/* SPDX-FileCopyrightText: 2020 Blender Authors
 *
 * SPDX-License-Identifier: GPL-2.0-or-later */

/** \file
 * \ingroup gpu
 */

#include "BKE_global.h"

#include "BLI_string.h"
#include "BLI_vector.hh"

#include "GPU_capabilities.h"
#include "GPU_platform.h"

#include "gl_debug.hh"
#include "gl_vertex_buffer.hh"

#include "gl_shader.hh"
#include "gl_shader_interface.hh"

#include <sstream>

using namespace blender;
using namespace blender::gpu;
using namespace blender::gpu::shader;

extern "C" char datatoc_glsl_shader_defines_glsl[];

/* -------------------------------------------------------------------- */
/** \name Creation / Destruction
 * \{ */

GLShader::GLShader(const char *name) : Shader(name)
{
#if 0 /* Would be nice to have, but for now the Deferred compilation \
       * does not have a GPUContext. */
  BLI_assert(GLContext::get() != nullptr);
#endif
  shader_program_ = glCreateProgram();

  debug::object_label(GL_PROGRAM, shader_program_, name);
}

GLShader::~GLShader()
{
#if 0 /* Would be nice to have, but for now the Deferred compilation \
       * does not have a GPUContext. */
  BLI_assert(GLContext::get() != nullptr);
#endif
  /* Invalid handles are silently ignored. */
  glDeleteShader(vert_shader_);
  glDeleteShader(geom_shader_);
  glDeleteShader(frag_shader_);
  glDeleteShader(compute_shader_);
  glDeleteProgram(shader_program_);
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name Create Info
 * \{ */

static const char *to_string(const Interpolation &interp)
{
  switch (interp) {
    case Interpolation::SMOOTH:
      return "smooth";
    case Interpolation::FLAT:
      return "flat";
    case Interpolation::NO_PERSPECTIVE:
      return "noperspective";
    default:
      return "unknown";
  }
}

static const char *to_string(const Type &type)
{
  switch (type) {
    case Type::FLOAT:
      return "float";
    case Type::VEC2:
      return "vec2";
    case Type::VEC3:
      return "vec3";
    case Type::VEC4:
      return "vec4";
    case Type::MAT3:
      return "mat3";
    case Type::MAT4:
      return "mat4";
    case Type::UINT:
      return "uint";
    case Type::UVEC2:
      return "uvec2";
    case Type::UVEC3:
      return "uvec3";
    case Type::UVEC4:
      return "uvec4";
    case Type::INT:
      return "int";
    case Type::IVEC2:
      return "ivec2";
    case Type::IVEC3:
      return "ivec3";
    case Type::IVEC4:
      return "ivec4";
    case Type::BOOL:
      return "bool";
    /* Alias special types. */
    case Type::UCHAR:
    case Type::USHORT:
      return "uint";
    case Type::UCHAR2:
    case Type::USHORT2:
      return "uvec2";
    case Type::UCHAR3:
    case Type::USHORT3:
      return "uvec3";
    case Type::UCHAR4:
    case Type::USHORT4:
      return "uvec4";
    case Type::CHAR:
    case Type::SHORT:
      return "int";
    case Type::CHAR2:
    case Type::SHORT2:
      return "ivec2";
    case Type::CHAR3:
    case Type::SHORT3:
      return "ivec3";
    case Type::CHAR4:
    case Type::SHORT4:
      return "ivec4";
    case Type::VEC3_101010I2:
      return "vec3";
  }
  BLI_assert_unreachable();
  return "unknown";
}

static const int to_component_count(const Type &type)
{
  switch (type) {
    case Type::FLOAT:
    case Type::UINT:
    case Type::INT:
    case Type::BOOL:
      return 1;
    case Type::VEC2:
    case Type::UVEC2:
    case Type::IVEC2:
      return 2;
    case Type::VEC3:
    case Type::UVEC3:
    case Type::IVEC3:
      return 3;
    case Type::VEC4:
    case Type::UVEC4:
    case Type::IVEC4:
      return 4;
    case Type::MAT3:
      return 9;
    case Type::MAT4:
      return 16;
    /* Alias special types. */
    case Type::UCHAR:
    case Type::USHORT:
      return 1;
    case Type::UCHAR2:
    case Type::USHORT2:
      return 2;
    case Type::UCHAR3:
    case Type::USHORT3:
      return 3;
    case Type::UCHAR4:
    case Type::USHORT4:
      return 4;
    case Type::CHAR:
    case Type::SHORT:
      return 1;
    case Type::CHAR2:
    case Type::SHORT2:
      return 2;
    case Type::CHAR3:
    case Type::SHORT3:
      return 3;
    case Type::CHAR4:
    case Type::SHORT4:
      return 4;
    case Type::VEC3_101010I2:
      return 3;
  }
  BLI_assert_unreachable();
  return -1;
}

static const Type to_component_type(const Type &type)
{
  switch (type) {
    case Type::FLOAT:
    case Type::VEC2:
    case Type::VEC3:
    case Type::VEC4:
    case Type::MAT3:
    case Type::MAT4:
      return Type::FLOAT;
    case Type::UINT:
    case Type::UVEC2:
    case Type::UVEC3:
    case Type::UVEC4:
      return Type::UINT;
    case Type::INT:
    case Type::IVEC2:
    case Type::IVEC3:
    case Type::IVEC4:
    case Type::BOOL:
      return Type::INT;
    /* Alias special types. */
    case Type::UCHAR:
    case Type::UCHAR2:
    case Type::UCHAR3:
    case Type::UCHAR4:
    case Type::USHORT:
    case Type::USHORT2:
    case Type::USHORT3:
    case Type::USHORT4:
      return Type::UINT;
    case Type::CHAR:
    case Type::CHAR2:
    case Type::CHAR3:
    case Type::CHAR4:
    case Type::SHORT:
    case Type::SHORT2:
    case Type::SHORT3:
    case Type::SHORT4:
      return Type::INT;
    case Type::VEC3_101010I2:
      return Type::FLOAT;
  }
  BLI_assert_unreachable();
  return Type::FLOAT;
}

static const char *to_string(const eGPUTextureFormat &type)
{
  switch (type) {
    case GPU_RGBA8UI:
      return "rgba8ui";
    case GPU_RGBA8I:
      return "rgba8i";
    case GPU_RGBA8:
      return "rgba8";
    case GPU_RGBA32UI:
      return "rgba32ui";
    case GPU_RGBA32I:
      return "rgba32i";
    case GPU_RGBA32F:
      return "rgba32f";
    case GPU_RGBA16UI:
      return "rgba16ui";
    case GPU_RGBA16I:
      return "rgba16i";
    case GPU_RGBA16F:
      return "rgba16f";
    case GPU_RGBA16:
      return "rgba16";
    case GPU_RG8UI:
      return "rg8ui";
    case GPU_RG8I:
      return "rg8i";
    case GPU_RG8:
      return "rg8";
    case GPU_RG32UI:
      return "rg32ui";
    case GPU_RG32I:
      return "rg32i";
    case GPU_RG32F:
      return "rg32f";
    case GPU_RG16UI:
      return "rg16ui";
    case GPU_RG16I:
      return "rg16i";
    case GPU_RG16F:
      return "rg16f";
    case GPU_RG16:
      return "rg16";
    case GPU_R8UI:
      return "r8ui";
    case GPU_R8I:
      return "r8i";
    case GPU_R8:
      return "r8";
    case GPU_R32UI:
      return "r32ui";
    case GPU_R32I:
      return "r32i";
    case GPU_R32F:
      return "r32f";
    case GPU_R16UI:
      return "r16ui";
    case GPU_R16I:
      return "r16i";
    case GPU_R16F:
      return "r16f";
    case GPU_R16:
      return "r16";
    case GPU_R11F_G11F_B10F:
      return "r11f_g11f_b10f";
    case GPU_RGB10_A2:
      return "rgb10_a2";
    default:
      return "unknown";
  }
}

static const char *to_string(const PrimitiveIn &layout)
{
  switch (layout) {
    case PrimitiveIn::POINTS:
      return "points";
    case PrimitiveIn::LINES:
      return "lines";
    case PrimitiveIn::LINES_ADJACENCY:
      return "lines_adjacency";
    case PrimitiveIn::TRIANGLES:
      return "triangles";
    case PrimitiveIn::TRIANGLES_ADJACENCY:
      return "triangles_adjacency";
    default:
      return "unknown";
  }
}

static const char *to_string(const PrimitiveOut &layout)
{
  switch (layout) {
    case PrimitiveOut::POINTS:
      return "points";
    case PrimitiveOut::LINE_STRIP:
      return "line_strip";
    case PrimitiveOut::TRIANGLE_STRIP:
      return "triangle_strip";
    default:
      return "unknown";
  }
}

static const char *to_string(const DepthWrite &value)
{
  switch (value) {
    case DepthWrite::ANY:
      return "depth_any";
    case DepthWrite::GREATER:
      return "depth_greater";
    case DepthWrite::LESS:
      return "depth_less";
    default:
      return "depth_unchanged";
  }
}

static void print_image_type(std::ostream &os,
                             const ImageType &type,
                             const ShaderCreateInfo::Resource::BindType bind_type)
{
  switch (type) {
    case ImageType::INT_BUFFER:
    case ImageType::INT_1D:
    case ImageType::INT_1D_ARRAY:
    case ImageType::INT_2D:
    case ImageType::INT_2D_ARRAY:
    case ImageType::INT_3D:
    case ImageType::INT_CUBE:
    case ImageType::INT_CUBE_ARRAY:
      os << "i";
      break;
    case ImageType::UINT_BUFFER:
    case ImageType::UINT_1D:
    case ImageType::UINT_1D_ARRAY:
    case ImageType::UINT_2D:
    case ImageType::UINT_2D_ARRAY:
    case ImageType::UINT_3D:
    case ImageType::UINT_CUBE:
    case ImageType::UINT_CUBE_ARRAY:
      os << "u";
      break;
    default:
      break;
  }

  if (bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
    os << "image";
  }
  else {
    os << "sampler";
  }

  switch (type) {
    case ImageType::FLOAT_BUFFER:
    case ImageType::INT_BUFFER:
    case ImageType::UINT_BUFFER:
      os << "Buffer";
      break;
    case ImageType::FLOAT_1D:
    case ImageType::FLOAT_1D_ARRAY:
    case ImageType::INT_1D:
    case ImageType::INT_1D_ARRAY:
    case ImageType::UINT_1D:
    case ImageType::UINT_1D_ARRAY:
      os << "1D";
      break;
    case ImageType::FLOAT_2D:
    case ImageType::FLOAT_2D_ARRAY:
    case ImageType::INT_2D:
    case ImageType::INT_2D_ARRAY:
    case ImageType::UINT_2D:
    case ImageType::UINT_2D_ARRAY:
    case ImageType::SHADOW_2D:
    case ImageType::SHADOW_2D_ARRAY:
    case ImageType::DEPTH_2D:
    case ImageType::DEPTH_2D_ARRAY:
      os << "2D";
      break;
    case ImageType::FLOAT_3D:
    case ImageType::INT_3D:
    case ImageType::UINT_3D:
      os << "3D";
      break;
    case ImageType::FLOAT_CUBE:
    case ImageType::FLOAT_CUBE_ARRAY:
    case ImageType::INT_CUBE:
    case ImageType::INT_CUBE_ARRAY:
    case ImageType::UINT_CUBE:
    case ImageType::UINT_CUBE_ARRAY:
    case ImageType::SHADOW_CUBE:
    case ImageType::SHADOW_CUBE_ARRAY:
    case ImageType::DEPTH_CUBE:
    case ImageType::DEPTH_CUBE_ARRAY:
      os << "Cube";
      break;
    default:
      break;
  }

  switch (type) {
    case ImageType::FLOAT_1D_ARRAY:
    case ImageType::FLOAT_2D_ARRAY:
    case ImageType::FLOAT_CUBE_ARRAY:
    case ImageType::INT_1D_ARRAY:
    case ImageType::INT_2D_ARRAY:
    case ImageType::INT_CUBE_ARRAY:
    case ImageType::UINT_1D_ARRAY:
    case ImageType::UINT_2D_ARRAY:
    case ImageType::UINT_CUBE_ARRAY:
    case ImageType::SHADOW_2D_ARRAY:
    case ImageType::SHADOW_CUBE_ARRAY:
    case ImageType::DEPTH_2D_ARRAY:
    case ImageType::DEPTH_CUBE_ARRAY:
      os << "Array";
      break;
    default:
      break;
  }

  switch (type) {
    case ImageType::SHADOW_2D:
    case ImageType::SHADOW_2D_ARRAY:
    case ImageType::SHADOW_CUBE:
    case ImageType::SHADOW_CUBE_ARRAY:
      os << "Shadow";
      break;
    default:
      break;
  }
  os << " ";
}

static std::ostream &print_qualifier(std::ostream &os, const Qualifier &qualifiers)
{
  if (bool(qualifiers & Qualifier::NO_RESTRICT) == false) {
    os << "restrict ";
  }
  if (bool(qualifiers & Qualifier::READ) == false) {
    os << "writeonly ";
  }
  if (bool(qualifiers & Qualifier::WRITE) == false) {
    os << "readonly ";
  }
  return os;
}

static void print_resource(std::ostream &os,
                           const ShaderCreateInfo::Resource &res,
                           bool auto_resource_location)
{
  if (auto_resource_location && res.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
    /* Skip explicit binding location for samplers when not needed, since drivers can usually
     * handle more sampler declarations this way (as long as they're not actually used by the
     * shader). See #105661. */
  }
  else if (GLContext::explicit_location_support) {
    os << "layout(binding = " << res.slot;
    if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
      os << ", " << to_string(res.image.format);
    }
    else if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
      os << ", std140";
    }
    else if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
      os << ", std430";
    }
    os << ") ";
  }
  else if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
    os << "layout(std140) ";
  }

  int64_t array_offset;
  StringRef name_no_array;

  switch (res.bind_type) {
    case ShaderCreateInfo::Resource::BindType::SAMPLER:
      os << "uniform ";
      print_image_type(os, res.sampler.type, res.bind_type);
      os << res.sampler.name << ";\n";
      break;
    case ShaderCreateInfo::Resource::BindType::IMAGE:
      os << "uniform ";
      print_qualifier(os, res.image.qualifiers);
      print_image_type(os, res.image.type, res.bind_type);
      os << res.image.name << ";\n";
      break;
    case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
      array_offset = res.uniformbuf.name.find_first_of("[");
      name_no_array = (array_offset == -1) ? res.uniformbuf.name :
                                             StringRef(res.uniformbuf.name.c_str(), array_offset);
      os << "uniform " << name_no_array << " { " << res.uniformbuf.type_name << " _"
         << res.uniformbuf.name << "; };\n";
      break;
    case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
      array_offset = res.storagebuf.name.find_first_of("[");
      name_no_array = (array_offset == -1) ? res.storagebuf.name :
                                             StringRef(res.storagebuf.name.c_str(), array_offset);
      print_qualifier(os, res.storagebuf.qualifiers);
      os << "buffer ";
      os << name_no_array << " { " << res.storagebuf.type_name << " _" << res.storagebuf.name
         << "; };\n";
      break;
  }
}

static void print_resource_alias(std::ostream &os, const ShaderCreateInfo::Resource &res)
{
  int64_t array_offset;
  StringRef name_no_array;

  switch (res.bind_type) {
    case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
      array_offset = res.uniformbuf.name.find_first_of("[");
      name_no_array = (array_offset == -1) ? res.uniformbuf.name :
                                             StringRef(res.uniformbuf.name.c_str(), array_offset);
      os << "#define " << name_no_array << " (_" << name_no_array << ")\n";
      break;
    case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
      array_offset = res.storagebuf.name.find_first_of("[");
      name_no_array = (array_offset == -1) ? res.storagebuf.name :
                                             StringRef(res.storagebuf.name.c_str(), array_offset);
      os << "#define " << name_no_array << " (_" << name_no_array << ")\n";
      break;
    default:
      break;
  }
}

static void print_interface(std::ostream &os,
                            const StringRefNull &prefix,
                            const StageInterfaceInfo &iface,
                            const StringRefNull &suffix = "")
{
  /* TODO(@fclem): Move that to interface check. */
  // if (iface.instance_name.is_empty()) {
  //   BLI_assert_msg(0, "Interfaces require an instance name for geometry shader.");
  //   std::cout << iface.name << ": Interfaces require an instance name for geometry shader.\n";
  //   continue;
  // }
  os << prefix << " " << iface.name << "{" << std::endl;
  for (const StageInterfaceInfo::InOut &inout : iface.inouts) {
    os << "  " << to_string(inout.interp) << " " << to_string(inout.type) << " " << inout.name
       << ";\n";
  }
  os << "}";
  os << (iface.instance_name.is_empty() ? "" : "\n") << iface.instance_name << suffix << ";\n";
}

std::string GLShader::resources_declare(const ShaderCreateInfo &info) const
{
  std::stringstream ss;

  /* NOTE: We define macros in GLSL to trigger compilation error if the resource names
   * are reused for local variables. This is to match other backend behavior which needs accessors
   * macros. */

  ss << "\n/* Pass Resources. */\n";
  for (const ShaderCreateInfo::Resource &res : info.pass_resources_) {
    print_resource(ss, res, info.auto_resource_location_);
  }
  for (const ShaderCreateInfo::Resource &res : info.pass_resources_) {
    print_resource_alias(ss, res);
  }
  ss << "\n/* Batch Resources. */\n";
  for (const ShaderCreateInfo::Resource &res : info.batch_resources_) {
    print_resource(ss, res, info.auto_resource_location_);
  }
  for (const ShaderCreateInfo::Resource &res : info.batch_resources_) {
    print_resource_alias(ss, res);
  }
  ss << "\n/* Push Constants. */\n";
  for (const ShaderCreateInfo::PushConst &uniform : info.push_constants_) {
    ss << "uniform " << to_string(uniform.type) << " " << uniform.name;
    if (uniform.array_size > 0) {
      ss << "[" << uniform.array_size << "]";
    }
    ss << ";\n";
  }
#if 0 /* #95278: This is not be enough to prevent some compilers think it is recursive. */
  for (const ShaderCreateInfo::PushConst &uniform : info.push_constants_) {
    /* #95278: Double macro to avoid some compilers think it is recursive. */
    ss << "#define " << uniform.name << "_ " << uniform.name << "\n";
    ss << "#define " << uniform.name << " (" << uniform.name << "_)\n";
  }
#endif
  ss << "\n";
  return ss.str();
}

static std::string main_function_wrapper(std::string &pre_main, std::string &post_main)
{
  std::stringstream ss;
  /* Prototype for the original main. */
  ss << "\n";
  ss << "void main_function_();\n";
  /* Wrapper to the main function in order to inject code processing on globals. */
  ss << "void main() {\n";
  ss << pre_main;
  ss << "  main_function_();\n";
  ss << post_main;
  ss << "}\n";
  /* Rename the original main. */
  ss << "#define main main_function_\n";
  ss << "\n";
  return ss.str();
}

std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) const
{
  std::stringstream ss;
  std::string post_main;

  ss << "\n/* Inputs. */\n";
  for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
    if (GLContext::explicit_location_support &&
        /* Fix issue with AMDGPU-PRO + workbench_prepass_mesh_vert.glsl being quantized. */
        GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) == false)
    {
      ss << "layout(location = " << attr.index << ") ";
    }
    ss << "in " << to_string(attr.type) << " " << attr.name << ";\n";
  }
  ss << "\n/* Interfaces. */\n";
  for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
    print_interface(ss, "out", *iface);
  }
  if (!GLContext::layered_rendering_support && bool(info.builtins_ & BuiltinBits::LAYER)) {
    ss << "out int gpu_Layer;\n";
  }
  if (!GLContext::layered_rendering_support && bool(info.builtins_ & BuiltinBits::VIEWPORT_INDEX))
  {
    ss << "out int gpu_ViewportIndex;\n";
  }
  if (bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
    if (!GLContext::native_barycentric_support) {
      /* Disabled or unsupported. */
    }
    else if (epoxy_has_gl_extension("GL_AMD_shader_explicit_vertex_parameter")) {
      /* Need this for stable barycentric. */
      ss << "flat out vec4 gpu_pos_flat;\n";
      ss << "out vec4 gpu_pos;\n";

      post_main += "  gpu_pos = gpu_pos_flat = gl_Position;\n";
    }
  }
  ss << "\n";

  if (post_main.empty() == false) {
    std::string pre_main;
    ss << main_function_wrapper(pre_main, post_main);
  }
  return ss.str();
}

std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) const
{
  std::stringstream ss;
  std::string pre_main, post_main;

  ss << "\n/* Interfaces. */\n";
  const Vector<StageInterfaceInfo *> &in_interfaces = info.geometry_source_.is_empty() ?
                                                          info.vertex_out_interfaces_ :
                                                          info.geometry_out_interfaces_;
  for (const StageInterfaceInfo *iface : in_interfaces) {
    print_interface(ss, "in", *iface);
  }
  if (!GLContext::layered_rendering_support && bool(info.builtins_ & BuiltinBits::LAYER)) {
    ss << "#define gpu_Layer gl_Layer\n";
  }
  if (!GLContext::layered_rendering_support && bool(info.builtins_ & BuiltinBits::VIEWPORT_INDEX))
  {
    ss << "#define gpu_ViewportIndex gl_ViewportIndex\n";
  }
  if (bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
    if (!GLContext::native_barycentric_support) {
      ss << "flat in vec4 gpu_pos[3];\n";
      ss << "smooth in vec3 gpu_BaryCoord;\n";
      ss << "noperspective in vec3 gpu_BaryCoordNoPersp;\n";
      ss << "#define gpu_position_at_vertex(v) gpu_pos[v]\n";
    }
    else if (epoxy_has_gl_extension("GL_AMD_shader_explicit_vertex_parameter")) {
      /* NOTE(fclem): This won't work with geometry shader. Hopefully, we don't need geometry
       * shader workaround if this extension/feature is detected. */
      ss << "\n/* Stable Barycentric Coordinates. */\n";
      ss << "flat in vec4 gpu_pos_flat;\n";
      ss << "__explicitInterpAMD in vec4 gpu_pos;\n";
      /* Globals. */
      ss << "vec3 gpu_BaryCoord;\n";
      ss << "vec3 gpu_BaryCoordNoPersp;\n";
      ss << "\n";
      ss << "vec2 stable_bary_(vec2 in_bary) {\n";
      ss << "  vec3 bary = vec3(in_bary, 1.0 - in_bary.x - in_bary.y);\n";
      ss << "  if (interpolateAtVertexAMD(gpu_pos, 0) == gpu_pos_flat) { return bary.zxy; }\n";
      ss << "  if (interpolateAtVertexAMD(gpu_pos, 2) == gpu_pos_flat) { return bary.yzx; }\n";
      ss << "  return bary.xyz;\n";
      ss << "}\n";
      ss << "\n";
      ss << "vec4 gpu_position_at_vertex(int v) {\n";
      ss << "  if (interpolateAtVertexAMD(gpu_pos, 0) == gpu_pos_flat) { v = (v + 2) % 3; }\n";
      ss << "  if (interpolateAtVertexAMD(gpu_pos, 2) == gpu_pos_flat) { v = (v + 1) % 3; }\n";
      ss << "  return interpolateAtVertexAMD(gpu_pos, v);\n";
      ss << "}\n";

      pre_main += "  gpu_BaryCoord = stable_bary_(gl_BaryCoordSmoothAMD);\n";
      pre_main += "  gpu_BaryCoordNoPersp = stable_bary_(gl_BaryCoordNoPerspAMD);\n";
    }
  }
  if (info.early_fragment_test_) {
    ss << "layout(early_fragment_tests) in;\n";
  }
  if (epoxy_has_gl_extension("GL_ARB_conservative_depth")) {
    ss << "layout(" << to_string(info.depth_write_) << ") out float gl_FragDepth;\n";
  }

  ss << "\n/* Sub-pass Inputs. */\n";
  for (const ShaderCreateInfo::SubpassIn &input : info.subpass_inputs_) {
    if (GLContext::framebuffer_fetch_support) {
      /* Declare as inout but do not write to it. */
      ss << "layout(location = " << std::to_string(input.index) << ") inout "
         << to_string(input.type) << " " << input.name << ";\n";
    }
    else {
      std::string image_name = "gpu_subpass_img_";
      image_name += std::to_string(input.index);

      /* Declare global for input. */
      ss << to_string(input.type) << " " << input.name << ";\n";

      /* IMPORTANT: We assume that the frame-buffer will be layered or not based on the layer
       * built-in flag. */
      bool is_layered_fb = bool(info.builtins_ & BuiltinBits::LAYER);

      /* Start with invalid value to detect failure cases. */
      ImageType image_type = ImageType::FLOAT_BUFFER;
      switch (to_component_type(input.type)) {
        case Type::FLOAT:
          image_type = is_layered_fb ? ImageType::FLOAT_2D_ARRAY : ImageType::FLOAT_2D;
          break;
        case Type::INT:
          image_type = is_layered_fb ? ImageType::INT_2D_ARRAY : ImageType::INT_2D;
          break;
        case Type::UINT:
          image_type = is_layered_fb ? ImageType::UINT_2D_ARRAY : ImageType::UINT_2D;
          break;
        default:
          break;
      }
      /* Declare image. */
      using Resource = ShaderCreateInfo::Resource;
      /* NOTE(fclem): Using the attachment index as resource index might be problematic as it might
       * collide with other resources. */
      Resource res(Resource::BindType::SAMPLER, input.index);
      res.sampler.type = image_type;
      res.sampler.sampler = GPUSamplerState::default_sampler();
      res.sampler.name = image_name;
      print_resource(ss, res, false);

      char swizzle[] = "xyzw";
      swizzle[to_component_count(input.type)] = '\0';

      std::string texel_co = (is_layered_fb) ? "ivec3(gl_FragCoord.xy, gpu_Layer)" :
                                               "ivec2(gl_FragCoord.xy)";

      std::stringstream ss_pre;
      /* Populate the global before main using imageLoad. */
      ss_pre << "  " << input.name << " = texelFetch(" << image_name << ", " << texel_co << ", 0)."
             << swizzle << ";\n";

      pre_main += ss_pre.str();
    }
  }
  ss << "\n/* Outputs. */\n";
  for (const ShaderCreateInfo::FragOut &output : info.fragment_outputs_) {
    ss << "layout(location = " << output.index;
    switch (output.blend) {
      case DualBlend::SRC_0:
        ss << ", index = 0";
        break;
      case DualBlend::SRC_1:
        ss << ", index = 1";
        break;
      default:
        break;
    }
    ss << ") ";
    ss << "out " << to_string(output.type) << " " << output.name << ";\n";
  }
  ss << "\n";

  if (!pre_main.empty() || !post_main.empty()) {
    ss << main_function_wrapper(pre_main, post_main);
  }
  return ss.str();
}

std::string GLShader::geometry_layout_declare(const ShaderCreateInfo &info) const
{
  int max_verts = info.geometry_layout_.max_vertices;
  int invocations = info.geometry_layout_.invocations;

  if (GLContext::geometry_shader_invocations == false && invocations != -1) {
    max_verts *= invocations;
    invocations = -1;
  }

  std::stringstream ss;
  ss << "\n/* Geometry Layout. */\n";
  ss << "layout(" << to_string(info.geometry_layout_.primitive_in);
  if (invocations != -1) {
    ss << ", invocations = " << invocations;
  }
  ss << ") in;\n";

  ss << "layout(" << to_string(info.geometry_layout_.primitive_out)
     << ", max_vertices = " << max_verts << ") out;\n";
  ss << "\n";
  return ss.str();
}

static StageInterfaceInfo *find_interface_by_name(const Vector<StageInterfaceInfo *> &ifaces,
                                                  const StringRefNull &name)
{
  for (auto *iface : ifaces) {
    if (iface->instance_name == name) {
      return iface;
    }
  }
  return nullptr;
}

std::string GLShader::geometry_interface_declare(const ShaderCreateInfo &info) const
{
  std::stringstream ss;

  ss << "\n/* Interfaces. */\n";
  for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
    bool has_matching_output_iface = find_interface_by_name(info.geometry_out_interfaces_,
                                                            iface->instance_name) != nullptr;
    const char *suffix = (has_matching_output_iface) ? "_in[]" : "[]";
    print_interface(ss, "in", *iface, suffix);
  }
  ss << "\n";
  for (const StageInterfaceInfo *iface : info.geometry_out_interfaces_) {
    bool has_matching_input_iface = find_interface_by_name(info.vertex_out_interfaces_,
                                                           iface->instance_name) != nullptr;
    const char *suffix = (has_matching_input_iface) ? "_out" : "";
    print_interface(ss, "out", *iface, suffix);
  }
  ss << "\n";
  return ss.str();
}

std::string GLShader::compute_layout_declare(const ShaderCreateInfo &info) const
{
  std::stringstream ss;
  ss << "\n/* Compute Layout. */\n";
  ss << "layout(local_size_x = " << info.compute_layout_.local_size_x;
  if (info.compute_layout_.local_size_y != -1) {
    ss << ", local_size_y = " << info.compute_layout_.local_size_y;
  }
  if (info.compute_layout_.local_size_z != -1) {
    ss << ", local_size_z = " << info.compute_layout_.local_size_z;
  }
  ss << ") in;\n";
  ss << "\n";
  return ss.str();
}
/** \} */

/* -------------------------------------------------------------------- */
/** \name Passthrough geometry shader emulation
 *
 * \{ */

std::string GLShader::workaround_geometry_shader_source_create(
    const shader::ShaderCreateInfo &info)
{
  std::stringstream ss;

  const bool do_layer_workaround = !GLContext::layered_rendering_support &&
                                   bool(info.builtins_ & BuiltinBits::LAYER);
  const bool do_viewport_workaround = !GLContext::layered_rendering_support &&
                                      bool(info.builtins_ & BuiltinBits::VIEWPORT_INDEX);
  const bool do_barycentric_workaround = !GLContext::native_barycentric_support &&
                                         bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD);

  shader::ShaderCreateInfo info_modified = info;
  info_modified.geometry_out_interfaces_ = info_modified.vertex_out_interfaces_;
  /**
   * NOTE(@fclem): Assuming we will render TRIANGLES. This will not work with other primitive
   * types. In this case, it might not trigger an error on some implementations.
   */
  info_modified.geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3);

  ss << geometry_layout_declare(info_modified);
  ss << geometry_interface_declare(info_modified);
  if (do_layer_workaround) {
    ss << "in int gpu_Layer[];\n";
  }
  if (do_viewport_workaround) {
    ss << "in int gpu_ViewportIndex[];\n";
  }
  if (do_barycentric_workaround) {
    ss << "flat out vec4 gpu_pos[3];\n";
    ss << "smooth out vec3 gpu_BaryCoord;\n";
    ss << "noperspective out vec3 gpu_BaryCoordNoPersp;\n";
  }
  ss << "\n";

  ss << "void main()\n";
  ss << "{\n";
  if (do_layer_workaround) {
    ss << "  gl_Layer = gpu_Layer[0];\n";
  }
  if (do_viewport_workaround) {
    ss << "  gl_ViewportIndex = gpu_ViewportIndex[0];\n";
  }
  if (do_barycentric_workaround) {
    ss << "  gpu_pos[0] = gl_in[0].gl_Position;\n";
    ss << "  gpu_pos[1] = gl_in[1].gl_Position;\n";
    ss << "  gpu_pos[2] = gl_in[2].gl_Position;\n";
  }
  for (auto i : IndexRange(3)) {
    for (StageInterfaceInfo *iface : info_modified.vertex_out_interfaces_) {
      for (auto &inout : iface->inouts) {
        ss << "  " << iface->instance_name << "_out." << inout.name;
        ss << " = " << iface->instance_name << "_in[" << i << "]." << inout.name << ";\n";
      }
    }
    if (do_barycentric_workaround) {
      ss << "  gpu_BaryCoordNoPersp = gpu_BaryCoord =";
      ss << " vec3(" << int(i == 0) << ", " << int(i == 1) << ", " << int(i == 2) << ");\n";
    }
    ss << "  gl_Position = gl_in[" << i << "].gl_Position;\n";
    ss << "  EmitVertex();\n";
  }
  ss << "}\n";
  return ss.str();
}

bool GLShader::do_geometry_shader_injection(const shader::ShaderCreateInfo *info)
{
  BuiltinBits builtins = info->builtins_;
  if (!GLContext::native_barycentric_support && bool(builtins & BuiltinBits::BARYCENTRIC_COORD)) {
    return true;
  }
  if (!GLContext::layered_rendering_support && bool(builtins & BuiltinBits::LAYER)) {
    return true;
  }
  if (!GLContext::layered_rendering_support && bool(builtins & BuiltinBits::VIEWPORT_INDEX)) {
    return true;
  }
  return false;
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name Shader stage creation
 * \{ */

static char *glsl_patch_default_get()
{
  /** Used for shader patching. Init once. */
  static char patch[2048] = "\0";
  if (patch[0] != '\0') {
    return patch;
  }

  size_t slen = 0;
  /* Version need to go first. */
  if (epoxy_gl_version() >= 43) {
    STR_CONCAT(patch, slen, "#version 430\n");
  }
  else {
    STR_CONCAT(patch, slen, "#version 330\n");
  }

  /* Enable extensions for features that are not part of our base GLSL version
   * don't use an extension for something already available! */
  if (GLContext::texture_gather_support) {
    STR_CONCAT(patch, slen, "#extension GL_ARB_texture_gather: enable\n");
    /* Some drivers don't agree on epoxy_has_gl_extension("GL_ARB_texture_gather") and the actual
     * support in the shader so double check the preprocessor define (see #56544). */
    STR_CONCAT(patch, slen, "#ifdef GL_ARB_texture_gather\n");
    STR_CONCAT(patch, slen, "#  define GPU_ARB_texture_gather\n");
    STR_CONCAT(patch, slen, "#endif\n");
  }
  if (GLContext::shader_draw_parameters_support) {
    STR_CONCAT(patch, slen, "#extension GL_ARB_shader_draw_parameters : enable\n");
    STR_CONCAT(patch, slen, "#define GPU_ARB_shader_draw_parameters\n");
    STR_CONCAT(patch, slen, "#define gpu_BaseInstance gl_BaseInstanceARB\n");
  }
  if (GLContext::geometry_shader_invocations) {
    STR_CONCAT(patch, slen, "#extension GL_ARB_gpu_shader5 : enable\n");
    STR_CONCAT(patch, slen, "#define GPU_ARB_gpu_shader5\n");
  }
  if (GLContext::texture_cube_map_array_support) {
    STR_CONCAT(patch, slen, "#extension GL_ARB_texture_cube_map_array : enable\n");
    STR_CONCAT(patch, slen, "#define GPU_ARB_texture_cube_map_array\n");
  }
  if (epoxy_has_gl_extension("GL_ARB_conservative_depth")) {
    STR_CONCAT(patch, slen, "#extension GL_ARB_conservative_depth : enable\n");
  }
  if (GPU_shader_image_load_store_support()) {
    STR_CONCAT(patch, slen, "#extension GL_ARB_shader_image_load_store: enable\n");
    STR_CONCAT(patch, slen, "#extension GL_ARB_shading_language_420pack: enable\n");
  }
  if (GLContext::layered_rendering_support) {
    STR_CONCAT(patch, slen, "#extension GL_ARB_shader_viewport_layer_array: enable\n");
    STR_CONCAT(patch, slen, "#define gpu_Layer gl_Layer\n");
    STR_CONCAT(patch, slen, "#define gpu_ViewportIndex gl_ViewportIndex\n");
  }
  if (GLContext::native_barycentric_support) {
    STR_CONCAT(patch, slen, "#extension GL_AMD_shader_explicit_vertex_parameter: enable\n");
  }
  if (GLContext::framebuffer_fetch_support) {
    STR_CONCAT(patch, slen, "#extension GL_EXT_shader_framebuffer_fetch: enable\n");
  }

  /* Fallbacks. */
  if (!GLContext::shader_draw_parameters_support) {
    STR_CONCAT(patch, slen, "uniform int gpu_BaseInstance;\n");
  }

  /* Vulkan GLSL compatibility. */
  STR_CONCAT(patch, slen, "#define gpu_InstanceIndex (gl_InstanceID + gpu_BaseInstance)\n");

  /* Array compatibility. */
  STR_CONCAT(patch, slen, "#define gpu_Array(_type) _type[]\n");

  /* Derivative sign can change depending on implementation. */
  STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", GLContext::derivative_signs[0]);
  STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", GLContext::derivative_signs[1]);

  /* GLSL Backend Lib. */
  STR_CONCAT(patch, slen, datatoc_glsl_shader_defines_glsl);

  BLI_assert(slen < sizeof(patch));
  return patch;
}

static char *glsl_patch_compute_get()
{
  /** Used for shader patching. Init once. */
  static char patch[2048] = "\0";
  if (patch[0] != '\0') {
    return patch;
  }

  size_t slen = 0;
  /* Version need to go first. */
  STR_CONCAT(patch, slen, "#version 430\n");
  STR_CONCAT(patch, slen, "#extension GL_ARB_compute_shader :enable\n");

  if (GLContext::texture_cube_map_array_support) {
    STR_CONCAT(patch, slen, "#extension GL_ARB_texture_cube_map_array : enable\n");
    STR_CONCAT(patch, slen, "#define GPU_ARB_texture_cube_map_array\n");
  }

  /* Array compatibility. */
  STR_CONCAT(patch, slen, "#define gpu_Array(_type) _type[]\n");

  STR_CONCAT(patch, slen, datatoc_glsl_shader_defines_glsl);

  BLI_assert(slen < sizeof(patch));
  return patch;
}

char *GLShader::glsl_patch_get(GLenum gl_stage)
{
  if (gl_stage == GL_COMPUTE_SHADER) {
    return glsl_patch_compute_get();
  }
  return glsl_patch_default_get();
}

GLuint GLShader::create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources)
{
  GLuint shader = glCreateShader(gl_stage);
  if (shader == 0) {
    fprintf(stderr, "GLShader: Error: Could not create shader object.\n");
    return 0;
  }

  /* Patch the shader code using the first source slot. */
  sources[0] = glsl_patch_get(gl_stage);

  glShaderSource(shader, sources.size(), sources.data(), nullptr);
  glCompileShader(shader);

  GLint status;
  glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
  if (!status || (G.debug & G_DEBUG_GPU)) {
    char log[5000] = "";
    glGetShaderInfoLog(shader, sizeof(log), nullptr, log);
    if (log[0] != '\0') {
      GLLogParser parser;
      switch (gl_stage) {
        case GL_VERTEX_SHADER:
          this->print_log(sources, log, "VertShader", !status, &parser);
          break;
        case GL_GEOMETRY_SHADER:
          this->print_log(sources, log, "GeomShader", !status, &parser);
          break;
        case GL_FRAGMENT_SHADER:
          this->print_log(sources, log, "FragShader", !status, &parser);
          break;
        case GL_COMPUTE_SHADER:
          this->print_log(sources, log, "ComputeShader", !status, &parser);
          break;
      }
    }
  }
  if (!status) {
    glDeleteShader(shader);
    compilation_failed_ = true;
    return 0;
  }

  debug::object_label(gl_stage, shader, name);

  glAttachShader(shader_program_, shader);
  return shader;
}

void GLShader::vertex_shader_from_glsl(MutableSpan<const char *> sources)
{
  vert_shader_ = this->create_shader_stage(GL_VERTEX_SHADER, sources);
}

void GLShader::geometry_shader_from_glsl(MutableSpan<const char *> sources)
{
  geom_shader_ = this->create_shader_stage(GL_GEOMETRY_SHADER, sources);
}

void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
{
  frag_shader_ = this->create_shader_stage(GL_FRAGMENT_SHADER, sources);
}

void GLShader::compute_shader_from_glsl(MutableSpan<const char *> sources)
{
  compute_shader_ = this->create_shader_stage(GL_COMPUTE_SHADER, sources);
}

bool GLShader::finalize(const shader::ShaderCreateInfo *info)
{
  if (compilation_failed_) {
    return false;
  }

  if (info && do_geometry_shader_injection(info)) {
    std::string source = workaround_geometry_shader_source_create(*info);
    Vector<const char *> sources;
    sources.append("version");
    sources.append(source.c_str());
    geometry_shader_from_glsl(sources);
  }

  glLinkProgram(shader_program_);

  GLint status;
  glGetProgramiv(shader_program_, GL_LINK_STATUS, &status);
  if (!status) {
    char log[5000];
    glGetProgramInfoLog(shader_program_, sizeof(log), nullptr, log);
    Span<const char *> sources;
    GLLogParser parser;
    this->print_log(sources, log, "Linking", true, &parser);
    return false;
  }

  if (info != nullptr && info->legacy_resource_location_ == false) {
    interface = new GLShaderInterface(shader_program_, *info);
  }
  else {
    interface = new GLShaderInterface(shader_program_);
  }

  return true;
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name Binding
 * \{ */

void GLShader::bind()
{
  BLI_assert(shader_program_ != 0);
  glUseProgram(shader_program_);
}

void GLShader::unbind()
{
#ifndef NDEBUG
  glUseProgram(0);
#endif
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name Transform feedback
 *
 * TODO(fclem): Should be replaced by compute shaders.
 * \{ */

void GLShader::transform_feedback_names_set(Span<const char *> name_list,
                                            const eGPUShaderTFBType geom_type)
{
  glTransformFeedbackVaryings(
      shader_program_, name_list.size(), name_list.data(), GL_INTERLEAVED_ATTRIBS);
  transform_feedback_type_ = geom_type;
}

bool GLShader::transform_feedback_enable(GPUVertBuf *buf_)
{
  if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
    return false;
  }

  GLVertBuf *buf = static_cast<GLVertBuf *>(unwrap(buf_));

  if (buf->vbo_id_ == 0) {
    buf->bind();
  }

  BLI_assert(buf->vbo_id_ != 0);

  glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buf->vbo_id_);

  switch (transform_feedback_type_) {
    case GPU_SHADER_TFB_POINTS:
      glBeginTransformFeedback(GL_POINTS);
      break;
    case GPU_SHADER_TFB_LINES:
      glBeginTransformFeedback(GL_LINES);
      break;
    case GPU_SHADER_TFB_TRIANGLES:
      glBeginTransformFeedback(GL_TRIANGLES);
      break;
    default:
      return false;
  }
  return true;
}

void GLShader::transform_feedback_disable()
{
  glEndTransformFeedback();
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name Uniforms setters
 * \{ */

void GLShader::uniform_float(int location, int comp_len, int array_size, const float *data)
{
  switch (comp_len) {
    case 1:
      glUniform1fv(location, array_size, data);
      break;
    case 2:
      glUniform2fv(location, array_size, data);
      break;
    case 3:
      glUniform3fv(location, array_size, data);
      break;
    case 4:
      glUniform4fv(location, array_size, data);
      break;
    case 9:
      glUniformMatrix3fv(location, array_size, 0, data);
      break;
    case 16:
      glUniformMatrix4fv(location, array_size, 0, data);
      break;
    default:
      BLI_assert(0);
      break;
  }
}

void GLShader::uniform_int(int location, int comp_len, int array_size, const int *data)
{
  switch (comp_len) {
    case 1:
      glUniform1iv(location, array_size, data);
      break;
    case 2:
      glUniform2iv(location, array_size, data);
      break;
    case 3:
      glUniform3iv(location, array_size, data);
      break;
    case 4:
      glUniform4iv(location, array_size, data);
      break;
    default:
      BLI_assert(0);
      break;
  }
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name GPUVertFormat from Shader
 * \{ */

int GLShader::program_handle_get() const
{
  return int(this->shader_program_);
}

/** \} */
