/* GStreamer
 * Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.com>
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public
 * License along with this library; if not, write to the
 * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 */

#ifdef HAVE_CONFIG_H
#  include <config.h>
#endif

#include "gstd3d11overlaycompositor.h"
#include "gstd3d11shader.h"
#include "gstd3d11pluginutils.h"
#include <wrl.h>

GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_overlay_compositor_debug);
#define GST_CAT_DEFAULT gst_d3d11_overlay_compositor_debug

/* *INDENT-OFF* */
using namespace Microsoft::WRL;

typedef struct
{
  struct {
    FLOAT x;
    FLOAT y;
    FLOAT z;
  } position;
  struct {
    FLOAT x;
    FLOAT y;
  } texture;
} VertexData;

static const gchar templ_pixel_shader[] =
    "Texture2D shaderTexture;\n"
    "SamplerState samplerState;\n"
    "\n"
    "struct PS_INPUT\n"
    "{\n"
    "  float4 Position: SV_POSITION;\n"
    "  float3 Texture: TEXCOORD0;\n"
    "};\n"
    "\n"
    "float4 main(PS_INPUT input): SV_TARGET\n"
    "{\n"
    "  return shaderTexture.Sample(samplerState, input.Texture);\n"
    "}\n";

static const gchar templ_vertex_shader[] =
    "struct VS_INPUT\n"
    "{\n"
    "  float4 Position : POSITION;\n"
    "  float4 Texture : TEXCOORD0;\n"
    "};\n"
    "\n"
    "struct VS_OUTPUT\n"
    "{\n"
    "  float4 Position: SV_POSITION;\n"
    "  float4 Texture: TEXCOORD0;\n"
    "};\n"
    "\n"
    "VS_OUTPUT main(VS_INPUT input)\n"
    "{\n"
    "  return input;\n"
    "}\n";
/* *INDENT-ON* */

struct _GstD3D11OverlayCompositor
{
  GstD3D11Device *device;
  GstVideoInfo out_info;

  D3D11_VIEWPORT viewport;

  ID3D11PixelShader *ps;
  ID3D11VertexShader *vs;
  ID3D11InputLayout *layout;
  ID3D11SamplerState *sampler;
  ID3D11BlendState *blend;
  ID3D11Buffer *index_buffer;

  /* GstD3D11CompositionOverlay */
  GList *overlays;
};

typedef struct
{
  GstVideoOverlayRectangle *overlay_rect;
  ID3D11Texture2D *texture;
  ID3D11ShaderResourceView *srv;
  GstD3D11Quad *quad;
} GstD3D11CompositionOverlay;

static GstD3D11CompositionOverlay *
gst_d3d11_composition_overlay_new (GstD3D11OverlayCompositor * self,
    GstVideoOverlayRectangle * overlay_rect)
{
  GstD3D11CompositionOverlay *overlay = NULL;
  gint x, y;
  guint width, height;
  D3D11_SUBRESOURCE_DATA subresource_data;
  D3D11_TEXTURE2D_DESC texture_desc;
  D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
  D3D11_BUFFER_DESC buffer_desc;
  D3D11_MAPPED_SUBRESOURCE map;
  VertexData *vertex_data;
  GstBuffer *buf;
  GstVideoMeta *vmeta;
  GstMapInfo info;
  guint8 *data;
  gint stride;
  HRESULT hr;
  ID3D11Device *device_handle;
  ID3D11DeviceContext *context_handle;
  GstD3D11Device *device = self->device;
  const guint index_count = 2 * 3;
  FLOAT x1, y1, x2, y2;
  gdouble val;
  /* *INDENT-OFF* */
  ComPtr<ID3D11Texture2D> texture;
  ComPtr<ID3D11ShaderResourceView> srv;
  ComPtr<ID3D11Buffer> vertex_buffer;
  /* *INDENT-ON* */

  g_return_val_if_fail (overlay_rect != NULL, NULL);

  memset (&subresource_data, 0, sizeof (subresource_data));
  memset (&texture_desc, 0, sizeof (texture_desc));
  memset (&srv_desc, 0, sizeof (srv_desc));
  memset (&buffer_desc, 0, sizeof (buffer_desc));

  device_handle = gst_d3d11_device_get_device_handle (device);
  context_handle = gst_d3d11_device_get_device_context_handle (device);

  if (!gst_video_overlay_rectangle_get_render_rectangle (overlay_rect, &x, &y,
          &width, &height)) {
    GST_ERROR ("Failed to get render rectangle");
    return NULL;
  }

  buf = gst_video_overlay_rectangle_get_pixels_unscaled_argb (overlay_rect,
      GST_VIDEO_OVERLAY_FORMAT_FLAG_NONE);
  if (!buf) {
    GST_ERROR ("Failed to get overlay buffer");
    return NULL;
  }

  vmeta = gst_buffer_get_video_meta (buf);
  if (!vmeta) {
    GST_ERROR ("Failed to get video meta");
    return NULL;
  }

  if (!gst_video_meta_map (vmeta,
          0, &info, (gpointer *) & data, &stride, GST_MAP_READ)) {
    GST_ERROR ("Failed to map");
    return NULL;
  }

  /* Do create texture and upload data at once, for create immutable texture */
  subresource_data.pSysMem = data;
  subresource_data.SysMemPitch = stride;
  subresource_data.SysMemSlicePitch = 0;

  texture_desc.Width = width;
  texture_desc.Height = height;
  texture_desc.MipLevels = 1;
  texture_desc.ArraySize = 1;
  /* FIXME: need to consider non-BGRA ? */
  texture_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
  texture_desc.SampleDesc.Count = 1;
  texture_desc.SampleDesc.Quality = 0;
  texture_desc.Usage = D3D11_USAGE_IMMUTABLE;
  texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  texture_desc.CPUAccessFlags = 0;

  hr = device_handle->CreateTexture2D (&texture_desc,
      &subresource_data, &texture);
  gst_video_meta_unmap (vmeta, 0, &info);

  if (!gst_d3d11_result (hr, device)) {
    GST_ERROR ("Failed to create texture");
    return NULL;
  }

  srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  srv_desc.Texture2D.MipLevels = 1;

  hr = device_handle->CreateShaderResourceView (texture.Get (), &srv_desc,
      &srv);
  if (!gst_d3d11_result (hr, device) || !srv) {
    GST_ERROR ("Failed to create shader resource view");
    return NULL;
  }

  buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
  buffer_desc.ByteWidth = sizeof (VertexData) * 4;
  buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

  hr = device_handle->CreateBuffer (&buffer_desc, NULL, &vertex_buffer);
  if (!gst_d3d11_result (hr, device)) {
    GST_ERROR ("Couldn't create vertex buffer, hr: 0x%x", (guint) hr);
    return NULL;
  }

  gst_d3d11_device_lock (device);
  hr = context_handle->Map (vertex_buffer.Get (),
      0, D3D11_MAP_WRITE_DISCARD, 0, &map);

  if (!gst_d3d11_result (hr, device)) {
    GST_ERROR ("Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
    gst_d3d11_device_unlock (device);
    return NULL;
  }

  vertex_data = (VertexData *) map.pData;
  /* bottom left */
  gst_util_fraction_to_double (x, GST_VIDEO_INFO_WIDTH (&self->out_info), &val);
  x1 = (val * 2.0f) - 1.0f;

  gst_util_fraction_to_double (y + height,
      GST_VIDEO_INFO_HEIGHT (&self->out_info), &val);
  y1 = (val * -2.0f) + 1.0f;

  /* top right */
  gst_util_fraction_to_double (x + width,
      GST_VIDEO_INFO_WIDTH (&self->out_info), &val);
  x2 = (val * 2.0f) - 1.0f;

  gst_util_fraction_to_double (y,
      GST_VIDEO_INFO_HEIGHT (&self->out_info), &val);
  y2 = (val * -2.0f) + 1.0f;

  /* bottom left */
  vertex_data[0].position.x = x1;
  vertex_data[0].position.y = y1;
  vertex_data[0].position.z = 0.0f;
  vertex_data[0].texture.x = 0.0f;
  vertex_data[0].texture.y = 1.0f;

  /* top left */
  vertex_data[1].position.x = x1;
  vertex_data[1].position.y = y2;
  vertex_data[1].position.z = 0.0f;
  vertex_data[1].texture.x = 0.0f;
  vertex_data[1].texture.y = 0.0f;

  /* top right */
  vertex_data[2].position.x = x2;
  vertex_data[2].position.y = y2;
  vertex_data[2].position.z = 0.0f;
  vertex_data[2].texture.x = 1.0f;
  vertex_data[2].texture.y = 0.0f;

  /* bottom right */
  vertex_data[3].position.x = x2;
  vertex_data[3].position.y = y1;
  vertex_data[3].position.z = 0.0f;
  vertex_data[3].texture.x = 1.0f;
  vertex_data[3].texture.y = 1.0f;

  context_handle->Unmap (vertex_buffer.Get (), 0);
  gst_d3d11_device_unlock (device);

  overlay = g_new0 (GstD3D11CompositionOverlay, 1);
  overlay->overlay_rect = gst_video_overlay_rectangle_ref (overlay_rect);
  overlay->texture = texture.Detach ();
  overlay->srv = srv.Detach ();
  overlay->quad = gst_d3d11_quad_new (device,
      self->ps, self->vs, self->layout, nullptr, 0,
      vertex_buffer.Get (), sizeof (VertexData),
      self->index_buffer, DXGI_FORMAT_R16_UINT, index_count);

  return overlay;
}

static void
gst_d3d11_composition_overlay_free (GstD3D11CompositionOverlay * overlay)
{
  if (!overlay)
    return;

  if (overlay->overlay_rect)
    gst_video_overlay_rectangle_unref (overlay->overlay_rect);

  GST_D3D11_CLEAR_COM (overlay->srv);
  GST_D3D11_CLEAR_COM (overlay->texture);

  if (overlay->quad)
    gst_d3d11_quad_free (overlay->quad);

  g_free (overlay);
}

static gboolean
gst_d3d11_overlay_compositor_setup_shader (GstD3D11OverlayCompositor * self,
    GstD3D11Device * device)
{
  HRESULT hr;
  D3D11_SAMPLER_DESC sampler_desc;
  D3D11_INPUT_ELEMENT_DESC input_desc[2];
  D3D11_BUFFER_DESC buffer_desc;
  D3D11_BLEND_DESC blend_desc;
  D3D11_MAPPED_SUBRESOURCE map;
  WORD *indices;
  ID3D11Device *device_handle;
  ID3D11DeviceContext *context_handle;
  /* *INDENT-OFF* */
  ComPtr<ID3D11PixelShader> ps;
  ComPtr<ID3D11VertexShader> vs;
  ComPtr<ID3D11InputLayout> layout;
  ComPtr<ID3D11SamplerState> sampler;
  ComPtr<ID3D11BlendState> blend;
  ComPtr<ID3D11Buffer> index_buffer;
  /* *INDENT-ON* */
  const guint index_count = 2 * 3;

  memset (&sampler_desc, 0, sizeof (sampler_desc));
  memset (input_desc, 0, sizeof (input_desc));
  memset (&buffer_desc, 0, sizeof (buffer_desc));
  memset (&blend_desc, 0, sizeof (blend_desc));

  device_handle = gst_d3d11_device_get_device_handle (device);
  context_handle = gst_d3d11_device_get_device_context_handle (device);

  /* bilinear filtering */
  sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
  sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
  sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
  sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
  sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  sampler_desc.MinLOD = 0;
  sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;

  hr = device_handle->CreateSamplerState (&sampler_desc, &sampler);
  if (!gst_d3d11_result (hr, device)) {
    GST_ERROR ("Couldn't create sampler state, hr: 0x%x", (guint) hr);
    return FALSE;
  }

  GST_LOG ("Create Pixel Shader \n%s", templ_pixel_shader);

  if (!gst_d3d11_create_pixel_shader (device, templ_pixel_shader, &ps)) {
    GST_ERROR ("Couldn't create pixel shader");
    return FALSE;
  }

  input_desc[0].SemanticName = "POSITION";
  input_desc[0].SemanticIndex = 0;
  input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
  input_desc[0].InputSlot = 0;
  input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  input_desc[0].InstanceDataStepRate = 0;

  input_desc[1].SemanticName = "TEXCOORD";
  input_desc[1].SemanticIndex = 0;
  input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
  input_desc[1].InputSlot = 0;
  input_desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  input_desc[1].InstanceDataStepRate = 0;

  if (!gst_d3d11_create_vertex_shader (device, templ_vertex_shader,
          input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
    GST_ERROR ("Couldn't vertex pixel shader");
    return FALSE;
  }

  blend_desc.AlphaToCoverageEnable = FALSE;
  blend_desc.IndependentBlendEnable = FALSE;
  blend_desc.RenderTarget[0].BlendEnable = TRUE;
  blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
  blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  blend_desc.RenderTarget[0].RenderTargetWriteMask =
      D3D11_COLOR_WRITE_ENABLE_ALL;

  hr = device_handle->CreateBlendState (&blend_desc, &blend);
  if (!gst_d3d11_result (hr, device)) {
    GST_ERROR ("Couldn't create blend staten, hr: 0x%x", (guint) hr);
    return FALSE;
  }

  buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
  buffer_desc.ByteWidth = sizeof (WORD) * index_count;
  buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

  hr = device_handle->CreateBuffer (&buffer_desc, NULL, &index_buffer);
  if (!gst_d3d11_result (hr, device)) {
    GST_ERROR ("Couldn't create index buffer, hr: 0x%x", (guint) hr);
    return FALSE;
  }

  gst_d3d11_device_lock (device);
  hr = context_handle->Map (index_buffer.Get (),
      0, D3D11_MAP_WRITE_DISCARD, 0, &map);

  if (!gst_d3d11_result (hr, device)) {
    GST_ERROR ("Couldn't map index buffer, hr: 0x%x", (guint) hr);
    gst_d3d11_device_unlock (device);
    return FALSE;
  }

  indices = (WORD *) map.pData;

  /* clockwise indexing */
  indices[0] = 0;               /* bottom left */
  indices[1] = 1;               /* top left */
  indices[2] = 2;               /* top right */

  indices[3] = 3;               /* bottom right */
  indices[4] = 0;               /* bottom left  */
  indices[5] = 2;               /* top right */

  context_handle->Unmap (index_buffer.Get (), 0);
  gst_d3d11_device_unlock (device);

  self->ps = ps.Detach ();
  self->vs = vs.Detach ();
  self->layout = layout.Detach ();
  self->sampler = sampler.Detach ();
  self->blend = blend.Detach ();
  self->index_buffer = index_buffer.Detach ();

  return TRUE;
}


GstD3D11OverlayCompositor *
gst_d3d11_overlay_compositor_new (GstD3D11Device * device,
    GstVideoInfo * out_info)
{
  GstD3D11OverlayCompositor *compositor = NULL;

  g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
  g_return_val_if_fail (out_info != NULL, NULL);

  compositor = g_new0 (GstD3D11OverlayCompositor, 1);

  if (!gst_d3d11_overlay_compositor_setup_shader (compositor, device)) {
    gst_d3d11_overlay_compositor_free (compositor);
    return NULL;
  }

  compositor->device = (GstD3D11Device *) gst_object_ref (device);
  compositor->out_info = *out_info;

  compositor->viewport.TopLeftX = 0;
  compositor->viewport.TopLeftY = 0;
  compositor->viewport.Width = GST_VIDEO_INFO_WIDTH (out_info);
  compositor->viewport.Height = GST_VIDEO_INFO_HEIGHT (out_info);
  compositor->viewport.MinDepth = 0.0f;
  compositor->viewport.MaxDepth = 1.0f;

  return compositor;
}

void
gst_d3d11_overlay_compositor_free (GstD3D11OverlayCompositor * compositor)
{
  g_return_if_fail (compositor != NULL);

  gst_d3d11_overlay_compositor_free_overlays (compositor);

  GST_D3D11_CLEAR_COM (compositor->ps);
  GST_D3D11_CLEAR_COM (compositor->vs);
  GST_D3D11_CLEAR_COM (compositor->layout);
  GST_D3D11_CLEAR_COM (compositor->sampler);
  GST_D3D11_CLEAR_COM (compositor->blend);
  GST_D3D11_CLEAR_COM (compositor->index_buffer);

  gst_clear_object (&compositor->device);
  g_free (compositor);
}

static gint
find_in_compositor (const GstD3D11CompositionOverlay * overlay,
    const GstVideoOverlayRectangle * rect)
{
  return !(overlay->overlay_rect == rect);
}

static gboolean
is_in_video_overlay_composition (GstVideoOverlayComposition * voc,
    GstD3D11CompositionOverlay * overlay)
{
  guint i;

  for (i = 0; i < gst_video_overlay_composition_n_rectangles (voc); i++) {
    GstVideoOverlayRectangle *rectangle =
        gst_video_overlay_composition_get_rectangle (voc, i);
    if (overlay->overlay_rect == rectangle)
      return TRUE;
  }
  return FALSE;
}

gboolean
gst_d3d11_overlay_compositor_upload (GstD3D11OverlayCompositor * compositor,
    GstBuffer * buf)
{
  GstVideoOverlayCompositionMeta *meta;
  gint i, num_overlays;
  GList *iter;

  g_return_val_if_fail (compositor != NULL, FALSE);
  g_return_val_if_fail (GST_IS_BUFFER (buf), FALSE);

  meta = gst_buffer_get_video_overlay_composition_meta (buf);

  if (!meta) {
    gst_d3d11_overlay_compositor_free_overlays (compositor);
    return TRUE;
  }

  num_overlays = gst_video_overlay_composition_n_rectangles (meta->overlay);
  if (!num_overlays) {
    gst_d3d11_overlay_compositor_free_overlays (compositor);
    return TRUE;
  }

  GST_LOG ("Upload %d overlay rectangles", num_overlays);

  /* Upload new overlay */
  for (i = 0; i < num_overlays; i++) {
    GstVideoOverlayRectangle *rectangle =
        gst_video_overlay_composition_get_rectangle (meta->overlay, i);

    if (!g_list_find_custom (compositor->overlays,
            rectangle, (GCompareFunc) find_in_compositor)) {
      GstD3D11CompositionOverlay *overlay = NULL;

      overlay = gst_d3d11_composition_overlay_new (compositor, rectangle);

      if (!overlay)
        return FALSE;

      compositor->overlays = g_list_append (compositor->overlays, overlay);
    }
  }

  /* Remove old overlay */
  iter = compositor->overlays;
  while (iter) {
    GstD3D11CompositionOverlay *overlay =
        (GstD3D11CompositionOverlay *) iter->data;
    GList *next = iter->next;

    if (!is_in_video_overlay_composition (meta->overlay, overlay)) {
      compositor->overlays = g_list_delete_link (compositor->overlays, iter);
      gst_d3d11_composition_overlay_free (overlay);
    }

    iter = next;
  }

  return TRUE;
}

void
gst_d3d11_overlay_compositor_free_overlays (GstD3D11OverlayCompositor *
    compositor)
{
  g_return_if_fail (compositor != NULL);

  if (compositor->overlays) {
    g_list_free_full (compositor->overlays,
        (GDestroyNotify) gst_d3d11_composition_overlay_free);

    compositor->overlays = NULL;
  }
}

gboolean
gst_d3d11_overlay_compositor_update_viewport (GstD3D11OverlayCompositor *
    compositor, D3D11_VIEWPORT * viewport)
{
  g_return_val_if_fail (compositor != NULL, FALSE);
  g_return_val_if_fail (viewport != NULL, FALSE);

  compositor->viewport = *viewport;

  return TRUE;
}

gboolean
gst_d3d11_overlay_compositor_draw (GstD3D11OverlayCompositor * compositor,
    ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
{
  gboolean ret = TRUE;

  g_return_val_if_fail (compositor != NULL, FALSE);
  g_return_val_if_fail (rtv != NULL, FALSE);

  gst_d3d11_device_lock (compositor->device);
  ret = gst_d3d11_overlay_compositor_draw_unlocked (compositor, rtv);
  gst_d3d11_device_unlock (compositor->device);

  return ret;
}

gboolean
gst_d3d11_overlay_compositor_draw_unlocked (GstD3D11OverlayCompositor *
    compositor, ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
{
  gboolean ret = TRUE;
  GList *iter;

  g_return_val_if_fail (compositor != NULL, FALSE);
  g_return_val_if_fail (rtv != NULL, FALSE);

  for (iter = compositor->overlays; iter; iter = g_list_next (iter)) {
    GstD3D11CompositionOverlay *overlay =
        (GstD3D11CompositionOverlay *) iter->data;

    ret = gst_d3d11_draw_quad_unlocked (overlay->quad,
        &compositor->viewport, 1, &overlay->srv, 1, rtv, 1,
        compositor->blend, NULL, &compositor->sampler, 1);

    if (!ret)
      break;
  }

  return ret;
}
