/**
 * Looking Glass
 * Copyright © 2017-2026 The Looking Glass Authors
 * https://looking-glass.io
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the Free
 * Software Foundation; either version 2 of the License, or (at your option)
 * any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program; if not, write to the Free Software Foundation, Inc., 59
 * Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#pragma once

#include "CComputeEffect.h"

enum class CalPart : uint8_t
{
  ALL,
  MATRIX,
  LUT,
};

class CColorTransformEffect : public CComputeEffect
{
private:
  struct Consts
  {
    float matrix[3][4];
    float scalar;
    UINT  matrixEnabled;
    UINT  lutEnabled;
    UINT  inputTransfer;
    UINT  outputTransfer;
  } m_consts = {};
  float m_lut[4096][4] = {};
  bool  m_uploadPending = false;

  ComPtr<ID3D12Resource> m_constBuffer;
  ComPtr<ID3D12Resource> m_lutBuffer;
  DXGI_FORMAT            m_srcFormat = DXGI_FORMAT_UNKNOWN;
  DXGI_FORMAT            m_dstFormat = DXGI_FORMAT_UNKNOWN;
  CalPart                m_part;
  bool                   m_keepSignal;

  PostProcessStatus Set(const ComPtr<ID3D12Device3>& device,
    const D12FrameFormat& src, D12FrameFormat& dst, bool own);
  bool Draw(const ComPtr<ID3D12Device3>& device,
    const ComPtr<ID3D12GraphicsCommandList>& commandList,
    const ComPtr<ID3D12Resource>& src, ID3D12Resource * dst,
    RECT dirtyRects[], unsigned * nbDirtyRects);

public:
  explicit CColorTransformEffect(CalPart part = CalPart::ALL,
    bool keepSignal = false) :
    m_part(part), m_keepSignal(keepSignal) {}

  const char * GetName() const override { return "ColorTransform"; }

  bool Init(const ComPtr<ID3D12Device3>& device);

  PostProcessStatus SetFormat(const ComPtr<ID3D12Device3>& device,
    const D12FrameFormat& src, D12FrameFormat& dst) override;
  // Configures shader state without allocating the legacy-owned output.
  PostProcessStatus Cfg(const ComPtr<ID3D12Device3>& device,
    const D12FrameFormat& src, D12FrameFormat& dst);

  ComPtr<ID3D12Resource> Run(const ComPtr<ID3D12Device3>& device,
    const ComPtr<ID3D12GraphicsCommandList>& commandList,
    const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
    unsigned * nbDirtyRects) override;
  // dst must match Cfg's output and be in COMMON; Run restores COMMON.
  bool Run(const ComPtr<ID3D12Device3>& device,
    const ComPtr<ID3D12GraphicsCommandList>& commandList,
    const ComPtr<ID3D12Resource>& src, ID3D12Resource * dst,
    RECT dirtyRects[], unsigned * nbDirtyRects);
};
