// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: CC-BY-NC-ND-4.0

#pragma once

#include "gpu_hw.h"

#include "util/shadergen.h"

class GPU_HW_ShaderGen : public ShaderGen
{
public:
  GPU_HW_ShaderGen(RenderAPI render_api, bool supports_dual_source_blend, bool supports_framebuffer_fetch);
  ~GPU_HW_ShaderGen();

  std::string GenerateScreenVertexShader() const;

  std::string GenerateBatchVertexShader(bool upscaled, bool msaa, bool per_sample_shading, bool textured, bool palette,
                                        bool page_texture, bool uv_limits, bool force_round_texcoords, bool pgxp_depth,
                                        bool disable_color_perspective) const;
  std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
                                          GPU_HW::BatchTextureMode texture_mode, GPUTextureFilter texture_filtering,
                                          bool is_blended_texture_filtering, bool upscaled, bool msaa,
                                          bool per_sample_shading, bool uv_limits, bool force_round_texcoords,
                                          bool modulation_crop, bool true_color, bool dithering, bool scaled_dithering,
                                          bool disable_color_perspective, bool interlacing, bool scaled_interlacing,
                                          bool check_mask, bool write_mask_as_depth, bool use_rov, bool use_rov_depth,
                                          bool rov_depth_test, bool rov_depth_write) const;
  std::string GenerateWireframeGeometryShader() const;
  std::string GenerateWireframeFragmentShader() const;
  std::string GenerateVRAMReadFragmentShader(u32 resolution_scale, u32 multisamples) const;
  std::string GenerateVRAMWriteFragmentShader(bool use_buffer, bool use_ssbo, bool write_mask_as_depth,
                                              bool write_depth_as_rt) const;
  std::string GenerateVRAMCopyFragmentShader(bool write_mask_as_depth, bool write_depth_as_rt) const;
  std::string GenerateVRAMFillFragmentShader(bool wrapped, bool interlaced, bool write_mask_as_depth,
                                             bool write_depth_as_rt) const;
  std::string GenerateVRAMUpdateDepthFragmentShader(bool msaa) const;
  std::string GenerateVRAMCopyDepthFragmentShader(bool msaa) const;
  std::string GenerateVRAMClearDepthFragmentShader(bool write_depth_as_rt) const;
  std::string GenerateVRAMExtractFragmentShader(u32 resolution_scale, u32 multisamples, bool color_24bit,
                                                bool depth_buffer) const;
  std::string GenerateVRAMReplacementBlitFragmentShader() const;

  std::string GenerateAdaptiveDownsampleVertexShader() const;
  std::string GenerateAdaptiveDownsampleMipFragmentShader() const;
  std::string GenerateAdaptiveDownsampleBlurFragmentShader() const;
  std::string GenerateAdaptiveDownsampleCompositeFragmentShader() const;
  std::string GenerateBoxSampleDownsampleFragmentShader(u32 factor) const;

  std::string GenerateReplacementMergeFragmentShader(bool replacement, bool semitransparent,
                                                     bool bilinear_filter) const;

private:
  void WriteColorConversionFunctions(std::stringstream& ss) const;
  void WriteBatchUniformBuffer(std::stringstream& ss) const;
  void WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter) const;
  void WriteAdaptiveDownsampleUniformBuffer(std::stringstream& ss) const;
};
