alpha;
	char                    shadow_mask_texture[1024];
	int                     shadow_mask_count_x;
	int                     shadow_mask_count_y;
	float                   shadow_mask_u_size;
	float                   shadow_mask_v_size;
	float                   curvature;
	float                   pincushion;
	float                   scanline_alpha;
	float                   scanline_scale;
	float                   scanline_height;
	float                   scanline_bright_scale;
	float                   scanline_bright_offset;
	float                   scanline_offset;
	float                   defocus[4];
	float                   converge_x[3];
	float                   converge_y[3];
	float                   radial_converge_x[3];
	float                   radial_converge_y[3];
	float                   red_ratio[3];
	float                   grn_ratio[3];
	float                   blu_ratio[3];
	float                   offset[3];
	float                   scale[3];
	float                   power[3];
	float                   floor[3];
	float                   phosphor[3];
	float                   saturation;

    // NTSC
	bool                    yiq_enable;
	float                   yiq_cc;
	float                   yiq_a;
	float                   yiq_b;
	float                   yiq_o;
	float                   yiq_p;
	float                   yiq_n;
	float                   yiq_y;
	float                   yiq_i;
	float                   yiq_q;
	float                   yiq_scan_time;
	int                     yiq_phase_count;

    // Vectors
    float                   vector_time_scale;
    float                   vector_time_period;
    float                   vector_length_scale;
    float                   vector_length_ratio;
};

class hlsl_info
{
public:
	// construction/destruction
	hlsl_info();
	~hlsl_info();

	void init(d3d_base *d3dintf, win_window_info *window);

	bool enabled() { return master_enable; }
	void toggle();

	bool vector_enabled() { return master_enable && vector_enable && (bool)HLSL_VECTOR; }
	d3d_render_target* get_vector_target();
	void create_vector_target(render_primitive *prim);

	void begin_frame();
	void end_frame();

	void begin_draw();
	void end_draw();

	void init_effect_info(d3d_poly_info *poly);
	void render_quad(d3d_poly_info *poly, int vertnum);

	bool register_texture(d3d_texture_info *texture);
	bool register_prescaled_texture(d3d_texture_info *texture);
	bool add_render_target(d3d_info* d3d, d3d_texture_info* info, int width, int height, int xprescale, int yprescale, bool bloom = false);
	bool add_cache_target(d3d_info* d3d, d3d_texture_info* info, int width, int height, int xprescale, int yprescale, int screen_index);

	void window_save();
	void window_record();
	bool recording() { return avi_output_file != NULL; }

	void avi_update_snap(d3d_surface *surface);
	void render_snapshot(d3d_surface *surface);
	void record_texture();
    void init_fsfx_quad(void *vertbuf);

	void                    set_texture(d3d_texture_info *texture);
	d3d_render_target *     find_render_target(d3d_texture_info *info);
	void                    remove_render_target(d3d_texture_info *texture);
	void                    remove_render_target(int width, int height, UINT32 screen_index, UINT32 page_index);
	void                    remove_render_target(d3d_render_target *rt);

	int create_resources(bool reset);
	void delete_resources(bool reset);

	// slider-related functions
	slider_state *init_slider_list();

private:
	void					blit(d3d_surface *dst, d3d_texture *src, d3d_surface *new_dst,
								 D3DPRIMITIVETYPE prim_type, UINT32 prim_index, UINT32 prim_count,
                                 int dstw, int dsth);
    void                    blit(d3d_surface *dst, d3d_texture *src, d3d_surface *new_dst,
                                 D3DPRIMITIVETYPE prim_type, UINT32 prim_index, UINT32 prim_count);
	void                    enumerate_screens();

	void                    end_avi_recording();
	void                    begin_avi_recording(const char *name);

	bool                    register_texture(d3d_texture_info *texture, int width, int height, int xscale, int yscale);

	d3d_render_target*      find_render_target(int width, int height, UINT32 screen_index, UINT32 page_index);
	d3d_cache_target *      find_cache_target(UINT32 screen_index, int width, int height);
	void                    remove_cache_target(d3d_cache_target *cache);

	d3d_base *              d3dintf;                    // D3D interface
	win_window_info *       window;                     // D3D window info

	bool                    master_enable;              // overall enable flag
	bool                    vector_enable;              // vector post-processing enable flag
	bool                    paused;                     // whether or not rendering is currently paused
	int                     num_screens;                // number of emulated physical screens
	int                     curr_screen;                // current screen for render target operations
	int                     curr_frame;                 // current frame (0/1) of a screen for render target operations
	int                     lastidx;                    // index of the last-encountered target
	bool                    write_ini;                  // enable external ini saving
	bool                    read_ini;                   // enable external ini loading
	int                     prescale_force_x;           // prescale force x
	int                     prescale_force_y;           // prescale force y
	int                     prescale_size_x;            // prescale size x
	int                     prescale_size_y;            // prescale size y
	int                     preset;                     // preset, if relevant
	bitmap_argb32           shadow_bitmap;              // shadow mask bitmap for post-processing shader
	d3d_texture_info *      shadow_texture;             // shadow mask texture for post-processing shader
	hlsl_options *          options;                    // current uniform state
	D3DPRIMITIVETYPE		vecbuf_type;
	UINT32					vecbuf_index;
	UINT32					vecbuf_count;

	avi_file *              avi_output_file;            // AVI file
	bitmap_rgb32            avi_snap;                   // AVI snapshot
	int                     avi_frame;                  // AVI frame
	attotime                avi_frame_period;           // AVI frame period
	attotime                avi_next_frame_time;        // AVI next frame time
	d3d_surface *           avi_copy_surface;           // AVI destination surface in system memory
	d3d_texture *           avi_copy_texture;           // AVI destination texture in system memory
	d3d_surface *           avi_final_target;           // AVI upscaled surface
	d3d_texture *           avi_final_texture;          // AVI upscaled texture

    d3d_surface *           black_surface;              // black dummy surface
    d3d_texture *           black_texture;              // black dummy texture

	bool                    render_snap;                // whether or not to take HLSL post-render snapshot
	bool                    snap_rendered;              // whether we just rendered our HLSL post-render shot or not
	d3d_surface *           snap_copy_target;           // snapshot destination surface in system memory
	d3d_texture *           snap_copy_texture;          // snapshot destination surface in system memory
	d3d_surface *           snap_target;                // snapshot upscaled surface
	d3d_texture *           snap_texture;               // snapshot upscaled texture
	int                     snap_width;                 // snapshot width
	int                     snap_height;                // snapshot height
	bool                    lines_pending;              // whether or not we have lines to flush on the next quad

	bool					initialized;				// whether or not we're initialize

	// HLSL effects
	d3d_surface *           backbuffer;                 // pointer to our device's backbuffer
	d3d_effect *            curr_effect;                // pointer to the currently active effect object
	d3d_effect *            effect;                     // pointer to the primary-effect object
	d3d_effect *            prescale_effect;            // pointer to the prescale-effect object
	d3d_effect *            post_effect;                // pointer to the post-effect object
	d3d_effect *            pincushion_effect;          // pointer to the pincushion-effect object
	d3d_effect *            focus_effect;               // pointer to the focus-effect object
	d3d_effect *            phosphor_effect;            // pointer to the phosphor-effect object
	d3d_effect *            deconverge_effect;          // pointer to the deconvergence-effect object
	d3d_effect *            color_effect;               // pointer to the color-effect object
	d3d_effect *            yiq_encode_effect;          // pointer to the YIQ encoder effect object
	d3d_effect *            yiq_decode_effect;          // pointer to the YIQ decoder effect object
#if HLSL_VECTOR
    d3d_effect *            bloom_effect;               // pointer to the bloom composite effect
    d3d_effect *            downsample_effect;          // pointer to the bloom downsample effect
	d3d_effect *            vector_effect;              // pointer to the vector-effect object
#endif
	d3d_vertex *            fsfx_vertices;              // pointer to our full-screen-quad object

public:
	d3d_render_target *     targethead;
	d3d_cache_target *      cachehead;
};

#endif