using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
using System;
using System.Linq;
namespace Ryujinx.Graphics.Gpu.Shader
{
    /// 
    /// A collection of shader bindings ready for insertion into the buffer and texture managers.
    /// 
    internal class CachedShaderBindings
    {
        public TextureBindingInfo[][] TextureBindings { get; }
        public TextureBindingInfo[][] ImageBindings { get; }
        public BufferDescriptor[][] ConstantBufferBindings { get; }
        public BufferDescriptor[][] StorageBufferBindings { get; }
        public int MaxTextureBinding { get; }
        public int MaxImageBinding { get; }
        /// 
        /// Create a new cached shader bindings collection.
        /// 
        /// Whether the shader is for compute
        /// The stages used by the shader
        public CachedShaderBindings(bool isCompute, CachedShaderStage[] stages)
        {
            int stageCount = isCompute ? 1 : Constants.ShaderStages;
            TextureBindings = new TextureBindingInfo[stageCount][];
            ImageBindings = new TextureBindingInfo[stageCount][];
            ConstantBufferBindings = new BufferDescriptor[stageCount][];
            StorageBufferBindings = new BufferDescriptor[stageCount][];
            int maxTextureBinding = -1;
            int maxImageBinding = -1;
            int offset = isCompute ? 0 : 1;
            for (int i = 0; i < stageCount; i++)
            {
                CachedShaderStage stage = stages[i + offset];
                if (stage == null)
                {
                    TextureBindings[i] = Array.Empty();
                    ImageBindings[i] = Array.Empty();
                    ConstantBufferBindings[i] = Array.Empty();
                    StorageBufferBindings[i] = Array.Empty();
                    continue;
                }
                TextureBindings[i] = stage.Info.Textures.Select(descriptor =>
                {
                    Target target = ShaderTexture.GetTarget(descriptor.Type);
                    var result = new TextureBindingInfo(
                        target,
                        descriptor.Binding,
                        descriptor.CbufSlot,
                        descriptor.HandleIndex,
                        descriptor.Flags);
                    if (descriptor.Binding > maxTextureBinding)
                    {
                        maxTextureBinding = descriptor.Binding;
                    }
                    return result;
                }).ToArray();
                ImageBindings[i] = stage.Info.Images.Select(descriptor =>
                {
                    Target target = ShaderTexture.GetTarget(descriptor.Type);
                    Format format = ShaderTexture.GetFormat(descriptor.Format);
                    var result = new TextureBindingInfo(
                        target,
                        format,
                        descriptor.Binding,
                        descriptor.CbufSlot,
                        descriptor.HandleIndex,
                        descriptor.Flags);
                    if (descriptor.Binding > maxImageBinding)
                    {
                        maxImageBinding = descriptor.Binding;
                    }
                    return result;
                }).ToArray();
                ConstantBufferBindings[i] = stage.Info.CBuffers.ToArray();
                StorageBufferBindings[i] = stage.Info.SBuffers.ToArray();
            }
            MaxTextureBinding = maxTextureBinding;
            MaxImageBinding = maxImageBinding;
        }
    }
}