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#include "tools/unit-test/slang-unit-test.h"

#include "slang-gfx.h"
#include "gfx-test-util.h"
#include "tools/gfx-util/shader-cursor.h"
#include "source/core/slang-basic.h"
using namespace gfx;

namespace gfx_test
{
    Slang::ComPtr<IBufferResource> createBuffer(
        IDevice* device, uint32_t data, ResourceState defaultState)
    {
        uint32_t initialData[] = {data, data, data, data};
        const int numberCount = SLANG_COUNT_OF(initialData);
        IBufferResource::Desc bufferDesc = {};
        bufferDesc.sizeInBytes = sizeof(initialData);
        bufferDesc.format = gfx::Format::Unknown;
        bufferDesc.elementSize = sizeof(uint32_t) * 4;
        bufferDesc.allowedStates = ResourceStateSet(
            ResourceState::ShaderResource,
            ResourceState::UnorderedAccess,
            ResourceState::CopyDestination,
            ResourceState::CopySource);
        bufferDesc.defaultState = defaultState;
        bufferDesc.memoryType = MemoryType::DeviceLocal;

        ComPtr<IBufferResource> numbersBuffer;
        GFX_CHECK_CALL_ABORT(
            device->createBufferResource(bufferDesc, (void*)initialData, numbersBuffer.writeRef()));
        return numbersBuffer;
    }

    struct uint4
    {
        uint32_t x, y, z, w;
    };

    void nestedParameterBlockTestImpl(IDevice* device, UnitTestContext* context)
    {
        Slang::ComPtr<ITransientResourceHeap> transientHeap;
        ITransientResourceHeap::Desc transientHeapDesc = {};
        transientHeapDesc.constantBufferSize = 4096;
        GFX_CHECK_CALL_ABORT(
            device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef()));

        ComPtr<IShaderProgram> shaderProgram;
        slang::ProgramLayout* slangReflection;
        GFX_CHECK_CALL_ABORT(loadComputeProgram(device, shaderProgram, "nested-parameter-block", "computeMain", slangReflection));

        ComputePipelineStateDesc pipelineDesc = {};
        pipelineDesc.program = shaderProgram.get();
        ComPtr<gfx::IPipelineState> pipelineState;
        GFX_CHECK_CALL_ABORT(
            device->createComputePipelineState(pipelineDesc, pipelineState.writeRef()));

        ComPtr<IShaderObject> shaderObject;
        SLANG_CHECK(SLANG_SUCCEEDED(
            device->createMutableRootShaderObject(shaderProgram, shaderObject.writeRef())));

        Slang::List<Slang::ComPtr<IBufferResource>> srvBuffers;
        Slang::List<Slang::ComPtr<IResourceView>> srvs;

        for (uint32_t i = 0; i < 6; i++)
        {
            srvBuffers.add(createBuffer(device, i, gfx::ResourceState::ShaderResource));
            IResourceView::Desc srvDesc = {};
            srvDesc.type = IResourceView::Type::ShaderResource;
            srvDesc.format = Format::Unknown;
            srvDesc.bufferElementSize = sizeof(uint32_t) * 4;
            srvDesc.bufferRange.elementCount = 4;
            srvDesc.bufferRange.firstElement = 0;
            srvs.add(device->createBufferView(srvBuffers[i], nullptr, srvDesc));
        }
        Slang::ComPtr<IBufferResource> resultBuffer =
            createBuffer(device, 0, gfx::ResourceState::UnorderedAccess);
        IResourceView::Desc resultBufferViewDesc = {};
        resultBufferViewDesc.type = IResourceView::Type::UnorderedAccess;
        resultBufferViewDesc.format = Format::Unknown;
        resultBufferViewDesc.bufferElementSize = sizeof(uint32_t) * 4;
        resultBufferViewDesc.bufferRange.elementCount = 4;
        resultBufferViewDesc.bufferRange.firstElement = 0;
        Slang::ComPtr<IResourceView> resultBufferView;
        SLANG_CHECK(SLANG_SUCCEEDED(device->createBufferView(
            resultBuffer, nullptr, resultBufferViewDesc, resultBufferView.writeRef())));

        Slang::ComPtr<IShaderObject> materialObject;
        SLANG_CHECK(SLANG_SUCCEEDED(device->createMutableShaderObject(
            slangReflection->findTypeByName("MaterialSystem"),
            ShaderObjectContainerType::None,
            materialObject.writeRef())));

        Slang::ComPtr<IShaderObject> sceneObject;
        SLANG_CHECK(SLANG_SUCCEEDED(device->createMutableShaderObject(
            slangReflection->findTypeByName("Scene"),
            ShaderObjectContainerType::None,
            sceneObject.writeRef())));

        ShaderCursor cursor(shaderObject);
        cursor["resultBuffer"].setResource(resultBufferView);
        cursor["scene"].setObject(sceneObject);

        Slang::ComPtr<IShaderObject> globalCB;
        SLANG_CHECK(SLANG_SUCCEEDED(device->createShaderObject(
            cursor[0].getTypeLayout()->getType(),
            ShaderObjectContainerType::None,
            globalCB.writeRef())));

        cursor[0].setObject(globalCB);
        auto initialData = uint4{20, 20, 20, 20};
        globalCB->setData(ShaderOffset(), &initialData, sizeof(initialData));

        ShaderCursor sceneCursor(sceneObject);
        sceneCursor["sceneCb"].setData(uint4{100, 100, 100, 100});
        sceneCursor["data"].setResource(srvs[1]);
        sceneCursor["material"].setObject(materialObject);

        ShaderCursor materialCursor(materialObject);
        materialCursor["cb"].setData(uint4{1000, 1000, 1000, 1000});
        materialCursor["data"].setResource(srvs[2]);

        // We have done all the set up work, now it is time to start recording a command buffer for
        // GPU execution.
        {
            ICommandQueue::Desc queueDesc = {ICommandQueue::QueueType::Graphics};
            auto queue = device->createCommandQueue(queueDesc);

            auto commandBuffer = transientHeap->createCommandBuffer();
            auto encoder = commandBuffer->encodeComputeCommands();

            encoder->bindPipelineWithRootObject(pipelineState, shaderObject);
            
            encoder->dispatchCompute(1, 1, 1);
            encoder->endEncoding();
            commandBuffer->close();
            queue->executeCommandBuffer(commandBuffer);
            queue->waitOnHost();
        }

        compareComputeResult(device, resultBuffer, Slang::makeArray<uint32_t>(1123u, 1123u, 1123u, 1123u));
    }

    SLANG_UNIT_TEST(nestedParameterBlockTestD3D12)
    {
        runTestImpl(nestedParameterBlockTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12);
    }

    // TODO: Vulkan's PipelineLayout creation logic is still wrong.
#if 0
    SLANG_UNIT_TEST(nestedParameterBlockTestVulkan)
    {
        runTestImpl(nestedParameterBlockTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan);
    }
#endif
}