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

#include <algorithm>
#include <cmath>

#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/Movie.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"

VideoConfig g_Config;
VideoConfig g_ActiveConfig;

void UpdateActiveConfig()
{
  if (Movie::IsPlayingInput() && Movie::IsConfigSaved())
    Movie::SetGraphicsConfig();
  g_ActiveConfig = g_Config;
}

VideoConfig::VideoConfig()
{
  bRunning = false;

  // Exclusive fullscreen flags
  bFullscreen = false;
  bExclusiveMode = false;

  // Needed for the first frame, I think
  fAspectRatioHackW = 1;
  fAspectRatioHackH = 1;

  // disable all features by default
  backend_info.APIType = API_NONE;
  backend_info.bSupportsExclusiveFullscreen = false;
}

void VideoConfig::Load(const std::string& ini_file)
{
  IniFile iniFile;
  iniFile.Load(ini_file);

  IniFile::Section* hardware = iniFile.GetOrCreateSection("Hardware");
  hardware->Get("VSync", &bVSync, 0);
  hardware->Get("Adapter", &iAdapter, 0);

  IniFile::Section* settings = iniFile.GetOrCreateSection("Settings");
  settings->Get("wideScreenHack", &bWidescreenHack, false);
  settings->Get("AspectRatio", &iAspectRatio, (int)ASPECT_AUTO);
  settings->Get("Crop", &bCrop, false);
  settings->Get("UseXFB", &bUseXFB, 0);
  settings->Get("UseRealXFB", &bUseRealXFB, 0);
  settings->Get("SafeTextureCacheColorSamples", &iSafeTextureCache_ColorSamples, 128);
  settings->Get("ShowFPS", &bShowFPS, false);
  settings->Get("LogRenderTimeToFile", &bLogRenderTimeToFile, false);
  settings->Get("OverlayStats", &bOverlayStats, false);
  settings->Get("OverlayProjStats", &bOverlayProjStats, false);
  settings->Get("DumpTextures", &bDumpTextures, 0);
  settings->Get("HiresTextures", &bHiresTextures, 0);
  settings->Get("ConvertHiresTextures", &bConvertHiresTextures, 0);
  settings->Get("CacheHiresTextures", &bCacheHiresTextures, 0);
  settings->Get("DumpEFBTarget", &bDumpEFBTarget, 0);
  settings->Get("FreeLook", &bFreeLook, 0);
  settings->Get("UseFFV1", &bUseFFV1, 0);
  settings->Get("EnablePixelLighting", &bEnablePixelLighting, 0);
  settings->Get("FastDepthCalc", &bFastDepthCalc, true);
  settings->Get("MSAA", &iMultisamples, 1);
  settings->Get("SSAA", &bSSAA, false);
  settings->Get("EFBScale", &iEFBScale, (int)SCALE_1X);  // native
  settings->Get("TexFmtOverlayEnable", &bTexFmtOverlayEnable, 0);
  settings->Get("TexFmtOverlayCenter", &bTexFmtOverlayCenter, 0);
  settings->Get("WireFrame", &bWireFrame, 0);
  settings->Get("DisableFog", &bDisableFog, 0);
  settings->Get("EnableShaderDebugging", &bEnableShaderDebugging, false);
  settings->Get("BorderlessFullscreen", &bBorderlessFullscreen, false);

  settings->Get("SWZComploc", &bZComploc, true);
  settings->Get("SWZFreeze", &bZFreeze, true);
  settings->Get("SWDumpObjects", &bDumpObjects, false);
  settings->Get("SWDumpTevStages", &bDumpTevStages, false);
  settings->Get("SWDumpTevTexFetches", &bDumpTevTextureFetches, false);
  settings->Get("SWDrawStart", &drawStart, 0);
  settings->Get("SWDrawEnd", &drawEnd, 100000);

  IniFile::Section* enhancements = iniFile.GetOrCreateSection("Enhancements");
  enhancements->Get("ForceFiltering", &bForceFiltering, 0);
  enhancements->Get("MaxAnisotropy", &iMaxAnisotropy, 0);  // NOTE - this is x in (1 << x)
  enhancements->Get("PostProcessingShader", &sPostProcessingShader, "");

  IniFile::Section* stereoscopy = iniFile.GetOrCreateSection("Stereoscopy");
  stereoscopy->Get("StereoMode", &iStereoMode, 0);
  stereoscopy->Get("StereoDepth", &iStereoDepth, 20);
  stereoscopy->Get("StereoConvergencePercentage", &iStereoConvergencePercentage, 100);
  stereoscopy->Get("StereoSwapEyes", &bStereoSwapEyes, false);

  IniFile::Section* hacks = iniFile.GetOrCreateSection("Hacks");
  hacks->Get("EFBAccessEnable", &bEFBAccessEnable, true);
  hacks->Get("BBoxEnable", &bBBoxEnable, false);
  hacks->Get("ForceProgressive", &bForceProgressive, true);
  hacks->Get("EFBToTextureEnable", &bSkipEFBCopyToRam, true);
  hacks->Get("EFBScaledCopy", &bCopyEFBScaled, true);
  hacks->Get("EFBEmulateFormatChanges", &bEFBEmulateFormatChanges, false);

  // hacks which are disabled by default
  iPhackvalue[0] = 0;
  bPerfQueriesEnable = false;

  // Load common settings
  iniFile.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
  IniFile::Section* interface = iniFile.GetOrCreateSection("Interface");
  bool bTmp;
  interface->Get("UsePanicHandlers", &bTmp, true);
  SetEnableAlert(bTmp);

  // Shader Debugging causes a huge slowdown and it's easy to forget about it
  // since it's not exposed in the settings dialog. It's only used by
  // developers, so displaying an obnoxious message avoids some confusion and
  // is not too annoying/confusing for users.
  //
  // XXX(delroth): This is kind of a bad place to put this, but the current
  // VideoCommon is a mess and we don't have a central initialization
  // function to do these kind of checks. Instead, the init code is
  // triplicated for each video backend.
  if (bEnableShaderDebugging)
    OSD::AddMessage("Warning: Shader Debugging is enabled, performance will suffer heavily", 15000);

  VerifyValidity();
}

void VideoConfig::GameIniLoad()
{
  bool gfx_override_exists = false;

// XXX: Again, bad place to put OSD messages at (see delroth's comment above)
// XXX: This will add an OSD message for each projection hack value... meh
#define CHECK_SETTING(section, key, var)                                                           \
  do                                                                                               \
  {                                                                                                \
    decltype(var) temp = var;                                                                      \
    if (iniFile.GetIfExists(section, key, &var) && var != temp)                                    \
    {                                                                                              \
      std::string msg = StringFromFormat("Note: Option \"%s\" is overridden by game ini.", key);   \
      OSD::AddMessage(msg, 7500);                                                                  \
      gfx_override_exists = true;                                                                  \
    }                                                                                              \
  } while (0)

  IniFile iniFile = SConfig::GetInstance().LoadGameIni();

  CHECK_SETTING("Video_Hardware", "VSync", bVSync);

  CHECK_SETTING("Video_Settings", "wideScreenHack", bWidescreenHack);
  CHECK_SETTING("Video_Settings", "AspectRatio", iAspectRatio);
  CHECK_SETTING("Video_Settings", "Crop", bCrop);
  CHECK_SETTING("Video_Settings", "UseXFB", bUseXFB);
  CHECK_SETTING("Video_Settings", "UseRealXFB", bUseRealXFB);
  CHECK_SETTING("Video_Settings", "SafeTextureCacheColorSamples", iSafeTextureCache_ColorSamples);
  CHECK_SETTING("Video_Settings", "HiresTextures", bHiresTextures);
  CHECK_SETTING("Video_Settings", "ConvertHiresTextures", bConvertHiresTextures);
  CHECK_SETTING("Video_Settings", "CacheHiresTextures", bCacheHiresTextures);
  CHECK_SETTING("Video_Settings", "EnablePixelLighting", bEnablePixelLighting);
  CHECK_SETTING("Video_Settings", "FastDepthCalc", bFastDepthCalc);
  CHECK_SETTING("Video_Settings", "MSAA", iMultisamples);
  CHECK_SETTING("Video_Settings", "SSAA", bSSAA);

  int tmp = -9000;
  CHECK_SETTING("Video_Settings", "EFBScale", tmp);  // integral
  if (tmp != -9000)
  {
    if (tmp != SCALE_FORCE_INTEGRAL)
    {
      iEFBScale = tmp;
    }
    else  // Round down to multiple of native IR
    {
      switch (iEFBScale)
      {
      case SCALE_AUTO:
        iEFBScale = SCALE_AUTO_INTEGRAL;
        break;
      case SCALE_1_5X:
        iEFBScale = SCALE_1X;
        break;
      case SCALE_2_5X:
        iEFBScale = SCALE_2X;
        break;
      default:
        break;
      }
    }
  }

  CHECK_SETTING("Video_Settings", "DisableFog", bDisableFog);

  CHECK_SETTING("Video_Enhancements", "ForceFiltering", bForceFiltering);
  CHECK_SETTING("Video_Enhancements", "MaxAnisotropy",
                iMaxAnisotropy);  // NOTE - this is x in (1 << x)
  CHECK_SETTING("Video_Enhancements", "PostProcessingShader", sPostProcessingShader);

  // These are not overrides, they are per-game stereoscopy parameters, hence no warning
  iniFile.GetIfExists("Video_Stereoscopy", "StereoConvergence", &iStereoConvergence, 20);
  iniFile.GetIfExists("Video_Stereoscopy", "StereoEFBMonoDepth", &bStereoEFBMonoDepth, false);
  iniFile.GetIfExists("Video_Stereoscopy", "StereoDepthPercentage", &iStereoDepthPercentage, 100);

  CHECK_SETTING("Video_Stereoscopy", "StereoMode", iStereoMode);
  CHECK_SETTING("Video_Stereoscopy", "StereoDepth", iStereoDepth);
  CHECK_SETTING("Video_Stereoscopy", "StereoSwapEyes", bStereoSwapEyes);

  CHECK_SETTING("Video_Hacks", "EFBAccessEnable", bEFBAccessEnable);
  CHECK_SETTING("Video_Hacks", "BBoxEnable", bBBoxEnable);
  CHECK_SETTING("Video_Hacks", "ForceProgressive", bForceProgressive);
  CHECK_SETTING("Video_Hacks", "EFBToTextureEnable", bSkipEFBCopyToRam);
  CHECK_SETTING("Video_Hacks", "EFBScaledCopy", bCopyEFBScaled);
  CHECK_SETTING("Video_Hacks", "EFBEmulateFormatChanges", bEFBEmulateFormatChanges);

  CHECK_SETTING("Video", "ProjectionHack", iPhackvalue[0]);
  CHECK_SETTING("Video", "PH_SZNear", iPhackvalue[1]);
  CHECK_SETTING("Video", "PH_SZFar", iPhackvalue[2]);
  CHECK_SETTING("Video", "PH_ZNear", sPhackvalue[0]);
  CHECK_SETTING("Video", "PH_ZFar", sPhackvalue[1]);
  CHECK_SETTING("Video", "PerfQueriesEnable", bPerfQueriesEnable);

  if (gfx_override_exists)
    OSD::AddMessage(
        "Warning: Opening the graphics configuration will reset settings and might cause issues!",
        10000);
}

void VideoConfig::VerifyValidity()
{
  // TODO: Check iMaxAnisotropy value
  if (iAdapter < 0 || iAdapter > ((int)backend_info.Adapters.size() - 1))
    iAdapter = 0;

  if (std::find(backend_info.AAModes.begin(), backend_info.AAModes.end(), iMultisamples) ==
      backend_info.AAModes.end())
    iMultisamples = 1;

  if (iStereoMode > 0)
  {
    if (!backend_info.bSupportsGeometryShaders)
    {
      OSD::AddMessage(
          "Stereoscopic 3D isn't supported by your GPU, support for OpenGL 3.2 is required.",
          10000);
      iStereoMode = 0;
    }

    if (bUseXFB && bUseRealXFB)
    {
      OSD::AddMessage("Stereoscopic 3D isn't supported with Real XFB, turning off stereoscopy.",
                      10000);
      iStereoMode = 0;
    }
  }
}

void VideoConfig::Save(const std::string& ini_file)
{
  IniFile iniFile;
  iniFile.Load(ini_file);

  IniFile::Section* hardware = iniFile.GetOrCreateSection("Hardware");
  hardware->Set("VSync", bVSync);
  hardware->Set("Adapter", iAdapter);

  IniFile::Section* settings = iniFile.GetOrCreateSection("Settings");
  settings->Set("AspectRatio", iAspectRatio);
  settings->Set("Crop", bCrop);
  settings->Set("wideScreenHack", bWidescreenHack);
  settings->Set("UseXFB", bUseXFB);
  settings->Set("UseRealXFB", bUseRealXFB);
  settings->Set("SafeTextureCacheColorSamples", iSafeTextureCache_ColorSamples);
  settings->Set("ShowFPS", bShowFPS);
  settings->Set("LogRenderTimeToFile", bLogRenderTimeToFile);
  settings->Set("OverlayStats", bOverlayStats);
  settings->Set("OverlayProjStats", bOverlayProjStats);
  settings->Set("DumpTextures", bDumpTextures);
  settings->Set("HiresTextures", bHiresTextures);
  settings->Set("ConvertHiresTextures", bConvertHiresTextures);
  settings->Set("CacheHiresTextures", bCacheHiresTextures);
  settings->Set("DumpEFBTarget", bDumpEFBTarget);
  settings->Set("FreeLook", bFreeLook);
  settings->Set("UseFFV1", bUseFFV1);
  settings->Set("EnablePixelLighting", bEnablePixelLighting);
  settings->Set("FastDepthCalc", bFastDepthCalc);
  settings->Set("MSAA", iMultisamples);
  settings->Set("SSAA", bSSAA);
  settings->Set("EFBScale", iEFBScale);
  settings->Set("TexFmtOverlayEnable", bTexFmtOverlayEnable);
  settings->Set("TexFmtOverlayCenter", bTexFmtOverlayCenter);
  settings->Set("Wireframe", bWireFrame);
  settings->Set("DisableFog", bDisableFog);
  settings->Set("EnableShaderDebugging", bEnableShaderDebugging);
  settings->Set("BorderlessFullscreen", bBorderlessFullscreen);

  settings->Set("SWZComploc", bZComploc);
  settings->Set("SWZFreeze", bZFreeze);
  settings->Set("SWDumpObjects", bDumpObjects);
  settings->Set("SWDumpTevStages", bDumpTevStages);
  settings->Set("SWDumpTevTexFetches", bDumpTevTextureFetches);
  settings->Set("SWDrawStart", drawStart);
  settings->Set("SWDrawEnd", drawEnd);

  IniFile::Section* enhancements = iniFile.GetOrCreateSection("Enhancements");
  enhancements->Set("ForceFiltering", bForceFiltering);
  enhancements->Set("MaxAnisotropy", iMaxAnisotropy);
  enhancements->Set("PostProcessingShader", sPostProcessingShader);

  IniFile::Section* stereoscopy = iniFile.GetOrCreateSection("Stereoscopy");
  stereoscopy->Set("StereoMode", iStereoMode);
  stereoscopy->Set("StereoDepth", iStereoDepth);
  stereoscopy->Set("StereoConvergencePercentage", iStereoConvergencePercentage);
  stereoscopy->Set("StereoSwapEyes", bStereoSwapEyes);

  IniFile::Section* hacks = iniFile.GetOrCreateSection("Hacks");
  hacks->Set("EFBAccessEnable", bEFBAccessEnable);
  hacks->Set("BBoxEnable", bBBoxEnable);
  hacks->Set("ForceProgressive", bForceProgressive);
  hacks->Set("EFBToTextureEnable", bSkipEFBCopyToRam);
  hacks->Set("EFBScaledCopy", bCopyEFBScaled);
  hacks->Set("EFBEmulateFormatChanges", bEFBEmulateFormatChanges);

  iniFile.Save(ini_file);
}

bool VideoConfig::IsVSync()
{
  return bVSync && !Core::GetIsThrottlerTempDisabled();
}