// 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/

#include "Globals.h"
#include "Profiler.h"

#include "GLUtil.h"

#include <Cg/cg.h>
#include <Cg/cgGL.h>

#include <cmath>

#include "Statistics.h"
#include "VideoConfig.h"
#include "ImageWrite.h"
#include "Common.h"
#include "Render.h"
#include "VertexShaderGen.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "FileUtil.h"

static int s_nMaxPixelInstructions;
static GLuint s_ColorMatrixProgram = 0;
static GLuint s_DepthMatrixProgram = 0;
PixelShaderCache::PSCache PixelShaderCache::pshaders;
PIXELSHADERUID PixelShaderCache::s_curuid;
bool PixelShaderCache::s_displayCompileAlert;
GLuint PixelShaderCache::CurrentShader;
bool PixelShaderCache::ShaderEnabled;

static FRAGMENTSHADER* pShaderLast = NULL;
static float lastPSconstants[C_COLORMATRIX+16][4];


void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
	if (lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
		lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4)
	{
		lastPSconstants[const_number][0] = f1;
		lastPSconstants[const_number][1] = f2;
		lastPSconstants[const_number][2] = f3;
		lastPSconstants[const_number][3] = f4;
		glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, lastPSconstants[const_number]);
		
	}
}

void SetPSConstant4fv(int const_number, const float *f)
{
	if (memcmp(&lastPSconstants[const_number], f, sizeof(float) * 4)) {
		memcpy(&lastPSconstants[const_number], f, sizeof(float) * 4);
		glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
	}	
}

void SetMultiPSConstant4fv(int const_number, int count, const float *f)
{
	const float *f0 = f;
	for (int i = 0; i < count ;i++,f0+=4)
	{
		if (memcmp(&lastPSconstants[const_number + i], f0, sizeof(float) * 4)) {
			memcpy(&lastPSconstants[const_number + i], f0, sizeof(float) * 4);		
				glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number + i, lastPSconstants[const_number + i]);
		}
	}
}

void PixelShaderCache::Init()
{
	GL_REPORT_ERRORD();

	for (int i = 0; i < (C_COLORMATRIX+16) * 4; i++)
		lastPSconstants[i/4][i%4] = -100000000.0f;
	memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));

    s_displayCompileAlert = true;

	glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
	
	int maxinst, maxattribs;
	glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&maxinst);
	glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB, (GLint *)&maxattribs);
	INFO_LOG(VIDEO, "pixel max_alu=%d, max_inst=%d, max_attrib=%d", s_nMaxPixelInstructions, maxinst, maxattribs);
	
	char pmatrixprog[1024];
	sprintf(pmatrixprog, "!!ARBfp1.0"
						"TEMP R0;\n"
						"TEMP R1;\n"
						"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
						"DP4 R1.w, R0, program.env[%d];\n"
						"DP4 R1.z, R0, program.env[%d];\n"
						"DP4 R1.x, R0, program.env[%d];\n"
						"DP4 R1.y, R0, program.env[%d];\n"
						"ADD result.color, R1, program.env[%d];\n"
						"END\n", C_COLORMATRIX+3, C_COLORMATRIX+2, C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+4);
	glGenProgramsARB(1, &s_ColorMatrixProgram);
	glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_ColorMatrixProgram);
	glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);

	GLenum err = GL_REPORT_ERROR();
	if (err != GL_NO_ERROR) {
		ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
		glDeleteProgramsARB(1, &s_ColorMatrixProgram);
		s_ColorMatrixProgram = 0;
	}

    sprintf(pmatrixprog, "!!ARBfp1.0"
						"TEMP R0;\n"
						"TEMP R1;\n"
                        "TEMP R2;\n"
                        "PARAM K0 = { 65535.0, 255.0,1.0,16777215.0};\n" 
						"PARAM K1 = { 0.999999940395355224609375, 1.0000000596046483281045155587504,0.0,0.0};\n" 
						"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
						"MUL R0, R2.x, K1.x;\n"
                        "MUL R0, R0.x, K0;\n"						
                        "FRC R0, R0;\n"
						"MUL R0, R0, K1.y;\n"
						"DP4 R1.x, R0, program.env[%d];\n"
						"DP4 R1.y, R0, program.env[%d];\n"
                        "DP4 R1.z, R0, program.env[%d];\n"
                        "DP4 R1.w, R0, program.env[%d];\n"
						"ADD result.color, R1, program.env[%d];\n"
						"END\n", C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+2, C_COLORMATRIX+3, C_COLORMATRIX+4);
	glGenProgramsARB(1, &s_DepthMatrixProgram);
	glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_DepthMatrixProgram);
	glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);

	err = GL_REPORT_ERROR();
	if (err != GL_NO_ERROR) {
		ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
		glDeleteProgramsARB(1, &s_DepthMatrixProgram);
		s_DepthMatrixProgram = 0;
	}
	CurrentShader=0;
	ShaderEnabled = false;
	EnableShader(s_DepthMatrixProgram);	
}

void PixelShaderCache::Shutdown()
{
	glDeleteProgramsARB(1, &s_ColorMatrixProgram);
	s_ColorMatrixProgram = 0;
    glDeleteProgramsARB(1, &s_DepthMatrixProgram);
	s_DepthMatrixProgram = 0;
	PSCache::iterator iter = pshaders.begin();
	for (; iter != pshaders.end(); ++iter)
		iter->second.Destroy();
	pshaders.clear();
}

GLuint PixelShaderCache::GetColorMatrixProgram()
{
	return s_ColorMatrixProgram;
}

GLuint PixelShaderCache::GetDepthMatrixProgram()
{
	return s_DepthMatrixProgram;
}


FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
{
	DVSTARTPROFILE();
	PIXELSHADERUID uid;
	GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlphaEnable ? 1 : 0);
	if (uid == last_pixel_shader_uid && pshaders[uid].frameCount == frameCount)
	{
		return pShaderLast;
	}

	memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));

	PSCache::iterator iter = pshaders.find(uid);

	if (iter != pshaders.end()) {
		iter->second.frameCount = frameCount;
		PSCacheEntry &entry = iter->second;
		if (&entry.shader != pShaderLast)
		{
			pShaderLast = &entry.shader;
		}

		return pShaderLast;
	}

	//Make an entry in the table
	PSCacheEntry& newentry = pshaders[uid];
	newentry.frameCount = frameCount;
	pShaderLast = &newentry.shader;
	const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(),
                                               dstAlphaEnable);

#if defined(_DEBUG) || defined(DEBUGFAST)
	if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {	
		static int counter = 0;
		char szTemp[MAX_PATH];
		sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
		
		SaveData(szTemp, code);
	}
#endif

	//	printf("Compiling pixel shader. size = %i\n", strlen(code));
	if (!code || !CompilePixelShader(newentry.shader, code)) {
		ERROR_LOG(VIDEO, "failed to create pixel shader");
		static int counter = 0;
		char szTemp[MAX_PATH];
		sprintf(szTemp, "%sBADps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);			
		SaveData(szTemp, code);
		return NULL;
	}
	
	INCSTAT(stats.numPixelShadersCreated);
	SETSTAT(stats.numPixelShadersAlive, pshaders.size());
	return pShaderLast;
}

bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
	GLenum err = GL_REPORT_ERROR();
	if (err != GL_NO_ERROR)
	{
		ERROR_LOG(VIDEO, "glError %08x before PS!", err);
	}

	char stropt[128];
	sprintf(stropt, "MaxLocalParams=32,NumInstructionSlots=%d", s_nMaxPixelInstructions);
	const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
	CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts);

	// handle errors
	if (!cgIsProgram(tempprog)) {
			cgDestroyProgram(tempprog);
			ERROR_LOG(VIDEO, "Failed to compile ps %s:", cgGetLastListing(g_cgcontext));
			ERROR_LOG(VIDEO, pstrprogram);
			return false;
	}

	// handle warnings
	if (cgGetError() != CG_NO_ERROR)
	{
			WARN_LOG(VIDEO, "Warnings on compile ps %s:", cgGetLastListing(g_cgcontext));
			WARN_LOG(VIDEO, pstrprogram);
	}

	// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
	// It SHOULD not have any nasty side effects though - but you never know...
	char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
	char *plocal = strstr(pcompiledprog, "program.local");
	while (plocal != NULL) {
		const char *penv = "  program.env";
		memcpy(plocal, penv, 13);
		plocal = strstr(plocal+13, "program.local");
	}

	glGenProgramsARB(1, &ps.glprogid);
	EnableShader(ps.glprogid);	
	glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);

	err = GL_REPORT_ERROR();
	if (err != GL_NO_ERROR)
	{
		GLint error_pos, native_limit;
		glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
		glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native_limit);
		// Error occur
		if (error_pos != -1) {
			const char *program_error = (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
			char line[256];
			strncpy(line, (const char *)pcompiledprog + error_pos, 255);
			line[255] = 0;
			ERROR_LOG(VIDEO, "Error at %i: %s", error_pos, program_error);
			ERROR_LOG(VIDEO, "Line dump: \n%s", line);
		} else if (native_limit != -1) {
			ERROR_LOG(VIDEO, "Hit limit? %i", native_limit);
			// TODO
		}
		ERROR_LOG(VIDEO, pstrprogram);
		ERROR_LOG(VIDEO, pcompiledprog);
	}

	cgDestroyProgram(tempprog);

#if defined(_DEBUG) || defined(DEBUGFAST) 
	ps.strprog = pstrprogram;
#endif
	return true;
}

//Disable Fragment programs and reset the selected Program
void PixelShaderCache::DisableShader()
{
	CurrentShader = 0;
	if(ShaderEnabled)
	{		
		glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
		glDisable(GL_FRAGMENT_PROGRAM_ARB);
		ShaderEnabled = false;
	}	
}


//bind a program if is diferent from the binded oone
void PixelShaderCache::SetCurrentShader(GLuint Shader)
{
	//The caching here breakes Super Mario Sunshine i'm still trying to figure out wy
	if(ShaderEnabled /*&& CurrentShader != Shader*/)
	{
		CurrentShader = Shader;
		glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
	}
}

//Enable Fragment program and bind initial program
void PixelShaderCache::EnableShader(GLuint Shader)
{
	if(!ShaderEnabled)
	{
		glEnable(GL_FRAGMENT_PROGRAM_ARB);
		ShaderEnabled = true;
		CurrentShader =  0;
	}
	if(CurrentShader != Shader)
	{
		CurrentShader = Shader;
		glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
	}
}
