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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
{
    void mutableRootShaderObjectTestImpl(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, "mutable-shader-object", "computeMain", slangReflection));

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

        float initialData[] = { 0.0f, 1.0f, 2.0f, 3.0f };
        const int numberCount = SLANG_COUNT_OF(initialData);
        IBufferResource::Desc bufferDesc = {};
        bufferDesc.sizeInBytes = sizeof(initialData);
        bufferDesc.format = gfx::Format::Unknown;
        bufferDesc.elementSize = sizeof(float);
        bufferDesc.allowedStates = ResourceStateSet(
            ResourceState::ShaderResource,
            ResourceState::UnorderedAccess,
            ResourceState::CopyDestination,
            ResourceState::CopySource);
        bufferDesc.defaultState = ResourceState::UnorderedAccess;
        bufferDesc.memoryType = MemoryType::DeviceLocal;

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

        ComPtr<IResourceView> bufferView;
        IResourceView::Desc viewDesc = {};
        viewDesc.type = IResourceView::Type::UnorderedAccess;
        viewDesc.format = Format::Unknown;
        GFX_CHECK_CALL_ABORT(device->createBufferView(numbersBuffer, viewDesc, bufferView.writeRef()));

        ComPtr<IShaderObject> rootObject;
        device->createMutableRootShaderObject(shaderProgram, rootObject.writeRef());
        auto entryPointCursor = ShaderCursor(rootObject->getEntryPoint(0));
        entryPointCursor.getPath("buffer").setResource(bufferView);

        slang::TypeReflection* addTransformerType =
            slangReflection->findTypeByName("AddTransformer");
        ComPtr<IShaderObject> transformer;
        GFX_CHECK_CALL_ABORT(device->createMutableShaderObject(
            addTransformerType, ShaderObjectContainerType::None, transformer.writeRef()));
        entryPointCursor.getPath("transformer").setObject(transformer);

        // Set the `c` field of the `AddTransformer`.
        float c = 1.0f;
        ShaderCursor(transformer).getPath("c").setData(&c, sizeof(float));

        {
            ICommandQueue::Desc queueDesc = { ICommandQueue::QueueType::Graphics };
            auto queue = device->createCommandQueue(queueDesc);

            auto commandBuffer = transientHeap->createCommandBuffer();
            {
                auto encoder = commandBuffer->encodeComputeCommands();
                auto root = encoder->bindPipeline(pipelineState);
                root->copyFrom(rootObject, transientHeap);
                encoder->dispatchCompute(1, 1, 1);
                encoder->endEncoding();
            }

            auto barrierEncoder = commandBuffer->encodeResourceCommands();
            barrierEncoder->bufferBarrier(1, numbersBuffer.readRef(), ResourceState::UnorderedAccess, ResourceState::UnorderedAccess);
            barrierEncoder->endEncoding();

            // Mutate `transformer` object and run again.
            c = 2.0f;
            ShaderCursor(transformer).getPath("c").setData(&c, sizeof(float));
            {
                auto encoder = commandBuffer->encodeComputeCommands();
                auto root = encoder->bindPipeline(pipelineState);
                root->copyFrom(rootObject, transientHeap);
                encoder->dispatchCompute(1, 1, 1);
                encoder->endEncoding();
            }

            commandBuffer->close();
            queue->executeCommandBuffer(commandBuffer);
            queue->waitOnHost();
        }

        compareComputeResult(
            device,
            numbersBuffer,
            Slang::makeArray<float>(3.0f, 4.0f, 5.0f, 6.0f));
    }

    SLANG_UNIT_TEST(mutableRootShaderObjectD3D12)
    {
        runTestImpl(mutableRootShaderObjectTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12);
    }

    SLANG_UNIT_TEST(mutableRootShaderObjectVulkan)
    {
        runTestImpl(mutableRootShaderObjectTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan);
    }
}