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// metal-device.h
#pragma once

#include "../simple-transient-resource-heap.h"
#include "metal-base.h"
#include "metal-device.h"
#include "metal-framebuffer.h"

namespace gfx
{

using namespace Slang;

namespace metal
{

class DeviceImpl : public RendererBase
{
public:
    // Renderer implementation
    virtual SLANG_NO_THROW Result SLANG_MCALL initialize(const Desc& desc) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL
    getFormatSupportedResourceStates(Format format, ResourceStateSet* outStates) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createTransientResourceHeap(
        const ITransientResourceHeap::Desc& desc,
        ITransientResourceHeap** outHeap) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL
    createCommandQueue(const ICommandQueue::Desc& desc, ICommandQueue** outQueue) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createSwapchain(
        const ISwapchain::Desc& desc,
        WindowHandle window,
        ISwapchain** outSwapchain) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createFramebufferLayout(
        const IFramebufferLayout::Desc& desc,
        IFramebufferLayout** outLayout) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL
    createFramebuffer(const IFramebuffer::Desc& desc, IFramebuffer** outFramebuffer) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createRenderPassLayout(
        const IRenderPassLayout::Desc& desc,
        IRenderPassLayout** outRenderPassLayout) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createTextureResource(
        const ITextureResource::Desc& desc,
        const ITextureResource::SubresourceData* initData,
        ITextureResource** outResource) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createBufferResource(
        const IBufferResource::Desc& desc,
        const void* initData,
        IBufferResource** outResource) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createBufferFromNativeHandle(
        InteropHandle handle,
        const IBufferResource::Desc& srcDesc,
        IBufferResource** outResource) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL
    createSamplerState(ISamplerState::Desc const& desc, ISamplerState** outSampler) override;

    virtual SLANG_NO_THROW Result SLANG_MCALL createTextureView(
        ITextureResource* texture,
        IResourceView::Desc const& desc,
        IResourceView** outView) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createBufferView(
        IBufferResource* buffer,
        IBufferResource* counterBuffer,
        IResourceView::Desc const& desc,
        IResourceView** outView) override;

    virtual SLANG_NO_THROW Result SLANG_MCALL
    createInputLayout(IInputLayout::Desc const& desc, IInputLayout** outLayout) override;

    virtual Result createShaderObjectLayout(
        slang::ISession* session,
        slang::TypeLayoutReflection* typeLayout,
        ShaderObjectLayoutBase** outLayout) override;
    virtual Result createShaderObject(ShaderObjectLayoutBase* layout, IShaderObject** outObject)
        override;
    virtual Result createMutableShaderObject(
        ShaderObjectLayoutBase* layout,
        IShaderObject** outObject) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL
    createMutableRootShaderObject(IShaderProgram* program, IShaderObject** outObject) override;

    virtual SLANG_NO_THROW Result SLANG_MCALL
    createShaderTable(const IShaderTable::Desc& desc, IShaderTable** outShaderTable) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createProgram(
        const IShaderProgram::Desc& desc,
        IShaderProgram** outProgram,
        ISlangBlob** outDiagnosticBlob) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createGraphicsPipelineState(
        const GraphicsPipelineStateDesc& desc,
        IPipelineState** outState) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createComputePipelineState(
        const ComputePipelineStateDesc& desc,
        IPipelineState** outState) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL createRayTracingPipelineState(
        const RayTracingPipelineStateDesc& desc,
        IPipelineState** outState) override;
    virtual SLANG_NO_THROW Result SLANG_MCALL
    createQueryPool(const IQueryPool::Desc& desc, IQueryPool** outPool) override;

    virtual SLANG_NO_THROW SlangResult SLANG_MCALL readTextureResource(
        ITextureResource* texture,
        ResourceState state,
        ISlangBlob** outBlob,
        Size* outRowPitch,
        Size* outPixelSize) override;

    virtual SLANG_NO_THROW SlangResult SLANG_MCALL readBufferResource(
        IBufferResource* buffer,
        Offset offset,
        Size size,
        ISlangBlob** outBlob) override;

    virtual SLANG_NO_THROW Result SLANG_MCALL getAccelerationStructurePrebuildInfo(
        const IAccelerationStructure::BuildInputs& buildInputs,
        IAccelerationStructure::PrebuildInfo* outPrebuildInfo) override;

    virtual SLANG_NO_THROW Result SLANG_MCALL createAccelerationStructure(
        const IAccelerationStructure::CreateDesc& desc,
        IAccelerationStructure** outView) override;

    virtual SLANG_NO_THROW Result SLANG_MCALL getTextureAllocationInfo(
        const ITextureResource::Desc& desc,
        Size* outSize,
        Size* outAlignment) override;

    virtual SLANG_NO_THROW Result SLANG_MCALL getTextureRowAlignment(Size* outAlignment) override;

    virtual SLANG_NO_THROW Result SLANG_MCALL
    createFence(const IFence::Desc& desc, IFence** outFence) override;

    virtual SLANG_NO_THROW Result SLANG_MCALL waitForFences(
        GfxCount fenceCount,
        IFence** fences,
        uint64_t* fenceValues,
        bool waitForAll,
        uint64_t timeout) override;

    // void waitForGpu();
    virtual SLANG_NO_THROW const DeviceInfo& SLANG_MCALL getDeviceInfo() const override;
    virtual SLANG_NO_THROW Result SLANG_MCALL
    getNativeDeviceHandles(InteropHandles* outHandles) override;
    ~DeviceImpl();

public:
    DeviceInfo m_info;
    String m_adapterName;

    bool captureEnabled() const { return std::getenv("MTL_CAPTURE") != nullptr; }

    Desc m_desc;
    NS::SharedPtr<MTL::Device> m_device;
    NS::SharedPtr<MTL::CommandQueue> m_commandQueue;

    uint32_t m_queueAllocCount;

    bool m_hasArgumentBufferTier2 = false;

    // A list to hold objects that may have a strong back reference to the device
    // instance. Because of the pipeline cache in `RendererBase`, there could be a reference
    // cycle among `DeviceImpl`->`PipelineStateImpl`->`ShaderProgramImpl`->`DeviceImpl`.
    // Depending on whether a `PipelineState` objects gets stored in pipeline cache, there
    // may or may not be such a reference cycle.
    // We need to hold strong references to any objects that may become part of the reference
    // cycle here, so that when objects like `ShaderProgramImpl` lost all public refernces, we
    // can always safely break the strong reference in `ShaderProgramImpl::m_device` without
    // worrying the `ShaderProgramImpl` object getting destroyed after the completion of
    // `DeviceImpl::~DeviceImpl()'.
    ChunkedList<RefPtr<RefObject>, 1024> m_deviceObjectsWithPotentialBackReferences;
};

} // namespace metal
} // namespace gfx