// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include "VideoCommon/BPMemory.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"

// TODO: get rid of them as they aren't used
#define C_COLORMATRIX   0                   // 0
#define C_COLORS        0                   // 0
#define C_KCOLORS       (C_COLORS + 4)      // 4
#define C_ALPHA         (C_KCOLORS + 4)     // 8
#define C_TEXDIMS       (C_ALPHA + 1)       // 9
#define C_ZBIAS         (C_TEXDIMS + 8)     //17
#define C_INDTEXSCALE   (C_ZBIAS + 2)       //19
#define C_INDTEXMTX     (C_INDTEXSCALE + 2) //21
#define C_FOGCOLOR      (C_INDTEXMTX + 6)   //27
#define C_FOGI          (C_FOGCOLOR + 1)    //28
#define C_FOGF          (C_FOGI + 1)        //29
#define C_ZSLOPE        (C_FOGF + 2)        //31
#define C_EFBSCALE      (C_ZSLOPE + 1)      //32

#define C_PENVCONST_END (C_EFBSCALE + 1)

// Different ways to achieve rendering with destination alpha
enum DSTALPHA_MODE
{
	DSTALPHA_NONE, // Render normally, without destination alpha
	DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
	DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
};

#pragma pack(1)
struct pixel_shader_uid_data
{
	// TODO: Optimize field order for easy access!

	u32 num_values; // TODO: Shouldn't be a u32
	u32 NumValues() const { return num_values; }

	u32 components : 23;
	u32 dstAlphaMode : 2;
	u32 Pretest : 2;
	u32 nIndirectStagesUsed : 4;
	u32 stereo : 1;

	u32 genMode_numtexgens : 4;
	u32 genMode_numtevstages : 4;
	u32 genMode_numindstages : 3;
	u32 alpha_test_comp0 : 3;
	u32 alpha_test_comp1 : 3;
	u32 alpha_test_logic : 2;
	u32 alpha_test_use_zcomploc_hack : 1;
	u32 fog_proj : 1;
	u32 fog_fsel : 3;
	u32 fog_RangeBaseEnabled : 1;
	u32 ztex_op : 2;
	u32 fast_depth_calc : 1;
	u32 per_pixel_depth : 1;
	u32 forced_early_z : 1;
	u32 early_ztest : 1;
	u32 bounding_box : 1;

	// TODO: 31 bits of padding is a waste. Can we free up some bits elseware?
	u32 zfreeze : 1;
	u32 pad : 31;

	u32 texMtxInfo_n_projection : 8; // 8x1 bit
	u32 tevindref_bi0 : 3;
	u32 tevindref_bc0 : 3;
	u32 tevindref_bi1 : 3;
	u32 tevindref_bc1 : 3;
	u32 tevindref_bi2 : 3;
	u32 tevindref_bc3 : 3;
	u32 tevindref_bi4 : 3;
	u32 tevindref_bc4 : 3;

	inline void SetTevindrefValues(int index, u32 texcoord, u32 texmap)
	{
		if (index == 0) { tevindref_bc0 = texcoord; tevindref_bi0 = texmap; }
		else if (index == 1) { tevindref_bc1 = texcoord; tevindref_bi1 = texmap; }
		else if (index == 2) { tevindref_bc3 = texcoord; tevindref_bi2 = texmap; }
		else if (index == 3) { tevindref_bc4 = texcoord; tevindref_bi4 = texmap; }
	}
	inline void SetTevindrefTexmap(int index, u32 texmap)
	{
		if (index == 0) { tevindref_bi0 = texmap; }
		else if (index == 1) { tevindref_bi1 = texmap; }
		else if (index == 2) { tevindref_bi2 = texmap; }
		else if (index == 3) { tevindref_bi4 = texmap; }
	}

	struct {
		// TODO: Can save a lot space by removing the padding bits
		u32 cc : 24;
		u32 ac : 24;

		u32 tevorders_texmap : 3;
		u32 tevorders_texcoord : 3;
		u32 tevorders_enable : 1;
		u32 tevorders_colorchan : 3;
		u32 pad1 : 6;

		// TODO: Clean up the swapXY mess
		u32 hasindstage : 1;
		u32 tevind : 21;
		u32 tevksel_swap1a : 2;
		u32 tevksel_swap2a : 2;
		u32 tevksel_swap1b : 2;
		u32 tevksel_swap2b : 2;
		u32 pad2 : 2;

		u32 tevksel_swap1c : 2;
		u32 tevksel_swap2c : 2;
		u32 tevksel_swap1d : 2;
		u32 tevksel_swap2d : 2;
		u32 tevksel_kc : 5;
		u32 tevksel_ka : 5;
		u32 pad3 : 14;
	} stagehash[16];

	// TODO: I think we're fine without an enablePixelLighting field, should probably double check, though..
	LightingUidData lighting;
};
#pragma pack()

typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
typedef ShaderCode PixelShaderCode; // TODO: Obsolete
typedef ShaderConstantProfile PixelShaderConstantProfile; // TODO: Obsolete

void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);