// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//    http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#ifndef sw_VertexRoutine_hpp
#define sw_VertexRoutine_hpp

#include "Renderer/Color.hpp"
#include "Renderer/VertexProcessor.hpp"
#include "ShaderCore.hpp"
#include "VertexShader.hpp"

namespace sw
{
	class VertexRoutinePrototype : public Function<Void(Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>)>
	{
	public:
		VertexRoutinePrototype() : vertex(Arg<0>()), batch(Arg<1>()), task(Arg<2>()), data(Arg<3>()) {}
		virtual ~VertexRoutinePrototype() {};

	protected:
		Pointer<Byte> vertex;
		Pointer<Byte> batch;
		Pointer<Byte> task;
		Pointer<Byte> data;
	};

	class VertexRoutine : public VertexRoutinePrototype
	{
	public:
		VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader);
		virtual ~VertexRoutine();

		void generate();

	protected:
		Pointer<Byte> constants;

		Int clipFlags;

		RegisterArray<MAX_VERTEX_INPUTS> v;    // Input registers
		RegisterArray<MAX_VERTEX_OUTPUTS> o;   // Output registers

		const VertexProcessor::State &state;

	private:
		virtual void pipeline(UInt &index) = 0;

		typedef VertexProcessor::State::Input Stream;

		Vector4f readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index);
		void readInput(UInt &index);
		void computeClipFlags();
		void postTransform();
		void writeCache(Pointer<Byte> &cacheLine);
		void writeVertex(const Pointer<Byte> &vertex, Pointer<Byte> &cacheLine);
		void transformFeedback(const Pointer<Byte> &vertex, const UInt &primitiveNumber, const UInt &indexInPrimitive);
	};
}

#endif   // sw_VertexRoutine_hpp