// Copyright (C) 2003 Dolphin Project.

// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.

// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License 2.0 for more details.

// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/

// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/

#ifndef _D3DBASE_H
#define _D3DBASE_H

#include <vector>
#include <set>

#include <d3dx9.h>

#include "Common.h"

namespace D3D
{

// From http://developer.amd.com/gpu_assets/Advanced%20DX9%20Capabilities%20for%20ATI%20Radeon%20Cards.pdf
// Magic FourCC's to unlock undocumented D3D9 features:

// Z texture formats
#define FOURCC_INTZ ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z')))
#define FOURCC_RAWZ ((D3DFORMAT)(MAKEFOURCC('R','A','W','Z')))
#define FOURCC_DF24 ((D3DFORMAT)(MAKEFOURCC('D','F','2','4')))
#define FOURCC_DF16 ((D3DFORMAT)(MAKEFOURCC('D','F','1','6')))

// Depth buffer resolve:
#define FOURCC_RESZ ((D3DFORMAT)(MAKEFOURCC('R','E','S','Z')))
#define RESZ_CODE 0x7fa05000

// Null render target to do Z-only shadow maps: (probably not useful for Dolphin)
#define FOURCC_NULL ((D3DFORMAT)(MAKEFOURCC('N','U','L','L')))

bool IsATIDevice();
HRESULT Init();
HRESULT Create(int adapter, HWND wnd, int resolution, int aa_mode, bool auto_depth);
void Close();
void Shutdown();

// Direct access to the device.
extern LPDIRECT3DDEVICE9 dev;
extern bool bFrameInProgress;

void Reset();
bool BeginFrame();
void EndFrame();
void Present();
bool CanUseINTZ();

int GetBackBufferWidth();
int GetBackBufferHeight();
LPDIRECT3DSURFACE9 GetBackBufferSurface();
LPDIRECT3DSURFACE9 GetBackBufferDepthSurface();
LPDIRECT3DVERTEXBUFFER9  GetquadVB();
LPDIRECT3DVERTEXDECLARATION9 GetBasicvertexDecl();
const D3DCAPS9 &GetCaps();
const char *PixelShaderVersionString();
const char *VertexShaderVersionString();
void ShowD3DError(HRESULT err);

// The following are "filtered" versions of the corresponding D3Ddev-> functions.
void SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture);
void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value);
void RefreshRenderState(D3DRENDERSTATETYPE State);
void ChangeRenderState(D3DRENDERSTATETYPE State, DWORD Value);

void SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value);
void RefreshTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type);
void ChangeTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value);

void SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value);
void RefreshSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type);
void ChangeSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value);

void RefreshVertexDeclaration();
void SetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 decl);

void RefreshVertexShader();
void SetVertexShader(LPDIRECT3DVERTEXSHADER9 shader);

void RefreshPixelShader();
void SetPixelShader(LPDIRECT3DPIXELSHADER9 shader);

void ApplyCachedState();

// Utility functions for vendor specific hacks. So far, just the one.
void EnableAlphaToCoverage();

struct Resolution
{
	char name[32];
	int xres;
	int yres;
	std::set<D3DFORMAT> bitdepths;
	std::set<int> refreshes;
};

struct AALevel
{
	AALevel(const char *n, D3DMULTISAMPLE_TYPE m, int q) {
		strcpy(name, n);
		ms_setting = m; 
		qual_setting = q;
	}
	char name[32];
	D3DMULTISAMPLE_TYPE ms_setting;
	int qual_setting;
};

struct Adapter
{
	D3DADAPTER_IDENTIFIER9 ident;
	std::vector<Resolution> resolutions;
	std::vector<AALevel> aa_levels;
	bool supports_alpha_to_coverage;

	// Magic render targets, see the top of this file.
	bool supports_intz;
	bool supports_rawz;
	bool supports_resz;
	bool supports_null;
};

const Adapter &GetAdapter(int i);
const Adapter &GetCurAdapter();
int GetNumAdapters();

}  // namespace

#endif
