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

/** \file
 * \ingroup gpu
 */

#include <iomanip>

#include "BKE_appdir.hh"
#include "BKE_global.hh"

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

#include "BLI_system.h"
#include BLI_SYSTEM_PID_H

#include "GPU_capabilities.hh"
#include "GPU_platform.hh"
#include "gpu_capabilities_private.hh"
#include "gpu_shader_dependency_private.hh"

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

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

#include <sstream>
#include <stdio.h>
#ifdef WIN32
#  define popen _popen
#  define pclose _pclose
#endif

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
}

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
}

void GLShader::init(const shader::ShaderCreateInfo &info, bool is_batch_compilation)
{
  async_compilation_ = is_batch_compilation;

  /* Extract the constants names from info and store them locally. */
  for (const SpecializationConstant &constant : info.specialization_constants_) {
    specialization_constant_names_.append(constant.name.c_str());
  }
}

/** \} */

/* -------------------------------------------------------------------- */
/** \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 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:
    case ImageType::INT_2D_ATOMIC:
    case ImageType::INT_2D_ARRAY_ATOMIC:
    case ImageType::INT_3D_ATOMIC:
      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:
    case ImageType::UINT_2D_ATOMIC:
    case ImageType::UINT_2D_ARRAY_ATOMIC:
    case ImageType::UINT_3D_ATOMIC:
      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::INT_2D_ATOMIC:
    case ImageType::INT_2D_ARRAY_ATOMIC:
    case ImageType::UINT_2D:
    case ImageType::UINT_2D_ARRAY:
    case ImageType::UINT_2D_ATOMIC:
    case ImageType::UINT_2D_ARRAY_ATOMIC:
    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:
    case ImageType::INT_3D_ATOMIC:
    case ImageType::UINT_3D_ATOMIC:
      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_2D_ARRAY_ATOMIC:
    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();
}

std::string GLShader::constants_declare() const
{
  std::stringstream ss;

  ss << "/* Specialization Constants. */\n";
  for (int constant_index : IndexRange(constants.types.size())) {
    const StringRefNull name = specialization_constant_names_[constant_index];
    gpu::shader::Type constant_type = constants.types[constant_index];
    const SpecializationConstant::Value &value = constants.values[constant_index];

    switch (constant_type) {
      case Type::INT:
        ss << "const int " << name << "=" << std::to_string(value.i) << ";\n";
        break;
      case Type::UINT:
        ss << "const uint " << name << "=" << std::to_string(value.u) << "u;\n";
        break;
      case Type::BOOL:
        ss << "const bool " << name << "=" << (value.u ? "true" : "false") << ";\n";
        break;
      case Type::FLOAT:
        /* Use uint representation to allow exact same bit pattern even if NaN. */
        ss << "const float " << name << "= uintBitsToFloat(" << std::to_string(value.u) << "u);\n";
        break;
      default:
        BLI_assert_unreachable();
        break;
    }
  }
  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 Span<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";
  }
  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;

  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 Span<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(";
  ss << "  local_size_x = " << info.compute_layout_.local_size_x;
  ss << ", local_size_y = " << info.compute_layout_.local_size_y;
  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 const char *glsl_patch_default_get()
{
  /** Used for shader patching. Init once. */
  static std::string patch;
  if (!patch.empty()) {
    return patch.c_str();
  }

  std::stringstream ss;
  /* Version need to go first. */
  if (epoxy_gl_version() >= 43) {
    ss << "#version 430\n";
  }
  else {
    ss << "#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::shader_draw_parameters_support) {
    ss << "#extension GL_ARB_shader_draw_parameters : enable\n";
    ss << "#define GPU_ARB_shader_draw_parameters\n";
    ss << "#define gpu_BaseInstance gl_BaseInstanceARB\n";
  }
  if (GLContext::layered_rendering_support) {
    ss << "#extension GL_ARB_shader_viewport_layer_array: enable\n";
    ss << "#define gpu_Layer gl_Layer\n";
    ss << "#define gpu_ViewportIndex gl_ViewportIndex\n";
  }
  if (GLContext::native_barycentric_support) {
    ss << "#extension GL_AMD_shader_explicit_vertex_parameter: enable\n";
  }
  if (GLContext::framebuffer_fetch_support) {
    ss << "#extension GL_EXT_shader_framebuffer_fetch: enable\n";
  }
  if (GPU_stencil_export_support()) {
    ss << "#extension GL_ARB_shader_stencil_export: enable\n";
    ss << "#define GPU_ARB_shader_stencil_export\n";
  }

  /* Fallbacks. */
  if (!GLContext::shader_draw_parameters_support) {
    ss << "uniform int gpu_BaseInstance;\n";
  }

  /* Vulkan GLSL compatibility. */
  ss << "#define gpu_InstanceIndex (gl_InstanceID + gpu_BaseInstance)\n";
  ss << "#define gpu_EmitVertex EmitVertex\n";

  /* Array compatibility. */
  ss << "#define gpu_Array(_type) _type[]\n";

  /* Derivative sign can change depending on implementation. */
  ss << "#define DFDX_SIGN " << std::setprecision(2) << GLContext::derivative_signs[0] << "\n";
  ss << "#define DFDY_SIGN " << std::setprecision(2) << GLContext::derivative_signs[1] << "\n";

  /* GLSL Backend Lib. */
  ss << datatoc_glsl_shader_defines_glsl;

  patch = ss.str();
  return patch.c_str();
}

static const char *glsl_patch_compute_get()
{
  /** Used for shader patching. Init once. */
  static std::string patch;
  if (!patch.empty()) {
    return patch.c_str();
  }

  std::stringstream ss;
  /* Version need to go first. */
  ss << "#version 430\n";
  ss << "#extension GL_ARB_compute_shader :enable\n";

  /* Array compatibility. */
  ss << "#define gpu_Array(_type) _type[]\n";

  ss << datatoc_glsl_shader_defines_glsl;

  patch = ss.str();
  return patch.c_str();
}

const 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,
                                     GLSources &gl_sources)
{
  /* Patch the shader sources to include specialization constants. */
  std::string constants_source;
  Vector<const char *> recreated_sources;
  const bool has_specialization_constants = !constants.types.is_empty();
  if (has_specialization_constants) {
    constants_source = constants_declare();
    if (sources.is_empty()) {
      recreated_sources = gl_sources.sources_get();
      sources = recreated_sources;
    }
  }

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

  if (async_compilation_) {
    gl_sources[SOURCES_INDEX_VERSION].source = std::string(sources[SOURCES_INDEX_VERSION]);
    gl_sources[SOURCES_INDEX_SPECIALIZATION_CONSTANTS].source = std::string(
        sources[SOURCES_INDEX_SPECIALIZATION_CONSTANTS]);
  }

  if (DEBUG_LOG_SHADER_SRC_ON_ERROR) {
    /* Store the generated source for printing in case the link fails. */
    StringRefNull source_type;
    switch (gl_stage) {
      case GL_VERTEX_SHADER:
        source_type = "VertShader";
        break;
      case GL_GEOMETRY_SHADER:
        source_type = "GeomShader";
        break;
      case GL_FRAGMENT_SHADER:
        source_type = "FragShader";
        break;
      case GL_COMPUTE_SHADER:
        source_type = "ComputeShader";
        break;
    }

    debug_source += "\n\n----------" + source_type + "----------\n\n";
    for (const char *source : sources) {
      debug_source.append(source);
    }
  }

  if (async_compilation_) {
    /* Only build the sources. */
    return 0;
  }

  GLuint shader = glCreateShader(gl_stage);
  if (shader == 0) {
    fprintf(stderr, "GLShader: Error: Could not create shader object.\n");
    return 0;
  }

  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);
  return shader;
}

void GLShader::update_program_and_sources(GLSources &stage_sources,
                                          MutableSpan<const char *> sources)
{
  const bool store_sources = !constants.types.is_empty() || async_compilation_;
  if (store_sources && stage_sources.is_empty()) {
    stage_sources = sources;
  }

  init_program();
}

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

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

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

void GLShader::compute_shader_from_glsl(MutableSpan<const char *> sources)
{
  update_program_and_sources(compute_sources_, sources);
  program_active_->compute_shader = this->create_shader_stage(
      GL_COMPUTE_SHADER, sources, compute_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("/* Specialization Constants. */\n");
    sources.append(source.c_str());
    geometry_shader_from_glsl(sources);
  }

  if (async_compilation_) {
    return true;
  }

  program_link();
  return post_finalize(info);
}

bool GLShader::post_finalize(const shader::ShaderCreateInfo *info)
{
  if (!check_link_status()) {
    return false;
  }

  /* Reset for specialization constants variations. */
  async_compilation_ = false;

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

  return true;
}

/** \} */

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

void GLShader::bind()
{
  GLuint program_id = program_get();
  glUseProgram(program_id);
}

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(
      program_get(), name_list.size(), name_list.data(), GL_INTERLEAVED_ATTRIBS);
  transform_feedback_type_ = geom_type;
}

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

  GLVertBuf *buf = static_cast<GLVertBuf *>(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
{
  BLI_assert(program_active_);
  return program_active_->program_id;
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name Sources
 * \{ */
GLSource::GLSource(const char *other)
{
  if (!gpu_shader_dependency_get_filename_from_source_string(other).is_empty()) {
    source = "";
    source_ref = other;
  }
  else {
    source = other;
    source_ref = nullptr;
  }
}

GLSources &GLSources::operator=(Span<const char *> other)
{
  clear();
  reserve(other.size());

  for (const char *other_source : other) {
    /* Don't store empty string as compilers can optimize these away and result in pointing to a
     * string that isn't c-str compliant anymore. */
    if (other_source[0] == '\0') {
      continue;
    }
    append(GLSource(other_source));
  }

  return *this;
}

Vector<const char *> GLSources::sources_get() const
{
  Vector<const char *> result;
  result.reserve(size());

  for (const GLSource &source : *this) {
    if (source.source_ref) {
      result.append(source.source_ref);
    }
    else {
      result.append(source.source.c_str());
    }
  }
  return result;
}

std::string GLSources::to_string() const
{
  std::string result;
  for (const GLSource &source : *this) {
    if (source.source_ref) {
      result.append(source.source_ref);
    }
    else {
      result.append(source.source);
    }
  }
  return result;
}

size_t GLSourcesBaked::size()
{
  size_t result = 0;
  result += comp.empty() ? 0 : comp.size() + sizeof('\0');
  result += vert.empty() ? 0 : vert.size() + sizeof('\0');
  result += geom.empty() ? 0 : geom.size() + sizeof('\0');
  result += frag.empty() ? 0 : frag.size() + sizeof('\0');
  return result;
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name Specialization Constants
 * \{ */

GLShader::GLProgram::~GLProgram()
{
  /* Invalid handles are silently ignored. */
  glDeleteShader(vert_shader);
  glDeleteShader(geom_shader);
  glDeleteShader(frag_shader);
  glDeleteShader(compute_shader);
  glDeleteProgram(program_id);
}

void GLShader::program_link()
{
  BLI_assert(program_active_ != nullptr);
  if (program_active_->program_id == 0) {
    program_active_->program_id = glCreateProgram();
    debug::object_label(GL_PROGRAM, program_active_->program_id, name);
  }

  if (async_compilation_) {
    return;
  }

  GLuint program_id = program_active_->program_id;

  if (program_active_->vert_shader) {
    glAttachShader(program_id, program_active_->vert_shader);
  }
  if (program_active_->geom_shader) {
    glAttachShader(program_id, program_active_->geom_shader);
  }
  if (program_active_->frag_shader) {
    glAttachShader(program_id, program_active_->frag_shader);
  }
  if (program_active_->compute_shader) {
    glAttachShader(program_id, program_active_->compute_shader);
  }
  glLinkProgram(program_id);
}

bool GLShader::check_link_status()
{
  GLuint program_id = program_active_->program_id;
  GLint status;
  glGetProgramiv(program_id, GL_LINK_STATUS, &status);
  if (!status) {
    char log[5000];
    glGetProgramInfoLog(program_id, sizeof(log), nullptr, log);
    Span<const char *> sources = {debug_source.c_str()};
    GLLogParser parser;
    print_log(sources, log, "Linking", true, &parser);
  }

  return bool(status);
}

void GLShader::init_program()
{
  if (program_active_) {
    return;
  }

  program_active_ = &program_cache_.lookup_or_add_default(constants.values);
  if (!program_active_->program_id) {
    program_active_->program_id = glCreateProgram();
    debug::object_label(GL_PROGRAM, program_active_->program_id, name);
  }
}

GLuint GLShader::program_get()
{
  if (constants.types.is_empty()) {
    /* Early exit for shaders that doesn't use specialization constants. The active shader should
     * already be setup. */
    BLI_assert(program_active_ && program_active_->program_id);
    return program_active_->program_id;
  }

  if (!constants.is_dirty) {
    /* Early exit when constants didn't change since the last call. */
    BLI_assert(program_active_ && program_active_->program_id);
    return program_active_->program_id;
  }

  program_active_ = &program_cache_.lookup_or_add_default(constants.values);
  if (!program_active_->program_id) {
    MutableSpan<const char *> no_sources;
    if (!vertex_sources_.is_empty()) {
      program_active_->vert_shader = create_shader_stage(
          GL_VERTEX_SHADER, no_sources, vertex_sources_);
    }
    if (!geometry_sources_.is_empty()) {
      program_active_->geom_shader = create_shader_stage(
          GL_GEOMETRY_SHADER, no_sources, geometry_sources_);
    }
    if (!fragment_sources_.is_empty()) {
      program_active_->frag_shader = create_shader_stage(
          GL_FRAGMENT_SHADER, no_sources, fragment_sources_);
    }
    if (!compute_sources_.is_empty()) {
      program_active_->compute_shader = create_shader_stage(
          GL_COMPUTE_SHADER, no_sources, compute_sources_);
    }

    program_link();
  }

  constants.is_dirty = false;
  return program_active_->program_id;
}

GLSourcesBaked GLShader::get_sources()
{
  GLSourcesBaked result;
  result.comp = compute_sources_.to_string();
  result.vert = vertex_sources_.to_string();
  result.geom = geometry_sources_.to_string();
  result.frag = fragment_sources_.to_string();
  return result;
}

/** \} */

#if BLI_SUBPROCESS_SUPPORT

/* -------------------------------------------------------------------- */
/** \name Compiler workers
 * \{ */

GLCompilerWorker::GLCompilerWorker()
{
  static size_t pipe_id = 0;
  pipe_id++;

  std::string name = "BLENDER_SHADER_COMPILER_" + std::to_string(getpid()) + "_" +
                     std::to_string(pipe_id);

  shared_mem_ = std::make_unique<SharedMemory>(
      name, compilation_subprocess_shared_memory_size, true);
  start_semaphore_ = std::make_unique<SharedSemaphore>(name + "_START", false);
  end_semaphore_ = std::make_unique<SharedSemaphore>(name + "_END", false);
  close_semaphore_ = std::make_unique<SharedSemaphore>(name + "_CLOSE", false);

  subprocess_.create({"--compilation-subprocess", name.c_str()});
}

GLCompilerWorker::~GLCompilerWorker()
{
  close_semaphore_->increment();
  /* Flag start so the subprocess can reach the close semaphore. */
  start_semaphore_->increment();
}

void GLCompilerWorker::compile(const GLSourcesBaked &sources)
{
  BLI_assert(state_ == AVAILABLE);

  ShaderSourceHeader *shared_src = reinterpret_cast<ShaderSourceHeader *>(shared_mem_->get_data());
  char *next_src = shared_src->sources;

  auto add_src = [&](const std::string &src) {
    if (!src.empty()) {
      const size_t src_size = src.size() + 1;
      memcpy(next_src, src.c_str(), src_size);
      next_src += src_size;
    }
  };

  add_src(sources.comp);
  add_src(sources.vert);
  add_src(sources.geom);
  add_src(sources.frag);

  BLI_assert(size_t(next_src) <= size_t(shared_src) + compilation_subprocess_shared_memory_size);

  if (!sources.comp.empty()) {
    BLI_assert(sources.vert.empty() && sources.geom.empty() && sources.frag.empty());
    shared_src->type = ShaderSourceHeader::Type::COMPUTE;
  }
  else {
    BLI_assert(sources.comp.empty() && !sources.vert.empty() && !sources.frag.empty());
    shared_src->type = sources.geom.empty() ?
                           ShaderSourceHeader::Type::GRAPHICS :
                           ShaderSourceHeader::Type::GRAPHICS_WITH_GEOMETRY_STAGE;
  }

  start_semaphore_->increment();

  state_ = COMPILATION_REQUESTED;
  compilation_start = BLI_time_now_seconds();
}

bool GLCompilerWorker::is_ready()
{
  BLI_assert(ELEM(state_, COMPILATION_REQUESTED, COMPILATION_READY));
  if (state_ == COMPILATION_READY) {
    return true;
  }

  if (end_semaphore_->try_decrement()) {
    state_ = COMPILATION_READY;
  }

  return state_ == COMPILATION_READY;
}

bool GLCompilerWorker::is_lost()
{
  /* Use a timeout for hanged processes. */
  float max_timeout_seconds = 30.0f;
  return !subprocess_.is_running() ||
         (BLI_time_now_seconds() - compilation_start) > max_timeout_seconds;
}

bool GLCompilerWorker::load_program_binary(GLint program)
{
  BLI_assert(ELEM(state_, COMPILATION_REQUESTED, COMPILATION_READY));
  if (state_ == COMPILATION_REQUESTED) {
    end_semaphore_->decrement();
    state_ = COMPILATION_READY;
  }

  ShaderBinaryHeader *binary = (ShaderBinaryHeader *)shared_mem_->get_data();

  state_ = COMPILATION_FINISHED;

  if (binary->size > 0) {
    glProgramBinary(program, binary->format, binary->data, binary->size);
    return true;
  }

  return false;
}

void GLCompilerWorker::release()
{
  state_ = AVAILABLE;
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name GLShaderCompiler
 * \{ */

GLShaderCompiler::~GLShaderCompiler()
{
  BLI_assert(batches.is_empty());

  for (GLCompilerWorker *worker : workers_) {
    delete worker;
  }
}

GLCompilerWorker *GLShaderCompiler::get_compiler_worker(const GLSourcesBaked &sources)
{
  GLCompilerWorker *result = nullptr;
  for (GLCompilerWorker *compiler : workers_) {
    if (compiler->state_ == GLCompilerWorker::AVAILABLE) {
      result = compiler;
      break;
    }
  }
  if (!result && workers_.size() < GCaps.max_parallel_compilations) {
    result = new GLCompilerWorker();
    workers_.append(result);
  }
  if (result) {
    result->compile(sources);
  }
  return result;
}

bool GLShaderCompiler::worker_is_lost(GLCompilerWorker *&worker)
{
  if (worker->is_lost()) {
    std::cerr << "ERROR: Compilation subprocess lost\n";
    workers_.remove_first_occurrence_and_reorder(worker);
    delete worker;
    worker = nullptr;
  }

  return worker == nullptr;
}

BatchHandle GLShaderCompiler::batch_compile(Span<const shader::ShaderCreateInfo *> &infos)
{
  BLI_assert(GPU_use_parallel_compilation());

  std::scoped_lock lock(mutex_);
  BatchHandle handle = next_batch_handle++;
  batches.add(handle, {});
  Batch &batch = batches.lookup(handle);
  batch.items.reserve(infos.size());
  batch.is_ready = false;

  for (const shader::ShaderCreateInfo *info : infos) {
    const_cast<ShaderCreateInfo *>(info)->finalize();
    batch.items.append({});
    CompilationWork &item = batch.items.last();
    item.info = info;
    item.shader = static_cast<GLShader *>(compile(*info, true));
    item.sources = item.shader->get_sources();

    size_t required_size = item.sources.size();
    item.do_async_compilation = required_size <= sizeof(ShaderSourceHeader::sources);
    if (item.do_async_compilation) {
      item.worker = get_compiler_worker(item.sources);
    }
    else {
      delete item.shader;
      item.sources = {};
    }
  }
  return handle;
}

bool GLShaderCompiler::batch_is_ready(BatchHandle handle)
{
  std::scoped_lock lock(mutex_);

  BLI_assert(batches.contains(handle));
  Batch &batch = batches.lookup(handle);
  if (batch.is_ready) {
    return true;
  }

  batch.is_ready = true;
  for (CompilationWork &item : batch.items) {
    if (item.is_ready) {
      continue;
    }

    if (!item.do_async_compilation) {
      /* Compile it locally. */
      item.shader = static_cast<GLShader *>(compile(*item.info, false));
      item.is_ready = true;
      continue;
    }

    if (!item.worker) {
      /* Try to acquire an available worker. */
      item.worker = get_compiler_worker(item.sources);
    }
    else if (item.worker->is_ready()) {
      /* Retrieve the binary compiled by the worker. */
      if (!item.worker->load_program_binary(item.shader->program_active_->program_id) ||
          !item.shader->post_finalize(item.info))
      {
        /* Compilation failed, try to compile it locally. */
        delete item.shader;
        item.shader = nullptr;
        item.do_async_compilation = false;
      }
      else {
        item.is_ready = true;
      }
      item.worker->release();
      item.worker = nullptr;
    }
    else if (worker_is_lost(item.worker)) {
      /* We lost the worker, try to compile it locally. */
      delete item.shader;
      item.shader = nullptr;
      item.do_async_compilation = false;
    }

    if (!item.is_ready) {
      batch.is_ready = false;
    }
  }

  return batch.is_ready;
}

Vector<Shader *> GLShaderCompiler::batch_finalize(BatchHandle &handle)
{
  while (!batch_is_ready(handle)) {
    BLI_time_sleep_ms(1);
  }
  std::scoped_lock lock(mutex_);

  BLI_assert(batches.contains(handle));
  Batch batch = batches.pop(handle);
  Vector<Shader *> result;
  for (CompilationWork &item : batch.items) {
    result.append(item.shader);
  }
  handle = 0;
  return result;
}

SpecializationBatchHandle GLShaderCompiler::precompile_specializations(
    Span<ShaderSpecialization> specializations)
{
  BLI_assert(GPU_use_parallel_compilation());

  std::scoped_lock lock(mutex_);

  SpecializationBatchHandle handle = next_batch_handle++;

  specialization_queue.append({handle, specializations});

  return handle;
}

GLShader::GLProgram *GLShaderCompiler::SpecializationWork::program_get()
{
  for (const SpecializationConstant &constant : constants) {
    const ShaderInput *input = shader->interface->constant_get(constant.name.c_str());
    BLI_assert_msg(input != nullptr, "The specialization constant doesn't exists");
    shader->constants.values[input->location].u = constant.value.u;
  }
  shader->constants.is_dirty = true;
  if (shader->program_cache_.contains(shader->constants.values)) {
    return &shader->program_cache_.lookup(shader->constants.values);
  }
  return nullptr;
}

void GLShaderCompiler::prepare_next_specialization_batch()
{
  BLI_assert(current_specialization_batch.is_ready && !specialization_queue.is_empty());

  SpecializationRequest &next = specialization_queue.first();
  SpecializationBatch &batch = current_specialization_batch;
  batch.handle = next.handle;
  batch.is_ready = false;
  Vector<SpecializationWork> &items = batch.items;
  items.clear();
  items.reserve(next.specializations.size());

  for (auto &specialization : next.specializations) {
    GLShader *sh = static_cast<GLShader *>(unwrap(specialization.shader));
    items.append({});
    SpecializationWork &item = items.last();
    item.shader = sh;
    item.constants = specialization.constants;

    if (item.program_get()) {
      /* Already compiled. */
      items.pop_last();
      continue;
    }

    /** WORKAROUND: Set async_compilation to true, so only the sources are generated. */
    sh->async_compilation_ = true;
    sh->program_get();
    sh->async_compilation_ = false;

    item.sources = sh->get_sources();

    size_t required_size = item.sources.size();
    item.do_async_compilation = required_size <= sizeof(ShaderSourceHeader::sources);
  }

  specialization_queue.remove(0);
}

bool GLShaderCompiler::specialization_batch_is_ready(SpecializationBatchHandle &handle)
{
  std::scoped_lock lock(mutex_);

  SpecializationBatch &batch = current_specialization_batch;

  if (handle < batch.handle || (handle == batch.handle && batch.is_ready)) {
    handle = 0;
    return true;
  }

  if (batch.is_ready) {
    prepare_next_specialization_batch();
  }

  bool is_ready = true;
  for (SpecializationWork &item : batch.items) {
    if (item.is_ready) {
      continue;
    }

    if (!item.do_async_compilation) {
      GLShader::GLProgram *program = item.program_get();
      glDeleteProgram(program->program_id);
      program->program_id = 0;
      item.shader->constants.is_dirty = true;
      item.is_ready = true;
      continue;
    }

    if (item.worker == nullptr) {
      /* Try to acquire an available worker. */
      item.worker = get_compiler_worker(item.sources);
    }
    else if (item.worker->is_ready()) {
      /* Retrieve the binary compiled by the worker. */
      if (item.worker->load_program_binary(item.program_get()->program_id)) {
        item.is_ready = true;
      }
      else {
        /* Compilation failed, local compilation will be tried later on shader bind. */
        item.do_async_compilation = false;
      }
      item.worker->release();
      item.worker = nullptr;
    }
    else if (worker_is_lost(item.worker)) {
      /* We lost the worker, local compilation will be tried later on shader bind. */
      item.do_async_compilation = false;
    }

    if (!item.is_ready) {
      is_ready = false;
    }
  }

  if (is_ready) {
    batch.is_ready = true;
    handle = 0;
  }

  return is_ready;
}

/** \} */

#endif
