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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
{
    static ComPtr<IBufferResource> createBuffer(IDevice* device, uint32_t content)
    {
        ComPtr<IBufferResource> buffer;
        IBufferResource::Desc bufferDesc = {};
        bufferDesc.sizeInBytes = sizeof(uint32_t);
        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*)&content, buffer.writeRef()));

        return buffer;
    }
    void samplerArrayTestImpl(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, "sampler-array", "computeMain", slangReflection));

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

        Slang::List<ComPtr<ISamplerState>> samplers;
        Slang::List<ComPtr<IResourceView>> srvs;
        ComPtr<IResourceView> uav;
        ComPtr<ITextureResource> texture;
        ComPtr<IBufferResource> buffer = createBuffer(device, 0);

        {
            IResourceView::Desc viewDesc = {};
            viewDesc.type = IResourceView::Type::UnorderedAccess;
            viewDesc.format = Format::Unknown;
            GFX_CHECK_CALL_ABORT(
                device->createBufferView(buffer, nullptr, viewDesc, uav.writeRef()));
        }
        {
            ITextureResource::Desc textureDesc = {};
            textureDesc.type = IResource::Type::Texture2D;
            textureDesc.format = Format::R8G8B8A8_UNORM;
            textureDesc.size.width = 2;
            textureDesc.size.height = 2;
            textureDesc.size.depth = 1;
            textureDesc.numMipLevels = 2;
            textureDesc.memoryType = MemoryType::DeviceLocal;
            textureDesc.defaultState = ResourceState::ShaderResource;
            textureDesc.allowedStates.add(ResourceState::CopyDestination);
            uint32_t data[] = {0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF};
            ITextureResource::SubresourceData subResourceData[2] = {{data, 8, 16}, {data, 8, 16}};
            GFX_CHECK_CALL_ABORT(
                device->createTextureResource(textureDesc, subResourceData, texture.writeRef()));
        }
        for (uint32_t i = 0; i < 32; i++)
        {
            ComPtr<IResourceView> srv;
            IResourceView::Desc viewDesc = {};
            viewDesc.type = IResourceView::Type::ShaderResource;
            viewDesc.format = Format::R8G8B8A8_UNORM;
            viewDesc.subresourceRange.layerCount = 1;
            viewDesc.subresourceRange.mipLevelCount = 1;
            GFX_CHECK_CALL_ABORT(
                device->createTextureView(texture, viewDesc, srv.writeRef()));
            srvs.add(srv);
        }

        for (uint32_t i = 0; i < 32; i++)
        {
            ISamplerState::Desc desc = {};
            ComPtr<ISamplerState> sampler;
            GFX_CHECK_CALL_ABORT(device->createSamplerState(desc, sampler.writeRef()));
            samplers.add(sampler);
        }

        ComPtr<IShaderObject> rootObject;
        device->createMutableRootShaderObject(shaderProgram, rootObject.writeRef());

        ComPtr<IShaderObject> g;
        device->createMutableShaderObject(
            slangReflection->findTypeByName("S0"), ShaderObjectContainerType::None, g.writeRef());

        ComPtr<IShaderObject> s1;
        device->createMutableShaderObject(
            slangReflection->findTypeByName("S1"), ShaderObjectContainerType::None, s1.writeRef());

        {
            auto cursor = ShaderCursor(s1);
            for (uint32_t i = 0; i < 32; i++)
            {
                cursor["samplers"][i].setSampler(samplers[i]);
                cursor["tex"][i].setResource(srvs[i]);
            }
            cursor["data"].setData(1.0f);
        }

        {
            auto cursor = ShaderCursor(g);
            cursor["s"].setObject(s1);
            cursor["data"].setData(2.0f);
        }

        {
            auto cursor = ShaderCursor(rootObject);
            cursor["g"].setObject(g);
            cursor["buffer"].setResource(uav);
        }

        {
            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();
            }

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

        compareComputeResult(
            device, buffer, Slang::makeArray<float>(4.0f));
    }

    SLANG_UNIT_TEST(samplerArrayVulkan)
    {
        runTestImpl(samplerArrayTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan);
    }
}