/*************************************************************************/
/*  render_pipeline_vertex_format_cache_rd.h                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef RENDER_PIPELINE_CACHE_RD_H
#define RENDER_PIPELINE_CACHE_RD_H

#include "core/spin_lock.h"
#include "servers/rendering/rendering_device.h"

class RenderPipelineVertexFormatCacheRD {

	SpinLock spin_lock;

	RID shader;
	uint32_t input_mask;

	RD::RenderPrimitive render_primitive;
	RD::PipelineRasterizationState rasterization_state;
	RD::PipelineMultisampleState multisample_state;
	RD::PipelineDepthStencilState depth_stencil_state;
	RD::PipelineColorBlendState blend_state;
	int dynamic_state_flags;

	struct Version {
		RD::VertexFormatID vertex_id;
		RD::FramebufferFormatID framebuffer_id;
		RID pipeline;
	};

	Version *versions;
	uint32_t version_count;

	RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id);

	void _clear();

public:
	void setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0);
	void update_shader(RID p_shader);

	_FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id) {
#ifdef DEBUG_ENABLED
		ERR_FAIL_COND_V_MSG(shader.is_null(), RID(),
				"Attempted to use an unused shader variant (shader is null),");
#endif

		spin_lock.lock();
		RID result;
		for (uint32_t i = 0; i < version_count; i++) {
			if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id) {
				result = versions[i].pipeline;
				spin_lock.unlock();
				return result;
			}
		}
		result = _generate_version(p_vertex_format_id, p_framebuffer_format_id);
		spin_lock.unlock();
		return result;
	}

	_FORCE_INLINE_ uint32_t get_vertex_input_mask() const {
		return input_mask;
	}
	void clear();
	RenderPipelineVertexFormatCacheRD();
	~RenderPipelineVertexFormatCacheRD();
};

#endif // RENDER_PIPELINE_CACHE_RD_H
