/******************************************************************************
 * The MIT License (MIT)
 *
 * Copyright (c) 2018 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.
 ******************************************************************************/

#pragma once

#include <map>
#include <string>
#include <vector>
#include "api/replay/renderdoc_replay.h"
#include "driver/dx/official/d3d11_4.h"

class WrappedID3D11Device;

class D3D11ShaderCache
{
public:
  D3D11ShaderCache(WrappedID3D11Device *wrapper);
  ~D3D11ShaderCache();

  std::string GetShaderBlob(const char *source, const char *entry, const uint32_t compileFlags,
                            const char *profile, ID3DBlob **srcblob);
  ID3D11VertexShader *MakeVShader(const char *source, const char *entry, const char *profile,
                                  int numInputDescs = 0, D3D11_INPUT_ELEMENT_DESC *inputs = NULL,
                                  ID3D11InputLayout **ret = NULL, std::vector<byte> *blob = NULL);
  ID3D11GeometryShader *MakeGShader(const char *source, const char *entry, const char *profile);
  ID3D11PixelShader *MakePShader(const char *source, const char *entry, const char *profile);
  ID3D11ComputeShader *MakeCShader(const char *source, const char *entry, const char *profile);

  void SetCaching(bool enabled) { m_CacheShaders = enabled; }
private:
  static const uint32_t m_ShaderCacheMagic = 0xf000baba;
  static const uint32_t m_ShaderCacheVersion = 3;

  ID3D11Device *m_pDevice = NULL;

  bool m_ShaderCacheDirty = false, m_CacheShaders = false;
  std::map<uint32_t, ID3DBlob *> m_ShaderCache;
};