/*
 * Copyright © 2016 Red Hat
 *
 * 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 (including the next
 * paragraph) 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.
 */

/* Lowering pass that lowers accesses to built-in uniform variables.
 * Built-in uniforms are not necessarily packed the same way that
 * normal uniform structs are, for example:
 *
 *    struct gl_FogParameters {
 *       vec4 color;
 *       float density;
 *       float start;
 *       float end;
 *       float scale;
 *    };
 *
 * is packed into vec4[2], whereas the same struct would be packed
 * (by gallium), as vec4[5] if it where not built-in.  Because of
 * this, we need to replace (for example) access like:
 *
 *    vec1 ssa_1 = intrinsic load_var () (gl_Fog.start) ()
 *
 * with:
 *
 *    vec4 ssa_2 = intrinsic load_var () (fog.params) ()
 *    vec1 ssa_1 = ssa_2.y
 *
 * with appropriate substitutions in the uniform variables list:
 *
 *    decl_var uniform INTERP_MODE_NONE gl_FogParameters gl_Fog (0, 0)
 *
 * would become:
 *
 *    decl_var uniform INTERP_MODE_NONE vec4 state.fog.color (0, 0)
 *    decl_var uniform INTERP_MODE_NONE vec4 state.fog.params (0, 1)
 *
 * See in particular 'struct gl_builtin_uniform_element'.
 */

#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
#include "compiler/nir/nir_deref.h"
#include "st_nir.h"
#include "compiler/glsl/ir.h"
#include "uniforms.h"
#include "program/prog_instruction.h"

/** Wrapper around nir_state_variable_create to pick the name automatically. */
nir_variable *
st_nir_state_variable_create(nir_shader *shader,
                             const struct glsl_type *type,
                             const gl_state_index16 tokens[STATE_LENGTH])
{
   char *name = _mesa_program_state_string(tokens);
   nir_variable *var = nir_state_variable_create(shader, type, name, tokens);
   free(name);
   return var;
}

static const struct gl_builtin_uniform_element *
get_element(const struct gl_builtin_uniform_desc *desc, nir_deref_path *path)
{
   int idx = 1;

   assert(path->path[0]->deref_type == nir_deref_type_var);

   if ((desc->num_elements == 1) && (desc->elements[0].field == NULL))
      return NULL;

   /* we handle arrays in get_variable(): */
   if (path->path[idx]->deref_type == nir_deref_type_array)
      idx++;

   /* don't need to deal w/ non-struct or array of non-struct: */
   if (!path->path[idx])
      return NULL;

   if (path->path[idx]->deref_type != nir_deref_type_struct)
      return NULL;

   assert(path->path[idx]->strct.index < desc->num_elements);

   return &desc->elements[path->path[idx]->strct.index ];
}

static nir_variable *
get_variable(nir_builder *b, nir_deref_path *path,
             const struct gl_builtin_uniform_element *element)
{
   nir_shader *shader = b->shader;
   gl_state_index16 tokens[STATE_LENGTH];
   int idx = 1;

   memcpy(tokens, element->tokens, sizeof(tokens));

   if (path->path[idx]->deref_type == nir_deref_type_array) {
      /* we need to fixup the array index slot: */
      switch (tokens[0]) {
      case STATE_MODELVIEW_MATRIX:
      case STATE_MODELVIEW_MATRIX_INVERSE:
      case STATE_MODELVIEW_MATRIX_TRANSPOSE:
      case STATE_MODELVIEW_MATRIX_INVTRANS:
      case STATE_PROJECTION_MATRIX:
      case STATE_PROJECTION_MATRIX_INVERSE:
      case STATE_PROJECTION_MATRIX_TRANSPOSE:
      case STATE_PROJECTION_MATRIX_INVTRANS:
      case STATE_MVP_MATRIX:
      case STATE_MVP_MATRIX_INVERSE:
      case STATE_MVP_MATRIX_TRANSPOSE:
      case STATE_MVP_MATRIX_INVTRANS:
      case STATE_TEXTURE_MATRIX:
      case STATE_TEXTURE_MATRIX_INVERSE:
      case STATE_TEXTURE_MATRIX_TRANSPOSE:
      case STATE_TEXTURE_MATRIX_INVTRANS:
      case STATE_PROGRAM_MATRIX:
      case STATE_PROGRAM_MATRIX_INVERSE:
      case STATE_PROGRAM_MATRIX_TRANSPOSE:
      case STATE_PROGRAM_MATRIX_INVTRANS:
      case STATE_LIGHT:
      case STATE_LIGHTPROD:
      case STATE_TEXGEN:
      case STATE_TEXENV_COLOR:
      case STATE_CLIPPLANE:
         tokens[1] = nir_src_as_uint(path->path[idx]->arr.index);
         break;
      }
   }

   nir_variable *var = nir_find_state_variable(shader, tokens);
   if (var)
      return var;

   /* variable doesn't exist yet, so create it: */
   return st_nir_state_variable_create(shader, glsl_vec4_type(), tokens);
}

static bool
lower_builtin_instr(nir_builder *b, nir_intrinsic_instr *intrin,
                    UNUSED void *_data)
{
   if (intrin->intrinsic != nir_intrinsic_load_deref)
      return false;

   nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
   if (!nir_deref_mode_is(deref, nir_var_uniform))
      return false;

   /* built-in's will always start with "gl_" */
   nir_variable *var = nir_deref_instr_get_variable(deref);
   if (strncmp(var->name, "gl_", 3) != 0)
      return false;

   const struct gl_builtin_uniform_desc *desc =
      _mesa_glsl_get_builtin_uniform_desc(var->name);

   /* if no descriptor, it isn't something we need to handle specially: */
   if (!desc)
      return false;

   nir_deref_path path;
   nir_deref_path_init(&path, nir_src_as_deref(intrin->src[0]), NULL);

   const struct gl_builtin_uniform_element *element = get_element(desc, &path);

   /* matrix elements (array_deref) do not need special handling: */
   if (!element) {
      nir_deref_path_finish(&path);
      return false;
   }

   /* remove existing var from uniform list: */
   exec_node_remove(&var->node);
   /* the _self_link() ensures we can remove multiple times, rather than
    * trying to keep track of what we have already removed:
    */
   exec_node_self_link(&var->node);

   nir_variable *new_var = get_variable(b, &path, element);
   nir_deref_path_finish(&path);

   b->cursor = nir_before_instr(&intrin->instr);

   nir_def *def = nir_load_var(b, new_var);

   /* swizzle the result: */
   unsigned swiz[NIR_MAX_VEC_COMPONENTS] = {0};
   for (unsigned i = 0; i < 4; i++) {
      swiz[i] = GET_SWZ(element->swizzle, i);
      assert(swiz[i] <= SWIZZLE_W);
   }
   def = nir_swizzle(b, def, swiz, intrin->num_components);

   /* and rewrite uses of original instruction: */
   nir_def_rewrite_uses(&intrin->def, def);

   /* at this point intrin should be unused.  We need to remove it
    * (rather than waiting for DCE pass) to avoid dangling reference
    * to remove'd var.  And we have to remove the original uniform
    * var since we don't want it to get uniform space allocated.
    */
   nir_instr_remove(&intrin->instr);

   return true;
}

bool
st_nir_lower_builtin(nir_shader *shader)
{
   bool progress = false;
   struct set *vars = _mesa_pointer_set_create(NULL);

   nir_foreach_uniform_variable(var, shader) {
      /* built-in's will always start with "gl_" */
      if (strncmp(var->name, "gl_", 3) == 0)
         _mesa_set_add(vars, var);
   }

   if (vars->entries > 0) {
      /* at this point, array uniforms have been split into separate
       * nir_variable structs where possible. this codepath can't handle
       * dynamic array indexing, however, so all indirect uniform derefs must
       * be eliminated beforehand to avoid trying to lower one of those
       * builtins
       */
      progress |= nir_lower_indirect_var_derefs(shader, vars);

      if (nir_shader_intrinsics_pass(shader, lower_builtin_instr,
                                       nir_metadata_block_index |
                                       nir_metadata_dominance, NULL)) {
         nir_remove_dead_derefs(shader);
         progress = true;
      }
   } else {
      nir_shader_preserve_all_metadata(shader);
   }

   _mesa_set_destroy(vars, NULL);
   return progress;
}
