using Ryujinx.Common;
using Ryujinx.Common.Memory;
using Silk.NET.Vulkan;
using System;

namespace Ryujinx.Graphics.Vulkan
{
    /// <summary>
    /// Holder for multiple host GPU fences.
    /// </summary>
    class MultiFenceHolder
    {
        public static readonly ObjectPool<FenceHolder[]> FencePool = new(() => new FenceHolder[CommandBufferPool.MaxCommandBuffers]);
        
        private const int BufferUsageTrackingGranularity = 4096;

        public FenceHolder[] Fences { get; }
        private readonly BufferUsageBitmap _bufferUsageBitmap;

        /// <summary>
        /// Creates a new instance of the multiple fence holder.
        /// </summary>
        public MultiFenceHolder()
        {
            Fences = FencePool.Allocate();
        }

        /// <summary>
        /// Creates a new instance of the multiple fence holder, with a given buffer size in mind.
        /// </summary>
        /// <param name="size">Size of the buffer</param>
        public MultiFenceHolder(int size)
        {
            Fences = FencePool.Allocate();
            _bufferUsageBitmap = new BufferUsageBitmap(size, BufferUsageTrackingGranularity);
        }

        /// <summary>
        /// Adds read/write buffer usage information to the uses list.
        /// </summary>
        /// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
        /// <param name="offset">Offset of the buffer being used</param>
        /// <param name="size">Size of the buffer region being used, in bytes</param>
        /// <param name="write">Whether the access is a write or not</param>
        public void AddBufferUse(int cbIndex, int offset, int size, bool write)
        {
            _bufferUsageBitmap.Add(cbIndex, offset, size, false);

            if (write)
            {
                _bufferUsageBitmap.Add(cbIndex, offset, size, true);
            }
        }

        /// <summary>
        /// Removes all buffer usage information for a given command buffer.
        /// </summary>
        /// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
        public void RemoveBufferUses(int cbIndex)
        {
            _bufferUsageBitmap?.Clear(cbIndex);
        }

        /// <summary>
        /// Checks if a given range of a buffer is being used by a command buffer still being processed by the GPU.
        /// </summary>
        /// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
        /// <param name="offset">Offset of the buffer being used</param>
        /// <param name="size">Size of the buffer region being used, in bytes</param>
        /// <returns>True if in use, false otherwise</returns>
        public bool IsBufferRangeInUse(int cbIndex, int offset, int size)
        {
            return _bufferUsageBitmap.OverlapsWith(cbIndex, offset, size);
        }

        /// <summary>
        /// Checks if a given range of a buffer is being used by any command buffer still being processed by the GPU.
        /// </summary>
        /// <param name="offset">Offset of the buffer being used</param>
        /// <param name="size">Size of the buffer region being used, in bytes</param>
        /// <param name="write">True if only write usages should count</param>
        /// <returns>True if in use, false otherwise</returns>
        public bool IsBufferRangeInUse(int offset, int size, bool write)
        {
            return _bufferUsageBitmap.OverlapsWith(offset, size, write);
        }

        /// <summary>
        /// Adds a fence to the holder.
        /// </summary>
        /// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
        /// <param name="fence">Fence to be added</param>
        /// <returns>True if the command buffer's previous fence value was null</returns>
        public bool AddFence(int cbIndex, FenceHolder fence)
        {
            ref FenceHolder fenceRef = ref Fences[cbIndex];

            if (fenceRef == null)
            {
                fenceRef = fence;
                return true;
            }

            return false;
        }

        /// <summary>
        /// Removes a fence from the holder.
        /// </summary>
        /// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
        public void RemoveFence(int cbIndex)
        {
            Fences[cbIndex] = null;
        }

        /// <summary>
        /// Determines if a fence referenced on the given command buffer.
        /// </summary>
        /// <param name="cbIndex">Index of the command buffer to check if it's used</param>
        /// <returns>True if referenced, false otherwise</returns>
        public bool HasFence(int cbIndex)
        {
            return Fences[cbIndex] != null;
        }

        /// <summary>
        /// Wait until all the fences on the holder are signaled.
        /// </summary>
        /// <param name="api">Vulkan API instance</param>
        /// <param name="device">GPU device that the fences belongs to</param>
        public void WaitForFences(Vk api, Device device)
        {
            WaitForFencesImpl(api, device, 0, 0, false, 0UL);
        }

        /// <summary>
        /// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
        /// </summary>
        /// <param name="api">Vulkan API instance</param>
        /// <param name="device">GPU device that the fences belongs to</param>
        /// <param name="offset">Start offset of the buffer range</param>
        /// <param name="size">Size of the buffer range in bytes</param>
        public void WaitForFences(Vk api, Device device, int offset, int size)
        {
            WaitForFencesImpl(api, device, offset, size, false, 0UL);
        }

        /// <summary>
        /// Wait until all the fences on the holder are signaled, or the timeout expires.
        /// </summary>
        /// <param name="api">Vulkan API instance</param>
        /// <param name="device">GPU device that the fences belongs to</param>
        /// <param name="timeout">Timeout in nanoseconds</param>
        /// <returns>True if all fences were signaled, false otherwise</returns>
        public bool WaitForFences(Vk api, Device device, ulong timeout)
        {
            return WaitForFencesImpl(api, device, 0, 0, true, timeout);
        }

        /// <summary>
        /// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
        /// </summary>
        /// <param name="api">Vulkan API instance</param>
        /// <param name="device">GPU device that the fences belongs to</param>
        /// <param name="offset">Start offset of the buffer range</param>
        /// <param name="size">Size of the buffer range in bytes</param>
        /// <param name="hasTimeout">Indicates if <paramref name="timeout"/> should be used</param>
        /// <param name="timeout">Timeout in nanoseconds</param>
        /// <returns>True if all fences were signaled before the timeout expired, false otherwise</returns>
        private bool WaitForFencesImpl(Vk api, Device device, int offset, int size, bool hasTimeout, ulong timeout)
        {
            using SpanOwner<FenceHolder> fenceHoldersOwner = SpanOwner<FenceHolder>.Rent(CommandBufferPool.MaxCommandBuffers);
            Span<FenceHolder> fenceHolders = fenceHoldersOwner.Span;

            int count = size != 0 ? GetOverlappingFences(fenceHolders, offset, size) : GetFences(fenceHolders);
            Span<Fence> fences = stackalloc Fence[count];

            int fenceCount = 0;

            for (int i = 0; i < fences.Length; i++)
            {
                if (fenceHolders[i].TryGet(out Fence fence))
                {
                    fences[fenceCount] = fence;

                    if (fenceCount < i)
                    {
                        fenceHolders[fenceCount] = fenceHolders[i];
                    }

                    fenceCount++;
                }
            }

            if (fenceCount == 0)
            {
                return true;
            }

            bool signaled = true;

            try
            {
                if (hasTimeout)
                {
                    signaled = FenceHelper.AllSignaled(api, device, fences[..fenceCount], timeout);
                }
                else
                {
                    FenceHelper.WaitAllIndefinitely(api, device, fences[..fenceCount]);
                }
            }
            finally
            {
                for (int i = 0; i < fenceCount; i++)
                {
                    fenceHolders[i].PutLock();
                }
            }

            return signaled;
        }

        /// <summary>
        /// Gets fences to wait for.
        /// </summary>
        /// <param name="storage">Span to store fences in</param>
        /// <returns>Number of fences placed in storage</returns>
        private int GetFences(Span<FenceHolder> storage)
        {
            int count = 0;

            for (int i = 0; i < Fences.Length; i++)
            {
                FenceHolder fence = Fences[i];

                if (fence != null)
                {
                    storage[count++] = fence;
                }
            }

            return count;
        }

        /// <summary>
        /// Gets fences to wait for use of a given buffer region.
        /// </summary>
        /// <param name="storage">Span to store overlapping fences in</param>
        /// <param name="offset">Offset of the range</param>
        /// <param name="size">Size of the range in bytes</param>
        /// <returns>Number of fences for the specified region placed in storage</returns>
        private int GetOverlappingFences(Span<FenceHolder> storage, int offset, int size)
        {
            int count = 0;

            for (int i = 0; i < Fences.Length; i++)
            {
                FenceHolder fence = Fences[i];

                if (fence != null && _bufferUsageBitmap.OverlapsWith(i, offset, size))
                {
                    storage[count++] = fence;
                }
            }

            return count;
        }
    }
}
