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/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2022 Blender Foundation. */

/** \file
 * \ingroup draw
 */

#include "BKE_global.h"
#include "GPU_compute.h"

#include "draw_manager.h"
#include "draw_manager.hh"
#include "draw_pass.hh"
#include "draw_shader.h"

namespace blender::draw {

Manager::~Manager()
{
  for (GPUTexture *texture : acquired_textures) {
    /* Decrease refcount and free if 0. */
    GPU_texture_free(texture);
  }
}

void Manager::begin_sync()
{
  /* TODO: This means the reference is kept until further redraw or manager teardown. Instead, they
   * should be released after each draw loop. But for now, mimics old DRW behavior. */
  for (GPUTexture *texture : acquired_textures) {
    /* Decrease refcount and free if 0. */
    GPU_texture_free(texture);
  }

  acquired_textures.clear();

#ifdef DEBUG
  /* Detect non-init data. */
  memset(matrix_buf.data(), 0xF0, resource_len_ * sizeof(*matrix_buf.data()));
  memset(bounds_buf.data(), 0xF0, resource_len_ * sizeof(*bounds_buf.data()));
  memset(infos_buf.data(), 0xF0, resource_len_ * sizeof(*infos_buf.data()));
#endif
  resource_len_ = 0;
  /* TODO(fclem): Resize buffers if too big, but with an hysteresis threshold. */

  object_active = DST.draw_ctx.obact;

  /* Init the 0 resource. */
  resource_handle(float4x4::identity());
}

void Manager::end_sync()
{
  matrix_buf.push_update();
  bounds_buf.push_update();
  infos_buf.push_update();

  /* Dispatch compute to finalize the resources on GPU. Save a bit of CPU time. */
  uint thread_groups = divide_ceil_u(resource_len_, DRW_FINALIZE_GROUP_SIZE);
  GPUShader *shader = DRW_shader_draw_resource_finalize_get();
  GPU_shader_bind(shader);
  GPU_shader_uniform_1i(shader, "resource_len", resource_len_);
  GPU_storagebuf_bind(matrix_buf, 0);
  GPU_storagebuf_bind(bounds_buf, 1);
  GPU_storagebuf_bind(infos_buf, 2);
  GPU_compute_dispatch(shader, thread_groups, 1, 1);
  GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
}

void Manager::submit(PassSimple &pass, View &view)
{
  view.bind();

  command::RecordingState state;

  pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_, view.visibility_buf_);

  GPU_storagebuf_bind(matrix_buf, DRW_OBJ_MAT_SLOT);
  GPU_storagebuf_bind(infos_buf, DRW_OBJ_INFOS_SLOT);
  // GPU_storagebuf_bind(attribute_buf, DRW_OBJ_ATTR_SLOT); /* TODO */

  pass.submit(state);
}

void Manager::submit(PassMain &pass, View &view)
{
  view.bind();

  view.compute_visibility(bounds_buf, resource_len_);

  command::RecordingState state;

  pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_, view.visibility_buf_);

  GPU_storagebuf_bind(matrix_buf, DRW_OBJ_MAT_SLOT);
  GPU_storagebuf_bind(infos_buf, DRW_OBJ_INFOS_SLOT);
  // GPU_storagebuf_bind(attribute_buf, DRW_OBJ_ATTR_SLOT); /* TODO */

  pass.submit(state);

  if (G.debug & G_DEBUG_GPU) {
    GPU_storagebuf_unbind_all();
    GPU_texture_image_unbind_all();
    GPU_texture_unbind_all();
    GPU_uniformbuf_unbind_all();
  }
}

Manager::SubmitDebugOutput Manager::submit_debug(PassSimple &pass, View &view)
{
  submit(pass, view);

  pass.draw_commands_buf_.resource_id_buf_.read();

  Manager::SubmitDebugOutput output;
  output.resource_id = {pass.draw_commands_buf_.resource_id_buf_.data(),
                        pass.draw_commands_buf_.resource_id_count_};
  /* There is no visibility data for PassSimple. */
  output.visibility = {(uint *)view.visibility_buf_.data(), 0};
  return output;
}

Manager::SubmitDebugOutput Manager::submit_debug(PassMain &pass, View &view)
{
  submit(pass, view);

  GPU_finish();

  pass.draw_commands_buf_.resource_id_buf_.read();
  view.visibility_buf_.read();

  Manager::SubmitDebugOutput output;
  output.resource_id = {pass.draw_commands_buf_.resource_id_buf_.data(),
                        pass.draw_commands_buf_.resource_id_count_};
  output.visibility = {(uint *)view.visibility_buf_.data(), divide_ceil_u(resource_len_, 32)};
  return output;
}

Manager::DataDebugOutput Manager::data_debug()
{
  matrix_buf.read();
  bounds_buf.read();
  infos_buf.read();

  Manager::DataDebugOutput output;
  output.matrices = {matrix_buf.data(), resource_len_};
  output.bounds = {bounds_buf.data(), resource_len_};
  output.infos = {infos_buf.data(), resource_len_};
  return output;
}

}  // namespace blender::draw