/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2016-2017 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 "common/timing.h"
#include "d3d9_common.h"

class D3D9DebugManager;

class WrappedD3DDevice9 : public IDirect3DDevice9, public IFrameCapturer
{
public:
  WrappedD3DDevice9(IDirect3DDevice9 *device, HWND wnd);
  ~WrappedD3DDevice9();

  void LazyInit();

  void StartFrameCapture(void *dev, void *wnd);
  bool EndFrameCapture(void *dev, void *wnd);

  void InternalRef() { InterlockedIncrement(&m_InternalRefcount); }
  void InternalRelease() { InterlockedDecrement(&m_InternalRefcount); }
  void SoftRef() { m_SoftRefCounter.AddRef(); }
  void SoftRelease()
  {
    m_SoftRefCounter.Release();
    CheckForDeath();
  }

  D3D9DebugManager *GetDebugManager() { return m_DebugManager; }
  /*** IUnknown methods ***/
  ULONG STDMETHODCALLTYPE AddRef() { return m_RefCounter.AddRef(); }
  ULONG STDMETHODCALLTYPE Release()
  {
    unsigned int ret = m_RefCounter.Release();
    CheckForDeath();
    return ret;
  }
  HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppvObject);

  /*** IDirect3DDevice9 methods ***/
  virtual HRESULT __stdcall TestCooperativeLevel();
  virtual UINT __stdcall GetAvailableTextureMem();
  virtual HRESULT __stdcall EvictManagedResources();
  virtual HRESULT __stdcall GetDirect3D(IDirect3D9 **ppD3D9);
  virtual HRESULT __stdcall GetDeviceCaps(D3DCAPS9 *pCaps);
  virtual HRESULT __stdcall GetDisplayMode(UINT iSwapChain, D3DDISPLAYMODE *pMode);
  virtual HRESULT __stdcall GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters);
  virtual HRESULT __stdcall SetCursorProperties(UINT XHotSpot, UINT YHotSpot,
                                                IDirect3DSurface9 *pCursorBitmap);
  virtual void __stdcall SetCursorPosition(int X, int Y, DWORD Flags);
  virtual BOOL __stdcall ShowCursor(BOOL bShow);
  virtual HRESULT __stdcall CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *pPresentationParameters,
                                                      IDirect3DSwapChain9 **pSwapChain);
  virtual HRESULT __stdcall GetSwapChain(UINT iSwapChain, IDirect3DSwapChain9 **pSwapChain);
  virtual UINT __stdcall GetNumberOfSwapChains();
  virtual HRESULT __stdcall Reset(D3DPRESENT_PARAMETERS *pPresentationParameters);
  virtual HRESULT __stdcall Present(CONST RECT *pSourceRect, CONST RECT *pDestRect,
                                    HWND hDestWindow, CONST RGNDATA *pDirtyRegion);
  virtual HRESULT __stdcall GetBackBuffer(UINT iSwapChain, UINT iBackBuffer,
                                          D3DBACKBUFFER_TYPE Type, IDirect3DSurface9 **ppBackBuffer);
  virtual HRESULT __stdcall GetRasterStatus(UINT iSwapChain, D3DRASTER_STATUS *pRasterStatus);
  virtual HRESULT __stdcall SetDialogBoxMode(BOOL bEnableDialogs);
  virtual void __stdcall SetGammaRamp(UINT iSwapChain, DWORD Flags, CONST D3DGAMMARAMP *pRamp);
  virtual void __stdcall GetGammaRamp(UINT iSwapChain, D3DGAMMARAMP *pRamp);
  virtual HRESULT __stdcall CreateTexture(UINT Width, UINT Height, UINT Levels, DWORD Usage,
                                          D3DFORMAT Format, D3DPOOL Pool,
                                          IDirect3DTexture9 **ppTexture, HANDLE *pSharedHandle);
  virtual HRESULT __stdcall CreateVolumeTexture(UINT Width, UINT Height, UINT Depth, UINT Levels,
                                                DWORD Usage, D3DFORMAT Format, D3DPOOL Pool,
                                                IDirect3DVolumeTexture9 **ppVolumeTexture,
                                                HANDLE *pSharedHandle);
  virtual HRESULT __stdcall CreateCubeTexture(UINT EdgeLength, UINT Levels, DWORD Usage,
                                              D3DFORMAT Format, D3DPOOL Pool,
                                              IDirect3DCubeTexture9 **ppCubeTexture,
                                              HANDLE *pSharedHandle);
  virtual HRESULT __stdcall CreateVertexBuffer(UINT Length, DWORD Usage, DWORD FVF, D3DPOOL Pool,
                                               IDirect3DVertexBuffer9 **ppVertexBuffer,
                                               HANDLE *pSharedHandle);
  virtual HRESULT __stdcall CreateIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format,
                                              D3DPOOL Pool, IDirect3DIndexBuffer9 **ppIndexBuffer,
                                              HANDLE *pSharedHandle);
  virtual HRESULT __stdcall CreateRenderTarget(UINT Width, UINT Height, D3DFORMAT Format,
                                               D3DMULTISAMPLE_TYPE MultiSample,
                                               DWORD MultisampleQuality, BOOL Lockable,
                                               IDirect3DSurface9 **ppSurface, HANDLE *pSharedHandle);
  virtual HRESULT __stdcall CreateDepthStencilSurface(UINT Width, UINT Height, D3DFORMAT Format,
                                                      D3DMULTISAMPLE_TYPE MultiSample,
                                                      DWORD MultisampleQuality, BOOL Discard,
                                                      IDirect3DSurface9 **ppSurface,
                                                      HANDLE *pSharedHandle);
  virtual HRESULT __stdcall UpdateSurface(IDirect3DSurface9 *pSourceSurface, CONST RECT *pSourceRect,
                                          IDirect3DSurface9 *pDestinationSurface,
                                          CONST POINT *pDestPoint);
  virtual HRESULT __stdcall UpdateTexture(IDirect3DBaseTexture9 *pSourceTexture,
                                          IDirect3DBaseTexture9 *pDestinationTexture);
  virtual HRESULT __stdcall GetRenderTargetData(IDirect3DSurface9 *pRenderTarget,
                                                IDirect3DSurface9 *pDestSurface);
  virtual HRESULT __stdcall GetFrontBufferData(UINT iSwapChain, IDirect3DSurface9 *pDestSurface);
  virtual HRESULT __stdcall StretchRect(IDirect3DSurface9 *pSourceSurface, CONST RECT *pSourceRect,
                                        IDirect3DSurface9 *pDestSurface, CONST RECT *pDestRect,
                                        D3DTEXTUREFILTERTYPE Filter);
  virtual HRESULT __stdcall ColorFill(IDirect3DSurface9 *pSurface, CONST RECT *pRect, D3DCOLOR color);
  virtual HRESULT __stdcall CreateOffscreenPlainSurface(UINT Width, UINT Height, D3DFORMAT Format,
                                                        D3DPOOL Pool, IDirect3DSurface9 **ppSurface,
                                                        HANDLE *pSharedHandle);
  virtual HRESULT __stdcall SetRenderTarget(DWORD RenderTargetIndex,
                                            IDirect3DSurface9 *pRenderTarget);
  virtual HRESULT __stdcall GetRenderTarget(DWORD RenderTargetIndex,
                                            IDirect3DSurface9 **ppRenderTarget);
  virtual HRESULT __stdcall SetDepthStencilSurface(IDirect3DSurface9 *pNewZStencil);
  virtual HRESULT __stdcall GetDepthStencilSurface(IDirect3DSurface9 **ppZStencilSurface);
  virtual HRESULT __stdcall BeginScene();
  virtual HRESULT __stdcall EndScene();
  virtual HRESULT __stdcall Clear(DWORD Count, CONST D3DRECT *pRects, DWORD Flags, D3DCOLOR Color,
                                  float Z, DWORD Stencil);
  virtual HRESULT __stdcall SetTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix);
  virtual HRESULT __stdcall GetTransform(D3DTRANSFORMSTATETYPE State, D3DMATRIX *pMatrix);
  virtual HRESULT __stdcall MultiplyTransform(D3DTRANSFORMSTATETYPE, CONST D3DMATRIX *);
  virtual HRESULT __stdcall SetViewport(CONST D3DVIEWPORT9 *pViewport);
  virtual HRESULT __stdcall GetViewport(D3DVIEWPORT9 *pViewport);
  virtual HRESULT __stdcall SetMaterial(CONST D3DMATERIAL9 *pMaterial);
  virtual HRESULT __stdcall GetMaterial(D3DMATERIAL9 *pMaterial);
  virtual HRESULT __stdcall SetLight(DWORD Index, CONST D3DLIGHT9 *);
  virtual HRESULT __stdcall GetLight(DWORD Index, D3DLIGHT9 *);
  virtual HRESULT __stdcall LightEnable(DWORD Index, BOOL Enable);
  virtual HRESULT __stdcall GetLightEnable(DWORD Index, BOOL *pEnable);
  virtual HRESULT __stdcall SetClipPlane(DWORD Index, CONST float *pPlane);
  virtual HRESULT __stdcall GetClipPlane(DWORD Index, float *pPlane);
  virtual HRESULT __stdcall SetRenderState(D3DRENDERSTATETYPE State, DWORD Value);
  virtual HRESULT __stdcall GetRenderState(D3DRENDERSTATETYPE State, DWORD *pValue);
  virtual HRESULT __stdcall CreateStateBlock(D3DSTATEBLOCKTYPE Type, IDirect3DStateBlock9 **ppSB);
  virtual HRESULT __stdcall BeginStateBlock();
  virtual HRESULT __stdcall EndStateBlock(IDirect3DStateBlock9 **ppSB);
  virtual HRESULT __stdcall SetClipStatus(CONST D3DCLIPSTATUS9 *pClipStatus);
  virtual HRESULT __stdcall GetClipStatus(D3DCLIPSTATUS9 *pClipStatus);
  virtual HRESULT __stdcall GetTexture(DWORD Stage, IDirect3DBaseTexture9 **ppTexture);
  virtual HRESULT __stdcall SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture);
  virtual HRESULT __stdcall GetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type,
                                                 DWORD *pValue);
  virtual HRESULT __stdcall SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type,
                                                 DWORD Value);
  virtual HRESULT __stdcall GetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD *pValue);
  virtual HRESULT __stdcall SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value);
  virtual HRESULT __stdcall ValidateDevice(DWORD *pNumPasses);
  virtual HRESULT __stdcall SetPaletteEntries(UINT PaletteNumber, CONST PALETTEENTRY *pEntries);
  virtual HRESULT __stdcall GetPaletteEntries(UINT PaletteNumber, PALETTEENTRY *pEntries);
  virtual HRESULT __stdcall SetCurrentTexturePalette(UINT PaletteNumber);
  virtual HRESULT __stdcall GetCurrentTexturePalette(UINT *PaletteNumber);
  virtual HRESULT __stdcall SetScissorRect(CONST RECT *pRect);
  virtual HRESULT __stdcall GetScissorRect(RECT *pRect);
  virtual HRESULT __stdcall SetSoftwareVertexProcessing(BOOL bSoftware);
  virtual BOOL __stdcall GetSoftwareVertexProcessing();
  virtual HRESULT __stdcall SetNPatchMode(float nSegments);
  virtual float __stdcall GetNPatchMode();
  virtual HRESULT __stdcall DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
                                          UINT PrimitiveCount);
  virtual HRESULT __stdcall DrawIndexedPrimitive(D3DPRIMITIVETYPE, INT BaseVertexIndex,
                                                 UINT MinVertexIndex, UINT NumVertices,
                                                 UINT startIndex, UINT primCount);
  virtual HRESULT __stdcall DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
                                            CONST void *pVertexStreamZeroData,
                                            UINT VertexStreamZeroStride);
  virtual HRESULT __stdcall DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,
                                                   UINT MinVertexIndex, UINT NumVertices,
                                                   UINT PrimitiveCount, CONST void *pIndexData,
                                                   D3DFORMAT IndexDataFormat,
                                                   CONST void *pVertexStreamZeroData,
                                                   UINT VertexStreamZeroStride);
  virtual HRESULT __stdcall ProcessVertices(UINT SrcStartIndex, UINT DestIndex, UINT VertexCount,
                                            IDirect3DVertexBuffer9 *pDestBuffer,
                                            IDirect3DVertexDeclaration9 *pVertexDecl, DWORD Flags);
  virtual HRESULT __stdcall CreateVertexDeclaration(CONST D3DVERTEXELEMENT9 *pVertexElements,
                                                    IDirect3DVertexDeclaration9 **ppDecl);
  virtual HRESULT __stdcall SetVertexDeclaration(IDirect3DVertexDeclaration9 *pDecl);
  virtual HRESULT __stdcall GetVertexDeclaration(IDirect3DVertexDeclaration9 **ppDecl);
  virtual HRESULT __stdcall SetFVF(DWORD FVF);
  virtual HRESULT __stdcall GetFVF(DWORD *pFVF);
  virtual HRESULT __stdcall CreateVertexShader(CONST DWORD *pFunction,
                                               IDirect3DVertexShader9 **ppShader);
  virtual HRESULT __stdcall SetVertexShader(IDirect3DVertexShader9 *pShader);
  virtual HRESULT __stdcall GetVertexShader(IDirect3DVertexShader9 **ppShader);
  virtual HRESULT __stdcall SetVertexShaderConstantF(UINT StartRegister, CONST float *pConstantData,
                                                     UINT Vector4fCount);
  virtual HRESULT __stdcall GetVertexShaderConstantF(UINT StartRegister, float *pConstantData,
                                                     UINT Vector4fCount);
  virtual HRESULT __stdcall SetVertexShaderConstantI(UINT StartRegister, CONST int *pConstantData,
                                                     UINT Vector4iCount);
  virtual HRESULT __stdcall GetVertexShaderConstantI(UINT StartRegister, int *pConstantData,
                                                     UINT Vector4iCount);
  virtual HRESULT __stdcall SetVertexShaderConstantB(UINT StartRegister, CONST BOOL *pConstantData,
                                                     UINT BoolCount);
  virtual HRESULT __stdcall GetVertexShaderConstantB(UINT StartRegister, BOOL *pConstantData,
                                                     UINT BoolCount);
  virtual HRESULT __stdcall SetStreamSource(UINT StreamNumber, IDirect3DVertexBuffer9 *pStreamData,
                                            UINT OffsetInBytes, UINT Stride);
  virtual HRESULT __stdcall GetStreamSource(UINT StreamNumber, IDirect3DVertexBuffer9 **ppStreamData,
                                            UINT *pOffsetInBytes, UINT *pStride);
  virtual HRESULT __stdcall SetStreamSourceFreq(UINT StreamNumber, UINT Setting);
  virtual HRESULT __stdcall GetStreamSourceFreq(UINT StreamNumber, UINT *pSetting);
  virtual HRESULT __stdcall SetIndices(IDirect3DIndexBuffer9 *pIndexData);
  virtual HRESULT __stdcall GetIndices(IDirect3DIndexBuffer9 **ppIndexData);
  virtual HRESULT __stdcall CreatePixelShader(CONST DWORD *pFunction,
                                              IDirect3DPixelShader9 **ppShader);
  virtual HRESULT __stdcall SetPixelShader(IDirect3DPixelShader9 *pShader);
  virtual HRESULT __stdcall GetPixelShader(IDirect3DPixelShader9 **ppShader);
  virtual HRESULT __stdcall SetPixelShaderConstantF(UINT StartRegister, CONST float *pConstantData,
                                                    UINT Vector4fCount);
  virtual HRESULT __stdcall GetPixelShaderConstantF(UINT StartRegister, float *pConstantData,
                                                    UINT Vector4fCount);
  virtual HRESULT __stdcall SetPixelShaderConstantI(UINT StartRegister, CONST int *pConstantData,
                                                    UINT Vector4iCount);
  virtual HRESULT __stdcall GetPixelShaderConstantI(UINT StartRegister, int *pConstantData,
                                                    UINT Vector4iCount);
  virtual HRESULT __stdcall SetPixelShaderConstantB(UINT StartRegister, CONST BOOL *pConstantData,
                                                    UINT BoolCount);
  virtual HRESULT __stdcall GetPixelShaderConstantB(UINT StartRegister, BOOL *pConstantData,
                                                    UINT BoolCount);
  virtual HRESULT __stdcall DrawRectPatch(UINT Handle, CONST float *pNumSegs,
                                          CONST D3DRECTPATCH_INFO *pRectPatchInfo);
  virtual HRESULT __stdcall DrawTriPatch(UINT Handle, CONST float *pNumSegs,
                                         CONST D3DTRIPATCH_INFO *pTriPatchInfo);
  virtual HRESULT __stdcall DeletePatch(UINT Handle);
  virtual HRESULT __stdcall CreateQuery(D3DQUERYTYPE Type, IDirect3DQuery9 **ppQuery);

private:
  void CheckForDeath();

  IDirect3DDevice9 *m_device;
  D3D9DebugManager *m_DebugManager;

  HWND m_Wnd;

  unsigned int m_InternalRefcount;
  RefCounter9 m_RefCounter;
  RefCounter9 m_SoftRefCounter;
  bool m_Alive;

  uint32_t m_FrameCounter;
};

////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
// WrappedD3D9

class WrappedD3D9 : public IDirect3D9
{
public:
  WrappedD3D9(IDirect3D9 *direct3D9) : m_direct3D(direct3D9) {}
  /*** IUnknown methods ***/
  virtual HRESULT __stdcall QueryInterface(REFIID riid, void **ppvObj);
  virtual ULONG __stdcall AddRef();
  virtual ULONG __stdcall Release();

  /*** IDirect3D9 methods ***/
  virtual HRESULT __stdcall RegisterSoftwareDevice(void *pInitializeFunction);
  virtual UINT __stdcall GetAdapterCount();
  virtual HRESULT __stdcall GetAdapterIdentifier(UINT Adapter, DWORD Flags,
                                                 D3DADAPTER_IDENTIFIER9 *pIdentifier);
  virtual UINT __stdcall GetAdapterModeCount(UINT Adapter, D3DFORMAT Format);
  virtual HRESULT __stdcall EnumAdapterModes(UINT Adapter, D3DFORMAT Format, UINT Mode,
                                             D3DDISPLAYMODE *pMode);
  virtual HRESULT __stdcall GetAdapterDisplayMode(UINT Adapter, D3DDISPLAYMODE *pMode);
  virtual HRESULT __stdcall CheckDeviceType(UINT Adapter, D3DDEVTYPE DevType, D3DFORMAT AdapterFormat,
                                            D3DFORMAT BackBufferFormat, BOOL bWindowed);
  virtual HRESULT __stdcall CheckDeviceFormat(UINT Adapter, D3DDEVTYPE DeviceType,
                                              D3DFORMAT AdapterFormat, DWORD Usage,
                                              D3DRESOURCETYPE RType, D3DFORMAT CheckFormat);
  virtual HRESULT __stdcall CheckDeviceMultiSampleType(UINT Adapter, D3DDEVTYPE DeviceType,
                                                       D3DFORMAT SurfaceFormat, BOOL Windowed,
                                                       D3DMULTISAMPLE_TYPE MultiSampleType,
                                                       DWORD *pQualityLevels);
  virtual HRESULT __stdcall CheckDepthStencilMatch(UINT Adapter, D3DDEVTYPE DeviceType,
                                                   D3DFORMAT AdapterFormat,
                                                   D3DFORMAT RenderTargetFormat,
                                                   D3DFORMAT DepthStencilFormat);
  virtual HRESULT __stdcall CheckDeviceFormatConversion(UINT Adapter, D3DDEVTYPE DeviceType,
                                                        D3DFORMAT SourceFormat,
                                                        D3DFORMAT TargetFormat);
  virtual HRESULT __stdcall GetDeviceCaps(UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS9 *pCaps);
  virtual HMONITOR __stdcall GetAdapterMonitor(UINT Adapter);
  virtual HRESULT __stdcall CreateDevice(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow,
                                         DWORD BehaviorFlags,
                                         D3DPRESENT_PARAMETERS *pPresentationParameters,
                                         IDirect3DDevice9 **ppReturnedDeviceInterface);

private:
  IDirect3D9 *m_direct3D;
};