/******************************************************************************
 * The MIT License (MIT)
 *
 * Copyright (c) 2015 Baldur Karlsson
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 ******************************************************************************/

#include "d3d11_test.h"

struct Divergent_Shader : D3D11GraphicsTest
{
  static constexpr const char *Description =
      "Test running a shader that diverges across a quad and then expects derivatives to "
      "still be valid after converging.";

  std::string pixel = R"EOSHADER(

struct v2f
{
	float4 pos : SV_POSITION;
	float4 col : COLOR0;
	float4 uv : TEXCOORD0;
};

float4 main(v2f IN) : SV_Target0
{
	uint2 p = uint2(IN.pos.xy) & 1;

	float4 ret = float4(0, 0, 0, 1);

	// cause quad to repeatedly diverge
  // in different ways to make sure we always have correct derivatives

	// first just a single if
	[branch]
	if(p.x == 0)
	{
		ret.x += sin(cos(pow(abs(IN.uv.y), 1.0f/3.85f)));
		ret.y += cos(sin(pow(abs(IN.uv.x), 1.0f/5.0111f)));
	}

	ret.z += 1001.0f*ddx(ret.x);
	ret.w += 1002.0f*ddx(ret.y);
	ret.z += 1003.0f*ddy(ret.x);
	ret.w += 1004.0f*ddy(ret.y);

	// next an if/else
	[branch]
	if(p.y == 0)
	{
		ret.x += sin(cos(pow(abs(IN.uv.y), 1.0f/10.15f)));
		ret.y += cos(sin(pow(abs(IN.uv.x), 1.0f/9.005f)));
	}
	else
	{
		ret.x += cos(sin(pow(abs(IN.uv.y), 1.0f/11.17f)));
		ret.y += sin(cos(pow(abs(IN.uv.x), 1.0f/8.2f)));
	}

	ret.z += 101.0f*ddx(ret.x);
	ret.w += 102.0f*ddx(ret.y);
	ret.z += 103.0f*ddy(ret.x);
	ret.w += 104.0f*ddy(ret.y);

	// now a loop with a different loop count over the quad
	[loop]
	for(uint i=0; i < (1 + 3*p.x + 5*p.y); i++)
	{
		float2 prev = ret.xy;

		ret.x = sin(prev.y);
		ret.y = cos(prev.x);
	}

	ret.z += 11.0f*ddx(ret.x);
	ret.w += 12.0f*ddx(ret.y);
	ret.z += 13.0f*ddy(ret.x);
	ret.w += 14.0f*ddy(ret.y);

	// finally a switch
	[branch]
	switch(p.x + p.y)
	{
		case 1:
		{
			float2 prev = ret.xy;
			ret.x = 2.0f*prev.y;
			ret.y = 2.0f*prev.x;
			break;
		}
		// case 0 and 2
		default:
		{
			float2 prev = ret.xy;
			ret.x = 0.7f*prev.x;
			ret.y = 0.7f*prev.y;
			break;
		}
	}

	ret.z += 1.0f*ddx(ret.x);
	ret.w += 2.0f*ddx(ret.y);
	ret.z += 3.0f*ddy(ret.x);
	ret.w += 4.0f*ddy(ret.y);

	return ret;
}

)EOSHADER";

  int main(int argc, char **argv)
  {
    // initialise, create window, create device, etc
    if(!Init(argc, argv))
      return 3;

    ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
    ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");

    CreateDefaultInputLayout(vsblob);

    ID3D11VertexShaderPtr vs = CreateVS(vsblob);
    ID3D11PixelShaderPtr ps = CreatePS(psblob);

    ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);

    while(Running())
    {
      ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});

      IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
      ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
      ctx->IASetInputLayout(defaultLayout);

      ctx->VSSetShader(vs, NULL, 0);
      ctx->PSSetShader(ps, NULL, 0);

      RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});

      ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);

      ctx->Draw(3, 0);

      Present();
    }

    return 0;
  }
};

REGISTER_TEST(Divergent_Shader);