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use crate::{
    draw::Draw,
    pipeline::RenderPipelines,
    render_graph::{CommandQueue, Node, ResourceSlots, SystemNode},
    renderer::{
        self, BufferInfo, BufferUsage, RenderContext, RenderResourceBinding,
        RenderResourceBindings, RenderResourceContext, RenderResourceHints,
    },
    texture,
};

use bevy_asset::{Asset, Assets, Handle, HandleId};
use bevy_ecs::{
    Commands, Entity, IntoQuerySystem, Local, Query, Res, ResMut, Resources, System, World,
};
use bevy_utils::HashMap;
use renderer::{AssetRenderResourceBindings, BufferId, RenderResourceType, RenderResources};
use std::{hash::Hash, marker::PhantomData, ops::DerefMut};

pub const BIND_BUFFER_ALIGNMENT: usize = 256;

fn get_aligned_dynamic_uniform_size(data_size: usize) -> usize {
    BIND_BUFFER_ALIGNMENT * ((data_size as f32 / BIND_BUFFER_ALIGNMENT as f32).ceil() as usize)
}

#[derive(Debug)]
struct QueuedBufferWrite {
    buffer: BufferId,
    target_offset: usize,
    source_offset: usize,
    size: usize,
}

/// Used to track items in a gpu buffer in an "array" style
#[derive(Debug)]
struct BufferArray<I> {
    item_size: usize,
    buffer_capacity: usize,
    min_capacity: usize,
    len: usize,
    buffer: Option<BufferId>,
    free_indices: Vec<usize>,
    indices: HashMap<I, usize>,
}

impl<I: Hash + Eq> BufferArray<I> {
    pub fn new(item_size: usize, min_capacity: usize, align: bool) -> Self {
        BufferArray {
            item_size: if align {
                get_aligned_dynamic_uniform_size(item_size)
            } else {
                item_size
            },
            len: 0,
            buffer_capacity: 0,
            min_capacity,
            buffer: None,
            free_indices: Vec::new(),
            indices: HashMap::default(),
        }
    }

    fn get_or_assign_index(&mut self, id: I) -> usize {
        if let Some(index) = self.indices.get(&id) {
            *index
        } else if let Some(index) = self.free_indices.pop() {
            self.indices.insert(id, index);
            self.len += 1;
            index
        } else {
            let index = self.len;
            self.indices.insert(id, index);
            self.len += 1;
            index
        }
    }

    pub fn get_binding(&self, id: I) -> Option<RenderResourceBinding> {
        self.indices
            .get(&id)
            .map(|index| RenderResourceBinding::Buffer {
                buffer: self.buffer.unwrap(),
                dynamic_index: Some((index * self.item_size) as u32),
                range: 0..self.item_size as u64,
            })
    }

    pub fn remove_binding(&mut self, id: I) {
        if let Some(index) = self.indices.remove(&id) {
            self.free_indices.push(index);
            self.len -= 1;
        }
    }

    pub fn resize(&mut self, render_resource_context: &dyn RenderResourceContext) {
        if self.len <= self.buffer_capacity {
            return;
        }

        self.allocate_buffer(render_resource_context);
        // TODO: allow shrinking
    }

    pub fn allocate_buffer(&mut self, render_resource_context: &dyn RenderResourceContext) {
        if let Some(old_buffer) = self.buffer.take() {
            render_resource_context.remove_buffer(old_buffer);
        }

        let new_len = if self.buffer_capacity == 0 {
            self.min_capacity.max(self.len)
        } else {
            self.min_capacity.max(self.len * 2)
        };

        let size = new_len * self.item_size;
        let buffer = render_resource_context.create_buffer(BufferInfo {
            size,
            buffer_usage: BufferUsage::COPY_DST | BufferUsage::UNIFORM,
            ..Default::default()
        });

        self.buffer = Some(buffer);
        self.buffer_capacity = new_len;
    }
}

struct UniformBufferArrays<I, T>
where
    T: renderer::RenderResources,
{
    buffer_arrays: Vec<Option<BufferArray<I>>>,
    staging_buffer: Option<BufferId>,
    staging_buffer_size: usize,
    required_staging_buffer_size: usize,
    current_staging_buffer_offset: usize,
    queued_buffer_writes: Vec<QueuedBufferWrite>,
    _marker: PhantomData<T>,
}

impl<I, T> Default for UniformBufferArrays<I, T>
where
    T: renderer::RenderResources,
{
    fn default() -> Self {
        Self {
            buffer_arrays: Default::default(),
            staging_buffer: Default::default(),
            staging_buffer_size: 0,
            current_staging_buffer_offset: 0,
            queued_buffer_writes: Vec::new(),
            required_staging_buffer_size: 0,
            _marker: Default::default(),
        }
    }
}

impl<I, T> UniformBufferArrays<I, T>
where
    I: Hash + Eq + Copy,
    T: renderer::RenderResources,
{
    /// Initialize this UniformBufferArrays using information from a RenderResources value.
    fn initialize(&mut self, render_resources: &T) {
        if self.buffer_arrays.len() != render_resources.render_resources_len() {
            let mut buffer_arrays = Vec::with_capacity(render_resources.render_resources_len());
            for render_resource in render_resources.iter() {
                if let Some(RenderResourceType::Buffer) = render_resource.resource_type() {
                    let size = render_resource.buffer_byte_len().unwrap();
                    buffer_arrays.push(Some(BufferArray::new(size, 10, true)));
                } else {
                    buffer_arrays.push(None);
                }
            }

            self.buffer_arrays = buffer_arrays;
        }
    }

    /// Resets staging buffer tracking information
    fn begin_update(&mut self) {
        self.required_staging_buffer_size = 0;
        self.current_staging_buffer_offset = 0;
    }

    /// Find a spot for the given RenderResources in each uniform's BufferArray and prepare space in the staging buffer
    fn prepare_uniform_buffers(&mut self, id: I, render_resources: &T) {
        for (i, render_resource) in render_resources.iter().enumerate() {
            if let Some(RenderResourceType::Buffer) = render_resource.resource_type() {
                let size = render_resource.buffer_byte_len().unwrap();
                if let Some(buffer_array) = &mut self.buffer_arrays[i] {
                    buffer_array.get_or_assign_index(id);
                    self.required_staging_buffer_size += size;
                }
            }
        }
    }

    /// Resize BufferArray buffers if they aren't large enough
    fn resize_buffer_arrays(&mut self, render_resource_context: &dyn RenderResourceContext) {
        for buffer_array in self.buffer_arrays.iter_mut() {
            if let Some(buffer_array) = buffer_array {
                buffer_array.resize(render_resource_context);
            }
        }
    }

    /// Update the staging buffer to provide enough space to copy data to target buffers.
    fn resize_staging_buffer(&mut self, render_resource_context: &dyn RenderResourceContext) {
        // TODO: allow staging buffer to scale down
        if self.required_staging_buffer_size > self.staging_buffer_size {
            if let Some(staging_buffer) = self.staging_buffer {
                render_resource_context.remove_buffer(staging_buffer);
            }

            if self.required_staging_buffer_size > 0 {
                let staging_buffer = render_resource_context.create_buffer(BufferInfo {
                    buffer_usage: BufferUsage::COPY_SRC | BufferUsage::MAP_WRITE,
                    size: self.required_staging_buffer_size,
                    ..Default::default()
                });
                self.staging_buffer = Some(staging_buffer);
            } else {
                self.staging_buffer = None;
            }

            self.staging_buffer_size = self.required_staging_buffer_size;
        }
    }

    fn remove_bindings(&mut self, id: I) {
        for buffer_array in self.buffer_arrays.iter_mut() {
            if let Some(buffer_array) = buffer_array {
                buffer_array.remove_binding(id);
            }
        }
    }

    fn write_uniform_buffers(
        &mut self,
        id: I,
        uniforms: &T,
        dynamic_uniforms: bool,
        render_resource_context: &dyn RenderResourceContext,
        render_resource_bindings: &mut RenderResourceBindings,
        staging_buffer: &mut [u8],
    ) {
        for (i, render_resource) in uniforms.iter().enumerate() {
            match render_resource.resource_type() {
                Some(RenderResourceType::Buffer) => {
                    let size = render_resource.buffer_byte_len().unwrap();
                    let render_resource_name = uniforms.get_render_resource_name(i).unwrap();
                    let buffer_array = self.buffer_arrays[i].as_mut().unwrap();
                    let range = 0..size as u64;
                    let (target_buffer, target_offset) = if dynamic_uniforms {
                        let binding = buffer_array.get_binding(id).unwrap();
                        let dynamic_index = if let RenderResourceBinding::Buffer {
                            dynamic_index: Some(dynamic_index),
                            ..
                        } = binding
                        {
                            dynamic_index
                        } else {
                            panic!("dynamic index should always be set");
                        };
                        render_resource_bindings.set(render_resource_name, binding);
                        (buffer_array.buffer.unwrap(), dynamic_index)
                    } else {
                        let mut matching_buffer = None;
                        if let Some(binding) = render_resource_bindings.get(render_resource_name) {
                            let buffer_id = binding.get_buffer().unwrap();
                            if let Some(BufferInfo {
                                size: current_size, ..
                            }) = render_resource_context.get_buffer_info(buffer_id)
                            {
                                if size == current_size {
                                    matching_buffer = Some(buffer_id);
                                } else {
                                    render_resource_context.remove_buffer(buffer_id);
                                }
                            }
                        }

                        let resource = if let Some(matching_buffer) = matching_buffer {
                            matching_buffer
                        } else {
                            let mut usage = BufferUsage::UNIFORM;
                            if let Some(render_resource_hints) =
                                uniforms.get_render_resource_hints(i)
                            {
                                if render_resource_hints.contains(RenderResourceHints::BUFFER) {
                                    usage = BufferUsage::STORAGE
                                }
                            }

                            let buffer = render_resource_context.create_buffer(BufferInfo {
                                size,
                                buffer_usage: BufferUsage::COPY_DST | usage,
                                ..Default::default()
                            });

                            render_resource_bindings.set(
                                render_resource_name,
                                RenderResourceBinding::Buffer {
                                    buffer,
                                    range,
                                    dynamic_index: None,
                                },
                            );
                            buffer
                        };

                        (resource, 0)
                    };

                    render_resource.write_buffer_bytes(
                        &mut staging_buffer[self.current_staging_buffer_offset
                            ..(self.current_staging_buffer_offset + size)],
                    );

                    self.queued_buffer_writes.push(QueuedBufferWrite {
                        buffer: target_buffer,
                        target_offset: target_offset as usize,
                        source_offset: self.current_staging_buffer_offset,
                        size,
                    });
                    self.current_staging_buffer_offset += size;
                }
                Some(RenderResourceType::Texture) => { /* ignore textures */ }
                Some(RenderResourceType::Sampler) => { /* ignore samplers */ }
                None => { /* ignore None */ }
            }
        }
    }

    fn copy_staging_buffer_to_final_buffers(
        &mut self,
        command_queue: &mut CommandQueue,
        staging_buffer: BufferId,
    ) {
        for queued_buffer_write in self.queued_buffer_writes.drain(..) {
            command_queue.copy_buffer_to_buffer(
                staging_buffer,
                queued_buffer_write.source_offset as u64,
                queued_buffer_write.buffer,
                queued_buffer_write.target_offset as u64,
                queued_buffer_write.size as u64,
            )
        }
    }
}

#[derive(Default)]
pub struct RenderResourcesNode<T>
where
    T: renderer::RenderResources,
{
    command_queue: CommandQueue,
    dynamic_uniforms: bool,
    _marker: PhantomData<T>,
}

impl<T> RenderResourcesNode<T>
where
    T: renderer::RenderResources,
{
    pub fn new(dynamic_uniforms: bool) -> Self {
        RenderResourcesNode {
            command_queue: CommandQueue::default(),
            dynamic_uniforms,
            _marker: PhantomData::default(),
        }
    }
}

impl<T> Node for RenderResourcesNode<T>
where
    T: renderer::RenderResources,
{
    fn update(
        &mut self,
        _world: &World,
        _resources: &Resources,
        render_context: &mut dyn RenderContext,
        _input: &ResourceSlots,
        _output: &mut ResourceSlots,
    ) {
        self.command_queue.execute(render_context);
    }
}

impl<T> SystemNode for RenderResourcesNode<T>
where
    T: renderer::RenderResources,
{
    fn get_system(&self, commands: &mut Commands) -> Box<dyn System> {
        let system = render_resources_node_system::<T>.system();
        commands.insert_local_resource(
            system.id(),
            RenderResourcesNodeState {
                command_queue: self.command_queue.clone(),
                uniform_buffer_arrays: UniformBufferArrays::<Entity, T>::default(),
                dynamic_uniforms: self.dynamic_uniforms,
            },
        );

        system
    }
}

struct RenderResourcesNodeState<I, T: RenderResources> {
    command_queue: CommandQueue,
    uniform_buffer_arrays: UniformBufferArrays<I, T>,
    dynamic_uniforms: bool,
}

impl<I, T: RenderResources> Default for RenderResourcesNodeState<I, T> {
    fn default() -> Self {
        Self {
            command_queue: Default::default(),
            uniform_buffer_arrays: Default::default(),
            dynamic_uniforms: Default::default(),
        }
    }
}

fn render_resources_node_system<T: RenderResources>(
    mut state: Local<RenderResourcesNodeState<Entity, T>>,
    render_resource_context: Res<Box<dyn RenderResourceContext>>,
    mut query: Query<(Entity, &T, &Draw, &mut RenderPipelines)>,
) {
    let state = state.deref_mut();
    let uniform_buffer_arrays = &mut state.uniform_buffer_arrays;
    let render_resource_context = &**render_resource_context;
    uniform_buffer_arrays.begin_update();
    // initialize uniform buffer arrays using the first RenderResources
    if let Some((_, first, _, _)) = query.iter_mut().next() {
        uniform_buffer_arrays.initialize(first);
    }

    for entity in query.removed::<T>() {
        uniform_buffer_arrays.remove_bindings(*entity);
    }

    for (entity, uniforms, draw, mut render_pipelines) in query.iter_mut() {
        if !draw.is_visible {
            continue;
        }

        uniform_buffer_arrays.prepare_uniform_buffers(entity, uniforms);
        setup_uniform_texture_resources::<T>(
            &uniforms,
            render_resource_context,
            &mut render_pipelines.bindings,
        )
    }

    uniform_buffer_arrays.resize_buffer_arrays(render_resource_context);
    uniform_buffer_arrays.resize_staging_buffer(render_resource_context);

    if let Some(staging_buffer) = state.uniform_buffer_arrays.staging_buffer {
        render_resource_context.map_buffer(staging_buffer);
        render_resource_context.write_mapped_buffer(
            staging_buffer,
            0..state.uniform_buffer_arrays.staging_buffer_size as u64,
            &mut |mut staging_buffer, _render_resource_context| {
                for (entity, uniforms, draw, mut render_pipelines) in query.iter_mut() {
                    if !draw.is_visible {
                        continue;
                    }

                    state.uniform_buffer_arrays.write_uniform_buffers(
                        entity,
                        &uniforms,
                        state.dynamic_uniforms,
                        render_resource_context,
                        &mut render_pipelines.bindings,
                        &mut staging_buffer,
                    );
                }
            },
        );
        render_resource_context.unmap_buffer(staging_buffer);

        state
            .uniform_buffer_arrays
            .copy_staging_buffer_to_final_buffers(&mut state.command_queue, staging_buffer);
    } else {
        // TODO: can we just remove this?
        let mut staging_buffer: [u8; 0] = [];
        for (entity, uniforms, draw, mut render_pipelines) in query.iter_mut() {
            if !draw.is_visible {
                continue;
            }

            state.uniform_buffer_arrays.write_uniform_buffers(
                entity,
                &uniforms,
                state.dynamic_uniforms,
                render_resource_context,
                &mut render_pipelines.bindings,
                &mut staging_buffer,
            );
        }
    }
}

#[derive(Default)]
pub struct AssetRenderResourcesNode<T>
where
    T: renderer::RenderResources,
{
    command_queue: CommandQueue,
    dynamic_uniforms: bool,
    _marker: PhantomData<T>,
}

impl<T> AssetRenderResourcesNode<T>
where
    T: renderer::RenderResources,
{
    pub fn new(dynamic_uniforms: bool) -> Self {
        AssetRenderResourcesNode {
            dynamic_uniforms,
            command_queue: Default::default(),
            _marker: Default::default(),
        }
    }
}

impl<T> Node for AssetRenderResourcesNode<T>
where
    T: renderer::RenderResources,
{
    fn update(
        &mut self,
        _world: &World,
        _resources: &Resources,
        render_context: &mut dyn RenderContext,
        _input: &ResourceSlots,
        _output: &mut ResourceSlots,
    ) {
        self.command_queue.execute(render_context);
    }
}

const EXPECT_ASSET_MESSAGE: &str = "Only assets that exist should be in the modified assets list";

impl<T> SystemNode for AssetRenderResourcesNode<T>
where
    T: renderer::RenderResources + Asset,
{
    fn get_system(&self, commands: &mut Commands) -> Box<dyn System> {
        let system = asset_render_resources_node_system::<T>.system();
        commands.insert_local_resource(
            system.id(),
            RenderResourcesNodeState {
                command_queue: self.command_queue.clone(),
                uniform_buffer_arrays: UniformBufferArrays::<HandleId, T>::default(),
                dynamic_uniforms: self.dynamic_uniforms,
            },
        );

        system
    }
}

fn asset_render_resources_node_system<T: RenderResources + Asset>(
    mut state: Local<RenderResourcesNodeState<HandleId, T>>,
    assets: Res<Assets<T>>,
    mut asset_render_resource_bindings: ResMut<AssetRenderResourceBindings>,
    render_resource_context: Res<Box<dyn RenderResourceContext>>,
    mut query: Query<(&Handle<T>, &Draw, &mut RenderPipelines)>,
) {
    let state = state.deref_mut();
    let uniform_buffer_arrays = &mut state.uniform_buffer_arrays;
    let render_resource_context = &**render_resource_context;

    let modified_assets = assets.ids().collect::<Vec<_>>();

    uniform_buffer_arrays.begin_update();
    // initialize uniform buffer arrays using the first RenderResources
    if let Some(first_handle) = modified_assets.get(0) {
        let asset = assets.get(*first_handle).expect(EXPECT_ASSET_MESSAGE);
        uniform_buffer_arrays.initialize(asset);
    }

    for asset_handle in modified_assets.iter() {
        let asset = assets.get(*asset_handle).expect(EXPECT_ASSET_MESSAGE);
        uniform_buffer_arrays.prepare_uniform_buffers(*asset_handle, asset);
        let mut bindings =
            asset_render_resource_bindings.get_or_insert_mut(&Handle::<T>::weak(*asset_handle));
        setup_uniform_texture_resources::<T>(&asset, render_resource_context, &mut bindings);
    }

    uniform_buffer_arrays.resize_buffer_arrays(render_resource_context);
    uniform_buffer_arrays.resize_staging_buffer(render_resource_context);

    if let Some(staging_buffer) = state.uniform_buffer_arrays.staging_buffer {
        render_resource_context.map_buffer(staging_buffer);
        render_resource_context.write_mapped_buffer(
            staging_buffer,
            0..state.uniform_buffer_arrays.staging_buffer_size as u64,
            &mut |mut staging_buffer, _render_resource_context| {
                for asset_handle in modified_assets.iter() {
                    let asset = assets.get(*asset_handle).expect(EXPECT_ASSET_MESSAGE);
                    let mut render_resource_bindings = asset_render_resource_bindings
                        .get_or_insert_mut(&Handle::<T>::weak(*asset_handle));
                    // TODO: only setup buffer if we haven't seen this handle before
                    state.uniform_buffer_arrays.write_uniform_buffers(
                        *asset_handle,
                        &asset,
                        state.dynamic_uniforms,
                        render_resource_context,
                        &mut render_resource_bindings,
                        &mut staging_buffer,
                    );
                }
            },
        );
        render_resource_context.unmap_buffer(staging_buffer);

        state
            .uniform_buffer_arrays
            .copy_staging_buffer_to_final_buffers(&mut state.command_queue, staging_buffer);
    } else {
        let mut staging_buffer: [u8; 0] = [];
        for asset_handle in modified_assets.iter() {
            let asset = assets.get(*asset_handle).expect(EXPECT_ASSET_MESSAGE);
            let mut render_resource_bindings =
                asset_render_resource_bindings.get_or_insert_mut(&Handle::<T>::weak(*asset_handle));
            // TODO: only setup buffer if we haven't seen this handle before
            state.uniform_buffer_arrays.write_uniform_buffers(
                *asset_handle,
                &asset,
                state.dynamic_uniforms,
                render_resource_context,
                &mut render_resource_bindings,
                &mut staging_buffer,
            );
        }
    }

    for (asset_handle, draw, mut render_pipelines) in query.iter_mut() {
        if !draw.is_visible {
            continue;
        }
        if let Some(asset_bindings) = asset_render_resource_bindings.get(asset_handle) {
            render_pipelines.bindings.extend(asset_bindings);
        }
    }
}

fn setup_uniform_texture_resources<T>(
    uniforms: &T,
    render_resource_context: &dyn RenderResourceContext,
    render_resource_bindings: &mut RenderResourceBindings,
) where
    T: renderer::RenderResources,
{
    for (i, render_resource) in uniforms.iter().enumerate() {
        if let Some(RenderResourceType::Texture) = render_resource.resource_type() {
            let render_resource_name = uniforms.get_render_resource_name(i).unwrap();
            let sampler_name = format!("{}_sampler", render_resource_name);
            if let Some(texture_handle) = render_resource.texture() {
                if let Some(texture_resource) = render_resource_context
                    .get_asset_resource(texture_handle, texture::TEXTURE_ASSET_INDEX)
                {
                    let sampler_resource = render_resource_context
                        .get_asset_resource(texture_handle, texture::SAMPLER_ASSET_INDEX)
                        .unwrap();

                    render_resource_bindings.set(
                        render_resource_name,
                        RenderResourceBinding::Texture(texture_resource.get_texture().unwrap()),
                    );
                    render_resource_bindings.set(
                        &sampler_name,
                        RenderResourceBinding::Sampler(sampler_resource.get_sampler().unwrap()),
                    );
                    continue;
                }
            }
        }
    }
}