/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

#ifndef GPU_RenderBundleEncoder_H_
#define GPU_RenderBundleEncoder_H_

#include "mozilla/Scoped.h"
#include "mozilla/dom/TypedArray.h"
#include "ObjectModel.h"

namespace mozilla::webgpu {
namespace ffi {
struct WGPURenderBundleEncoder;
}  // namespace ffi

class Device;
class RenderBundle;

struct ScopedFfiBundleTraits {
  using type = ffi::WGPURenderBundleEncoder*;
  static type empty();
  static void release(type raw);
};

class RenderBundleEncoder final : public ObjectBase, public ChildOf<Device> {
 public:
  GPU_DECL_CYCLE_COLLECTION(RenderBundleEncoder)
  GPU_DECL_JS_WRAP(RenderBundleEncoder)

  RenderBundleEncoder(Device* const aParent, WebGPUChild* const aBridge,
                      const dom::GPURenderBundleEncoderDescriptor& aDesc);

 private:
  ~RenderBundleEncoder();
  void Cleanup();

  Scoped<ScopedFfiBundleTraits> mEncoder;
  // keep all the used objects alive while the encoder is finished
  nsTArray<RefPtr<const BindGroup>> mUsedBindGroups;
  nsTArray<RefPtr<const Buffer>> mUsedBuffers;
  nsTArray<RefPtr<const RenderPipeline>> mUsedPipelines;
  nsTArray<RefPtr<const TextureView>> mUsedTextureViews;

 public:
  // programmable pass encoder
  void SetBindGroup(uint32_t aSlot, const BindGroup& aBindGroup,
                    const dom::Sequence<uint32_t>& aDynamicOffsets);
  // render encoder base
  void SetPipeline(const RenderPipeline& aPipeline);
  void SetIndexBuffer(const Buffer& aBuffer,
                      const dom::GPUIndexFormat& aIndexFormat, uint64_t aOffset,
                      uint64_t aSize);
  void SetVertexBuffer(uint32_t aSlot, const Buffer& aBuffer, uint64_t aOffset,
                       uint64_t aSize);
  void Draw(uint32_t aVertexCount, uint32_t aInstanceCount,
            uint32_t aFirstVertex, uint32_t aFirstInstance);
  void DrawIndexed(uint32_t aIndexCount, uint32_t aInstanceCount,
                   uint32_t aFirstIndex, int32_t aBaseVertex,
                   uint32_t aFirstInstance);
  void DrawIndirect(const Buffer& aIndirectBuffer, uint64_t aIndirectOffset);
  void DrawIndexedIndirect(const Buffer& aIndirectBuffer,
                           uint64_t aIndirectOffset);

  void PushDebugGroup(const nsAString& aString);
  void PopDebugGroup();
  void InsertDebugMarker(const nsAString& aString);

  // self
  already_AddRefed<RenderBundle> Finish(
      const dom::GPURenderBundleDescriptor& aDesc);
};

}  // namespace mozilla::webgpu

#endif  // GPU_RenderBundleEncoder_H_
