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use std::sync::Arc;

use arrayvec::ArrayVec;
use wgpu::{
    Adapter, AdapterInfo, Backend, Backends, BufferAddress, Device, DeviceDescriptor, DeviceType, Features, Instance,
    Limits, Queue,
};

#[allow(unused_imports)]
use crate::format_sso;
use crate::{
    resources::STARTING_2D_TEXTURES, util::typedefs::FastHashMap, LimitType, RendererInitializationError, RendererMode,
};

/// Largest uniform buffer binding needed to run rend3.
pub const MAX_UNIFORM_BUFFER_BINDING_SIZE: BufferAddress = 1024;

/// Features required to run in gpu-mode.
pub const GPU_REQUIRED_FEATURES: Features = {
    // We need to do this whole bits thing to make this const as OpOr isn't const
    Features::from_bits_truncate(
        Features::PUSH_CONSTANTS.bits()
            | Features::TEXTURE_COMPRESSION_BC.bits()
            | Features::DEPTH_CLAMPING.bits()
            | Features::TEXTURE_BINDING_ARRAY.bits()
            | Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING.bits()
            | Features::PARTIALLY_BOUND_BINDING_ARRAY.bits()
            | Features::UNSIZED_BINDING_ARRAY.bits()
            | Features::MULTI_DRAW_INDIRECT.bits()
            | Features::MULTI_DRAW_INDIRECT_COUNT.bits()
            | Features::SPIRV_SHADER_PASSTHROUGH.bits(),
    )
};

/// Features required to run in cpu-mode.
pub const CPU_REQUIRED_FEATURES: Features = Features::from_bits_truncate(Features::DEPTH_CLAMPING.bits());

/// Features that rend3 can use if it they are available, but we don't require.
pub const OPTIONAL_FEATURES: Features = Features::from_bits_truncate(
    Features::TEXTURE_COMPRESSION_BC.bits()
        | Features::TEXTURE_COMPRESSION_ETC2.bits()
        | Features::TEXTURE_COMPRESSION_ASTC_LDR.bits()
        | Features::TIMESTAMP_QUERY.bits(),
);

/// Check that all required features for a given mode are present in the feature set given.
pub fn check_features(mode: RendererMode, device: Features) -> Result<Features, RendererInitializationError> {
    let required = match mode {
        RendererMode::GPUPowered => GPU_REQUIRED_FEATURES,
        RendererMode::CPUPowered => CPU_REQUIRED_FEATURES,
    };
    let optional = OPTIONAL_FEATURES & device;
    let missing = required - device;
    if !missing.is_empty() {
        Err(RendererInitializationError::MissingDeviceFeatures { features: missing })
    } else {
        Ok(required | optional)
    }
}

/// Limits required to run in gpu-mode.
pub const GPU_REQUIRED_LIMITS: Limits = Limits {
    max_texture_dimension_1d: 2048,
    max_texture_dimension_2d: 2048,
    max_texture_dimension_3d: 512,
    max_texture_array_layers: 512,
    max_bind_groups: 8,
    max_dynamic_uniform_buffers_per_pipeline_layout: 0,
    max_dynamic_storage_buffers_per_pipeline_layout: 0,
    max_sampled_textures_per_shader_stage: STARTING_2D_TEXTURES as _,
    max_samplers_per_shader_stage: 2,
    max_storage_buffers_per_shader_stage: 5,
    max_storage_textures_per_shader_stage: 0,
    max_uniform_buffers_per_shader_stage: 2,
    max_uniform_buffer_binding_size: MAX_UNIFORM_BUFFER_BINDING_SIZE as u32,
    max_storage_buffer_binding_size: 128 << 20,
    max_vertex_buffer_array_stride: 128,
    max_vertex_buffers: 7,
    max_vertex_attributes: 7,
    max_push_constant_size: 128,
    min_uniform_buffer_offset_alignment: 256,
    min_storage_buffer_offset_alignment: 256,
};

/// Limits required to run in cpu-mode.
pub const CPU_REQUIRED_LIMITS: Limits = Limits {
    max_texture_dimension_1d: 2048,
    max_texture_dimension_2d: 2048,
    max_texture_dimension_3d: 512,
    max_texture_array_layers: 512,
    max_bind_groups: 8,
    max_dynamic_uniform_buffers_per_pipeline_layout: 0,
    max_dynamic_storage_buffers_per_pipeline_layout: 0,
    max_sampled_textures_per_shader_stage: 10,
    max_samplers_per_shader_stage: 2,
    max_storage_buffers_per_shader_stage: 2,
    max_storage_textures_per_shader_stage: 0,
    max_uniform_buffers_per_shader_stage: 2,
    max_uniform_buffer_binding_size: MAX_UNIFORM_BUFFER_BINDING_SIZE as u32,
    max_storage_buffer_binding_size: 128 << 20,
    max_vertex_buffers: 6,
    max_vertex_attributes: 6,
    max_vertex_buffer_array_stride: 128,
    max_push_constant_size: 0,
    min_uniform_buffer_offset_alignment: 256,
    min_storage_buffer_offset_alignment: 256,
};

fn check_limit_unlimited(d: u32, r: u32, ty: LimitType) -> Result<u32, RendererInitializationError> {
    if d < r {
        Err(RendererInitializationError::LowDeviceLimit {
            ty,
            device_limit: d,
            required_limit: r,
        })
    } else {
        Ok(d)
    }
}

fn check_limit_low(d: u32, r: u32, ty: LimitType) -> Result<u32, RendererInitializationError> {
    if r < d {
        Err(RendererInitializationError::LowDeviceLimit {
            ty,
            device_limit: d,
            required_limit: r,
        })
    } else {
        Ok(d)
    }
}

/// Check that all required limits for a given mode are present in the given limit set.
pub fn check_limits(mode: RendererMode, device_limits: &Limits) -> Result<Limits, RendererInitializationError> {
    let required_limits = match mode {
        RendererMode::GPUPowered => GPU_REQUIRED_LIMITS,
        RendererMode::CPUPowered => CPU_REQUIRED_LIMITS,
    };

    Ok(Limits {
        max_texture_dimension_1d: check_limit_unlimited(
            device_limits.max_texture_dimension_1d,
            required_limits.max_texture_dimension_1d,
            LimitType::MaxTextureDimension1d,
        )?,
        max_texture_dimension_2d: check_limit_unlimited(
            device_limits.max_texture_dimension_2d,
            required_limits.max_texture_dimension_2d,
            LimitType::MaxTextureDimension2d,
        )?,
        max_texture_dimension_3d: check_limit_unlimited(
            device_limits.max_texture_dimension_3d,
            required_limits.max_texture_dimension_3d,
            LimitType::MaxTextureDimension3d,
        )?,
        max_texture_array_layers: check_limit_unlimited(
            device_limits.max_texture_array_layers,
            required_limits.max_texture_array_layers,
            LimitType::MaxTextureArrayLayers,
        )?,
        max_bind_groups: check_limit_unlimited(
            device_limits.max_bind_groups,
            required_limits.max_bind_groups,
            LimitType::BindGroups,
        )?,
        max_dynamic_uniform_buffers_per_pipeline_layout: check_limit_unlimited(
            device_limits.max_dynamic_uniform_buffers_per_pipeline_layout,
            required_limits.max_dynamic_uniform_buffers_per_pipeline_layout,
            LimitType::DynamicUniformBuffersPerPipelineLayout,
        )?,
        max_dynamic_storage_buffers_per_pipeline_layout: check_limit_unlimited(
            device_limits.max_dynamic_storage_buffers_per_pipeline_layout,
            required_limits.max_dynamic_storage_buffers_per_pipeline_layout,
            LimitType::DynamicStorageBuffersPerPipelineLayout,
        )?,
        max_sampled_textures_per_shader_stage: check_limit_unlimited(
            device_limits.max_sampled_textures_per_shader_stage,
            required_limits.max_sampled_textures_per_shader_stage,
            LimitType::SampledTexturesPerShaderStages,
        )?,
        max_samplers_per_shader_stage: check_limit_unlimited(
            device_limits.max_samplers_per_shader_stage,
            required_limits.max_samplers_per_shader_stage,
            LimitType::SamplersPerShaderStages,
        )?,
        max_storage_buffers_per_shader_stage: check_limit_unlimited(
            device_limits.max_storage_buffers_per_shader_stage,
            required_limits.max_storage_buffers_per_shader_stage,
            LimitType::StorageBuffersPerShaderStages,
        )?,
        max_storage_textures_per_shader_stage: check_limit_unlimited(
            device_limits.max_storage_textures_per_shader_stage,
            required_limits.max_storage_textures_per_shader_stage,
            LimitType::StorageTexturesPerShaderStages,
        )?,
        max_uniform_buffers_per_shader_stage: check_limit_unlimited(
            device_limits.max_uniform_buffers_per_shader_stage,
            required_limits.max_uniform_buffers_per_shader_stage,
            LimitType::StorageTexturesPerShaderStages,
        )?,
        max_uniform_buffer_binding_size: check_limit_unlimited(
            device_limits.max_uniform_buffer_binding_size,
            required_limits.max_uniform_buffer_binding_size,
            LimitType::UniformBufferBindingSize,
        )?,
        max_storage_buffer_binding_size: check_limit_unlimited(
            device_limits.max_storage_buffer_binding_size,
            required_limits.max_storage_buffer_binding_size,
            LimitType::MaxStorageBufferBindingSize,
        )?,
        max_vertex_buffers: check_limit_unlimited(
            device_limits.max_vertex_buffers,
            required_limits.max_vertex_buffers,
            LimitType::MaxVertexBuffers,
        )?,
        max_vertex_attributes: check_limit_unlimited(
            device_limits.max_vertex_attributes,
            required_limits.max_vertex_attributes,
            LimitType::MaxVertexAttributes,
        )?,
        max_vertex_buffer_array_stride: check_limit_unlimited(
            device_limits.max_vertex_buffer_array_stride,
            required_limits.max_vertex_buffer_array_stride,
            LimitType::MaxVertexBufferArrayStride,
        )?,
        max_push_constant_size: check_limit_unlimited(
            device_limits.max_push_constant_size,
            required_limits.max_push_constant_size,
            LimitType::PushConstantSize,
        )?,
        min_storage_buffer_offset_alignment: check_limit_low(
            device_limits.min_storage_buffer_offset_alignment,
            required_limits.min_storage_buffer_offset_alignment,
            LimitType::StorageBufferBindingAlignment,
        )?,
        min_uniform_buffer_offset_alignment: check_limit_low(
            device_limits.min_uniform_buffer_offset_alignment,
            required_limits.min_uniform_buffer_offset_alignment,
            LimitType::UniformBufferBindingAlignment,
        )?,
    })
}

/// Validated set of features and limits for a given T.
pub struct PotentialAdapter<T> {
    pub inner: T,
    pub info: ExtendedAdapterInfo,
    pub features: Features,
    pub limits: Limits,
    pub mode: RendererMode,
}
impl<T> PotentialAdapter<T> {
    pub fn new(
        inner: T,
        inner_info: AdapterInfo,
        inner_limits: Limits,
        inner_features: Features,
        desired_mode: Option<RendererMode>,
    ) -> Result<Self, RendererInitializationError> {
        let info = ExtendedAdapterInfo::from(inner_info);

        let mut features = check_features(RendererMode::GPUPowered, inner_features);
        let mut limits = check_limits(RendererMode::GPUPowered, &inner_limits);
        let mut mode = RendererMode::GPUPowered;

        if (features.is_err() || limits.is_err() || desired_mode == Some(RendererMode::CPUPowered))
            && desired_mode != Some(RendererMode::GPUPowered)
        {
            features = check_features(RendererMode::CPUPowered, inner_features);
            limits = check_limits(RendererMode::CPUPowered, &inner_limits);
            mode = RendererMode::CPUPowered;
        }

        Ok(PotentialAdapter {
            inner,
            info,
            features: features?,
            limits: limits?,
            mode,
        })
    }
}

/// Set of common GPU vendors.
#[derive(Clone, Debug, PartialEq)]
pub enum Vendor {
    Nv,
    Amd,
    Intel,
    Microsoft,
    Arm,
    Broadcom,
    Qualcomm,
    /// Don't recognize this vendor. This is the given PCI id.
    Unknown(usize),
}

/// Information about an adapter. Includes named PCI IDs for vendors.
#[derive(Clone, Debug, PartialEq)]
pub struct ExtendedAdapterInfo {
    /// Adapter name
    pub name: String,
    /// Vendor/brand of adapter.
    pub vendor: Vendor,
    /// PCI id of the adapter.
    pub device: usize,
    /// Type of device.
    pub device_type: DeviceType,
    /// Backend used for device
    pub backend: Backend,
}

impl From<AdapterInfo> for ExtendedAdapterInfo {
    fn from(info: AdapterInfo) -> Self {
        Self {
            name: info.name,
            vendor: match info.vendor {
                0x1002 => Vendor::Amd,
                0x10DE => Vendor::Nv,
                0x13B5 => Vendor::Arm,
                0x1414 => Vendor::Microsoft,
                0x14E4 => Vendor::Broadcom,
                0x5143 => Vendor::Qualcomm,
                0x8086 => Vendor::Intel,
                v => Vendor::Unknown(v),
            },
            device: info.device,
            device_type: info.device_type,
            backend: info.backend,
        }
    }
}

/// Container for Instance/Adapter/Device/Queue etc.
///
/// Create these yourself, or call [`create_iad`].
pub struct InstanceAdapterDevice {
    pub instance: Arc<Instance>,
    pub adapter: Arc<Adapter>,
    pub device: Arc<Device>,
    pub queue: Arc<Queue>,
    pub mode: RendererMode,
    pub info: ExtendedAdapterInfo,
}

/// Creates an Instance/Adapter/Device/Queue using the given choices. Tries to get the best combination.
pub async fn create_iad(
    desired_backend: Option<Backend>,
    desired_device: Option<String>,
    desired_mode: Option<RendererMode>,
) -> Result<InstanceAdapterDevice, RendererInitializationError> {
    profiling::scope!("create_iad");
    let backend_bits = Backends::VULKAN | Backends::DX12 | Backends::DX11 | Backends::METAL | Backends::GL;
    let default_backend_order = [
        Backend::Vulkan,
        Backend::Metal,
        Backend::Dx12,
        Backend::Dx11,
        Backend::Gl,
    ];

    let instance = Instance::new(backend_bits);

    let mut valid_adapters = FastHashMap::default();

    for backend in &default_backend_order {
        profiling::scope!("enumerating backend", &format_sso!("{:?}", backend));
        let adapters = instance.enumerate_adapters(Backends::from(*backend));

        let mut potential_adapters = ArrayVec::<PotentialAdapter<Adapter>, 4>::new();
        for (idx, adapter) in adapters.enumerate() {
            let info = adapter.get_info();
            let limits = adapter.limits();
            let features = adapter.features();
            let potential = PotentialAdapter::new(adapter, info, limits, features, desired_mode);

            log::debug!(
                "{:?} Adapter {}: {:#?}",
                backend,
                idx,
                potential.as_ref().map(|p| &p.info)
            );

            let desired = if let Some(ref desired_device) = desired_device {
                potential
                    .as_ref()
                    .map(|i| i.info.name.to_lowercase().contains(desired_device))
                    .unwrap_or(false)
            } else {
                true
            };

            if let (Ok(potential), true) = (potential, desired) {
                log::debug!("Adapter usable in {:?} mode", potential.mode);
                potential_adapters.push(potential)
            } else {
                log::debug!("Adapter not usable");
            }
        }
        valid_adapters.insert(*backend, potential_adapters);
    }

    for backend_adapters in valid_adapters.values_mut() {
        backend_adapters.sort_by_key(|a: &PotentialAdapter<Adapter>| match a.info.device_type {
            DeviceType::DiscreteGpu => 0,
            DeviceType::IntegratedGpu => 1,
            DeviceType::VirtualGpu => 2,
            DeviceType::Cpu => 3,
            DeviceType::Other => 4,
        });
    }

    for backend in &default_backend_order {
        if let Some(desired_backend) = desired_backend {
            if desired_backend != *backend {
                log::debug!("Skipping unwanted backend {:?}", backend);
                continue;
            }
        }

        let adapter: Option<PotentialAdapter<Adapter>> =
            valid_adapters.remove(backend).and_then(|arr| arr.into_iter().next());

        if let Some(adapter) = adapter {
            log::debug!("Chosen adapter: {:#?}", adapter.info);
            log::debug!("Chosen backend: {:?}", backend);
            log::debug!("Chosen features: {:#?}", adapter.features);
            log::debug!("Chosen limits: {:#?}", adapter.limits);
            log::debug!("Chosen mode: {:#?}", adapter.mode);

            let (device, queue) = adapter
                .inner
                .request_device(
                    &DeviceDescriptor {
                        label: None,
                        features: adapter.features,
                        limits: adapter.limits,
                    },
                    None,
                )
                .await
                .map_err(|_| RendererInitializationError::RequestDeviceFailed)?;

            return Ok(InstanceAdapterDevice {
                instance: Arc::new(instance),
                adapter: Arc::new(adapter.inner),
                device: Arc::new(device),
                queue: Arc::new(queue),
                mode: adapter.mode,
                info: adapter.info,
            });
        }
    }

    Err(RendererInitializationError::MissingAdapter)
}