/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2021 Blender Foundation.
 */

/** \file
 * \ingroup eevee
 *
 * Shader module that manage shader libraries, deferred compilation,
 * and static shader usage.
 */

#pragma once

#include <array>
#include <string>

#include "BLI_string_ref.hh"
#include "DRW_render.h"
#include "GPU_material.h"
#include "GPU_shader.h"

#include "eevee_material.hh"
#include "eevee_sync.hh"

namespace blender::eevee {

/* Keep alphabetical order and clean prefix. */
enum eShaderType {
  FILM_FRAG = 0,
  FILM_COMP,
  FILM_CRYPTOMATTE_POST,

  DOF_BOKEH_LUT,
  DOF_DOWNSAMPLE,
  DOF_FILTER,
  DOF_GATHER_BACKGROUND_LUT,
  DOF_GATHER_BACKGROUND,
  DOF_GATHER_FOREGROUND_LUT,
  DOF_GATHER_FOREGROUND,
  DOF_GATHER_HOLE_FILL,
  DOF_REDUCE,
  DOF_RESOLVE_LUT,
  DOF_RESOLVE,
  DOF_SCATTER,
  DOF_SETUP,
  DOF_STABILIZE,
  DOF_TILES_DILATE_MINABS,
  DOF_TILES_DILATE_MINMAX,
  DOF_TILES_FLATTEN,

  HIZ_UPDATE,
  HIZ_DEBUG,

  LIGHT_CULLING_DEBUG,
  LIGHT_CULLING_SELECT,
  LIGHT_CULLING_SORT,
  LIGHT_CULLING_TILE,
  LIGHT_CULLING_ZBIN,

  MOTION_BLUR_GATHER,
  MOTION_BLUR_TILE_DILATE,
  MOTION_BLUR_TILE_FLATTEN_RENDER,
  MOTION_BLUR_TILE_FLATTEN_VIEWPORT,

  MAX_SHADER_TYPE,
};

/**
 * Shader module. shared between instances.
 */
class ShaderModule {
 private:
  std::array<GPUShader *, MAX_SHADER_TYPE> shaders_;

  /** Shared shader module across all engine instances. */
  static ShaderModule *g_shader_module;

 public:
  ShaderModule();
  ~ShaderModule();

  GPUShader *static_shader_get(eShaderType shader_type);
  GPUMaterial *material_shader_get(::Material *blender_mat,
                                   struct bNodeTree *nodetree,
                                   eMaterialPipeline pipeline_type,
                                   eMaterialGeometry geometry_type,
                                   bool deferred_compilation);
  GPUMaterial *world_shader_get(::World *blender_world, struct bNodeTree *nodetree);
  GPUMaterial *material_shader_get(const char *name,
                                   ListBase &materials,
                                   struct bNodeTree *nodetree,
                                   eMaterialPipeline pipeline_type,
                                   eMaterialGeometry geometry_type,
                                   bool is_lookdev);

  void material_create_info_ammend(GPUMaterial *mat, GPUCodegenOutput *codegen);

  /** Only to be used by Instance constructor. */
  static ShaderModule *module_get();
  static void module_free();

 private:
  const char *static_shader_create_info_name_get(eShaderType shader_type);
};

}  // namespace blender::eevee
