/******************************************************************************
 * The MIT License (MIT)
 *
 * Copyright (c) 2018-2026 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.
 ******************************************************************************/

#include "d3d12_test.h"

RD_TEST(D3D12_Simple_Triangle, D3D12GraphicsTest)
{
  static constexpr const char *Description =
      "Just draws a simple triangle, using normal pipeline. Basic test that can be used "
      "for any dead-simple tests that don't require any particular API use";

  int main()
  {
    // initialise, create window, create device, etc
    if(!Init())
      return 3;

    ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
    ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");

    ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);

    ID3D12RootSignaturePtr sig = MakeSig({});

    ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);

    ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);

    ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4)
                                   .RTV()
                                   .InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);

    rtvtex->SetName(L"rtvtex");

    ID3D12ResourcePtr rtvMStex = MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 4, 4)
                                     .RTV()
                                     .Multisampled(4)
                                     .InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);

    rtvMStex->SetName(L"rtvMStex");

    ID3D12ResourcePtr dsvMStex = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 4, 4)
                                     .DSV()
                                     .NoSRV()
                                     .Multisampled(4)
                                     .InitialState(D3D12_RESOURCE_STATE_COMMON);

    dsvMStex->SetName(L"dsvMStex");

    {
      ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
      Reset(cmd);
      ClearRenderTargetView(cmd, MakeRTV(rtvtex).CreateCPU(1), {0.2f, 0.2f, 0.2f, 1.0f});
      ClearRenderTargetView(cmd, MakeRTV(rtvMStex).CreateCPU(2), {0.2f, 0.2f, 0.2f, 1.0f});

      ResourceBarrier(cmd, dsvMStex, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_DEPTH_WRITE);

      ClearDepthStencilView(cmd, dsvMStex, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.2f,
                            0x55);

      cmd->Close();

      Submit({cmd});
    }

    while(Running())
    {
      ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();

      Reset(cmd);

      MakeRTV(rtvtex).CreateCPU(1);
      D3D12_CPU_DESCRIPTOR_HANDLE rtvMS = MakeRTV(rtvMStex).CreateCPU(2);
      MakeDSV(dsvMStex).CreateCPU(0);

      ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);

      D3D12_CPU_DESCRIPTOR_HANDLE rtv =
          MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);

      ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});

      cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

      IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
      cmd->SetPipelineState(pso);
      cmd->SetGraphicsRootSignature(sig);

      RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
      RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});

      OMSetRenderTargets(cmd, {rtvMS}, MakeDSV(dsvMStex).CreateCPU(0));
      OMSetRenderTargets(cmd, {rtv}, {});

      cmd->DrawInstanced(3, 1, 0, 0);

      FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);

      cmd->Close();

      Submit({cmd});

      Present();
    }

    return 0;
  }
};

REGISTER_TEST();
