// Copyright (c) Wojciech Figat. All rights reserved.

#if COMPILE_WITH_SHADER_COMPILER

#include "ShadersCompilation.h"
#include "ShaderCompilationContext.h"
#include "ShaderDebugDataExporter.h"
#include "Config.h"
#include "Parser/ShaderProcessing.h"
#include "Parser/ShaderMeta.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Math.h"
#include "Engine/Core/Types/TimeSpan.h"
#include "Engine/Graphics/Config.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Serialization/MemoryReadStream.h"
#include "Engine/Content/Asset.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/Assets/Shader.h"
#include "Engine/Content/Assets/Material.h"
#include "Engine/Particles/ParticleEmitter.h"
#if USE_EDITOR
#define COMPILE_WITH_ASSETS_IMPORTER 1 // Hack to use shaders importing in this module
#include "Engine/ContentImporters/AssetsImportingManager.h"
#include "Engine/Platform/FileSystemWatcher.h"
#include "Engine/Platform/FileSystem.h"
#include "Engine/Platform/File.h"
#include "Engine/Engine/Globals.h"
#include "Editor/Editor.h"
#include "Editor/ProjectInfo.h"
#endif
#if COMPILE_WITH_D3D_SHADER_COMPILER
#include "DirectX/ShaderCompilerD3D.h"
#endif
#if COMPILE_WITH_DX_SHADER_COMPILER
#include "DirectX/ShaderCompilerDX.h"
#endif
#if COMPILE_WITH_VK_SHADER_COMPILER
#include "Vulkan/ShaderCompilerVulkan.h"
#endif
#if COMPILE_WITH_WEBGPU_SHADER_COMPILER
#include "WebGPU/ShaderCompilerWebGPU.h"
#endif
#if COMPILE_WITH_PS4_SHADER_COMPILER
#include "Platforms/PS4/Engine/ShaderCompilerPS4/ShaderCompilerPS4.h"
#endif
#if COMPILE_WITH_PS5_SHADER_COMPILER
#include "Platforms/PS5/Engine/ShaderCompilerPS5/ShaderCompilerPS5.h"
#endif
#if COMPILE_WITH_XBOX_SCARLETT_SHADER_COMPILER
#include "Platforms/XboxScarlett/Engine/ShaderCompilerXboxScarlett/ShaderCompilerXboxScarlett.h"
#endif

namespace ShadersCompilationImpl
{
    CriticalSection Locker;
    Array<ShaderCompiler*> Compilers;
    Array<ShaderCompiler*> ReadyCompilers;

#if USE_EDITOR
    const ProjectInfo* FindProjectByName(const ProjectInfo* project, HashSet<const ProjectInfo*>& projects, const StringView& projectName)
    {
        if (!project || projects.Contains(project))
            return nullptr;
        projects.Add(project);

        // Check the project name
        if (project->Name == projectName)
            return project;

        // Search referenced projects
        for (const auto& reference : project->References)
        {
            const ProjectInfo* result = FindProjectByName(reference.Project, projects, projectName);
            if (result)
                return result;
        }
        return nullptr;
    }

    const ProjectInfo* FindProjectByPath(const ProjectInfo* project, HashSet<const ProjectInfo*>& projects, const StringView& projectPath)
    {
        if (!project || projects.Contains(project))
            return nullptr;
        projects.Add(project);

        // Search referenced projects (depth first to handle plugin projects first)
        for (const auto& reference : project->References)
        {
            const ProjectInfo* result = FindProjectByPath(reference.Project, projects, projectPath);
            if (result)
                return result;
        }

        // Check the project path
        if (projectPath.StartsWith(project->ProjectFolderPath))
            return project;

        return nullptr;
    }
#endif
}

using namespace ShadersCompilationImpl;

class ShadersCompilationService : public EngineService
{
public:
    ShadersCompilationService()
        : EngineService(TEXT("Shaders Compilation Service"), -100)
    {
    }

    bool Init() override;
    void Dispose() override;
};

ShadersCompilationService ShadersCompilationServiceInstance;

bool ShadersCompilation::Compile(ShaderCompilationOptions& options)
{
    PROFILE_CPU_NAMED("Shader.Compile");

    // Validate input options
    if (options.TargetName.IsEmpty() || !options.TargetID.IsValid())
    {
        LOG(Warning, "Unknown target object.");
        return true;
    }
    if (options.Output == nullptr)
    {
        LOG(Warning, "Missing output.");
        return true;
    }
    if (options.Profile == ShaderProfile::Unknown)
    {
        LOG(Warning, "Unknown shader profile.");
        return true;
    }
    if (options.Source == nullptr || options.SourceLength < 1)
    {
        LOG(Warning, "Missing source code.");
        return true;
    }

    // Adjust input source length if it ends with null
    while (options.SourceLength > 2 && options.Source[options.SourceLength - 1] == 0)
        options.SourceLength--;

    const DateTime startTime = DateTime::NowUTC();

    // Process shader source to collect metadata
    ShaderMeta meta;
    if (ShaderProcessing::Parser::Process(options.TargetName, options.Source, options.SourceLength, options.Macros, options.Profile, &meta))
    {
        LOG(Warning, "Failed to parse source code.");
        return true;
    }

    // Perform actual compilation
    bool result;
    {
        ShaderCompilationContext context(&options, &meta);
        auto compiler = RequestCompiler(options.Profile, options.Platform);
        if (compiler == nullptr)
        {
            LOG(Error, "Shader compiler request failed.");
            return true;
        }
        ASSERT_LOW_LAYER(compiler->GetProfile() == options.Profile);

        // Call compilation process
        result = compiler->Compile(&context);
        FreeCompiler(compiler);

#if GPU_USE_SHADERS_DEBUG_LAYER
        // Export debug data
        ShaderDebugDataExporter::Export(&context);
#endif
    }

    if (result)
    {
#if USE_EDITOR
        // Output shader source to easily investigate errors (eg. for generated shaders like materials or particles)
        const String outputSourceFolder = Globals::ProjectCacheFolder / TEXT("/Shaders/Source");
        const String outputSourcePath = outputSourceFolder / options.TargetName + TEXT(".hlsl");
        if (!FileSystem::DirectoryExists(outputSourceFolder))
            FileSystem::CreateDirectory(outputSourceFolder);
        File::WriteAllBytes(outputSourcePath, (const byte*)options.Source, options.SourceLength);
        LOG(Error, "Shader compilation '{0}' failed (profile: {1})", options.TargetName, ::ToString(options.Profile));
        LOG(Error, "Source: {0}", outputSourcePath);
#endif
    }
    else
    {
        // Success
        const DateTime endTime = DateTime::NowUTC();
        LOG(Info, "Shader compilation '{0}' succeed in {1} ms (profile: {2})", options.TargetName, Math::CeilToInt(static_cast<float>((endTime - startTime).GetTotalMilliseconds())), ::ToString(options.Profile));
    }

    return result;
}

ShaderCompiler* ShadersCompilation::RequestCompiler(ShaderProfile profile, PlatformType platform)
{
    ScopeLock lock(Locker);

    // Try to find ready compiler
    ShaderCompiler* compiler = nullptr;
    for (int32 i = 0; i < ReadyCompilers.Count(); i++)
    {
        compiler = ReadyCompilers.Get()[i];
        if (compiler->GetProfile() == profile && 
            (compiler->GetPlatform() == platform || (int32)compiler->GetPlatform() == 0))
        {
            ReadyCompilers.RemoveAt(i);
            return compiler;
        }
    }

    // Create new compiler for a target profile
    switch (profile)
    {
#if COMPILE_WITH_D3D_SHADER_COMPILER
    case ShaderProfile::DirectX_SM4:
    case ShaderProfile::DirectX_SM5:
        compiler = New<ShaderCompilerD3D>(profile);
        break;
#endif
#if COMPILE_WITH_DX_SHADER_COMPILER
    case ShaderProfile::DirectX_SM6:
        switch (platform)
        {
        case PlatformType::XboxScarlett:
#if COMPILE_WITH_XBOX_SCARLETT_SHADER_COMPILER
            compiler = New<ShaderCompilerXboxScarlett>();
#endif
            break;
        default:
            compiler = New<ShaderCompilerDX>(profile);
            break;
        }
        break;
#endif
#if COMPILE_WITH_VK_SHADER_COMPILER
    case ShaderProfile::Vulkan_SM5:
        compiler = New<ShaderCompilerVulkan>(profile);
        break;
#endif
#if COMPILE_WITH_WEBGPU_SHADER_COMPILER
    case ShaderProfile::WebGPU:
        compiler = New<ShaderCompilerWebGPU>(profile);
        break;
#endif
#if COMPILE_WITH_PS4_SHADER_COMPILER
    case ShaderProfile::PS4:
        compiler = New<ShaderCompilerPS4>();
        break;
#endif
#if COMPILE_WITH_PS5_SHADER_COMPILER
    case ShaderProfile::PS5:
        compiler = New<ShaderCompilerPS5>();
        break;
#endif
    default:
        break;
    }
    if (compiler == nullptr)
    {
        LOG(Error, "Cannot create Shader Compiler for profile {0}", ::ToString(profile));
        return nullptr;
    }

    // Register new compiler
    Compilers.Add(compiler);

    return compiler;
}

void ShadersCompilation::FreeCompiler(ShaderCompiler* compiler)
{
    ScopeLock lock(Locker);
    ASSERT(compiler && ReadyCompilers.Contains(compiler) == false);

    // Check if service has been disposed (this compiler is not in the compilers list)
    if (Compilers.Contains(compiler) == false)
    {
        // Delete it manually
        Delete(compiler);
    }
    else
    {
        // Make compiler free again
        ReadyCompilers.Add(compiler);
    }
}

namespace
{
    CriticalSection ShaderIncludesMapLocker;
    Dictionary<String, Array<Asset*>> ShaderIncludesMap;
    Dictionary<String, FileSystemWatcher*> ShaderIncludesWatcher;

    void OnShaderIncludesWatcherEvent(const String& path, FileSystemAction action)
    {
        if (action == FileSystemAction::Delete)
            return;

        // Get list of assets using this shader file
        Array<Asset*> toReload;
        {
            ScopeLock lock(ShaderIncludesMapLocker);

            auto file = ShaderIncludesMap.Find(path);
            if (file == ShaderIncludesMap.End())
                return;
            toReload = file->Value;
        }

        // Add any shaders that failed to load (eg. due to error in included header)
        for (Asset* asset : Content::GetAssets())
        {
            if (asset->LastLoadFailed() && !toReload.Contains(asset))
            {
                if (asset->Is<Shader>() || asset->Is<Material>() || asset->Is<ParticleEmitter>())
                    toReload.Add(asset);
            }
        }

        LOG(Info, "Shader include \'{0}\' has been modified.", path);

        // Wait a little so app that was editing the file (e.g. Visual Studio, Notepad++) has enough time to flush whole file change
        Platform::Sleep(100);

        // Reload shaders using this include
        for (Asset* asset : toReload)
        {
            asset->Reload();
        }
    }
}

void ShadersCompilation::RegisterForShaderReloads(Asset* asset, const String& includedPath)
{
    ScopeLock lock(ShaderIncludesMapLocker);

    // Add to collection
    const bool alreadyAdded = ShaderIncludesMap.ContainsKey(includedPath);
    auto& file = ShaderIncludesMap[includedPath];
    ASSERT_LOW_LAYER(!file.Contains(asset));
    file.Add(asset);

    if (!alreadyAdded)
    {
        // Create a directory watcher to track the included file changes
        const String directory = StringUtils::GetDirectoryName(includedPath);
        if (FileSystem::DirectoryExists(directory) && !ShaderIncludesWatcher.ContainsKey(directory))
        {
            auto watcher = New<FileSystemWatcher>(directory, false);
            watcher->OnEvent.Bind<OnShaderIncludesWatcherEvent>();
            ShaderIncludesWatcher.Add(directory, watcher);
        }
    }
}

void ShadersCompilation::UnregisterForShaderReloads(Asset* asset)
{
    ScopeLock lock(ShaderIncludesMapLocker);

    // Remove asset reference
    for (auto& file : ShaderIncludesMap)
    {
        file.Value.Remove(asset);
    }
}

void ShadersCompilation::ExtractShaderIncludes(byte* shaderCache, int32 shaderCacheLength, Array<String>& includes)
{
    MemoryReadStream stream(shaderCache, shaderCacheLength);

    // Read cache format version
    int32 version;
    stream.ReadInt32(&version);
    if (version != GPU_SHADER_CACHE_VERSION)
    {
        return;
    }

    // Read the location of additional data that contains list of included source files
    int32 additionalDataStart;
    stream.ReadInt32(&additionalDataStart);
    stream.SetPosition(additionalDataStart);

    // Read all includes
    int32 includesCount;
    stream.ReadInt32(&includesCount);
    includes.Clear();
    for (int32 i = 0; i < includesCount; i++)
    {
        String& include = includes.AddOne();
        stream.Read(include, 11);
        include  = ShadersCompilation::ResolveShaderPath(include);
        DateTime lastEditTime;
        stream.Read(lastEditTime);
    }
}

String ShadersCompilation::ResolveShaderPath(StringView path)
{
    // Skip to the last root start './' but preserve the leading one
    for (int32 i = path.Length() - 2; i >= 2; i--)
    {
        const Char* pos = path.Get() + i;
        if (pos[0] == '.' && pos[1] == '/')
        {
            path = path.Substring(i);
            break;
        }
    }

    // Find the included file path
    String result;
#if USE_EDITOR
    if (path.StartsWith(StringView(TEXT("./"), 2)))
    {
        int32 projectNameEnd = -1;
        for (int32 i = 2; i < path.Length(); i++)
        {
            if (path[i] == '/')
            {
                projectNameEnd = i;
                break;
            }
        }
        if (projectNameEnd == -1)
            return String::Empty; // Invalid project path
        StringView projectName = path.Substring(2, projectNameEnd - 2);
        if (projectName.StartsWith(StringView(TEXT("FlaxPlatforms"))))
        {
            // Hard-coded redirect to platform-specific includes
            result = Globals::StartupFolder / TEXT("Source/Platforms");
        }
        else if (projectName.StartsWith(StringView(TEXT("FlaxThirdParty"))))
        {
            // Hard-coded redirect to third-party-specific includes
            result = Globals::StartupFolder / TEXT("Source/ThirdParty");
        }
        else
        {
            HashSet<const ProjectInfo*> projects;
            const ProjectInfo* project = FindProjectByName(Editor::Project, projects, StringView(projectName.Get(), projectNameEnd - 2));
            if (project)
                result = project->ProjectFolderPath / TEXT("/Source/Shaders/");
            else
                return String::Empty;
        }
        result /= path.Substring(projectNameEnd + 1);
    }
#else
    if (path.StartsWith(StringView(TEXT("./Flax/"), 7)))
    {
        // Engine project relative shader path
        result = Globals::StartupFolder / TEXT("Source/Shaders") / path.Substring(6);
    }
#endif
    else
    {
        // Absolute shader path
        result = path;
    }

    return result;
}

String ShadersCompilation::CompactShaderPath(StringView path)
{
#if USE_EDITOR
    // Try to use file path relative to the project shader sources folder 
    HashSet<const ProjectInfo*> projects;
    const ProjectInfo* project = FindProjectByPath(Editor::Project, projects, path);
    if (project)
    {
        String projectSourcesPath = project->ProjectFolderPath / TEXT("/Source/Shaders/");
        if (path.StartsWith(projectSourcesPath))
            return String::Format(TEXT("./{}/{}"), project->Name, path.Substring(projectSourcesPath.Length()));
    }
#endif
    return String(path);
}

#if USE_EDITOR

namespace
{
    Array<FileSystemWatcher*> ShadersSourcesWatchers;

    // Tries to generate a stable and unique ID for the given shader name.
    // Used in order to keep the same shader IDs and reduce version control issues with binary diff on ID.
    Guid GetShaderAssetId(const String& name)
    {
        Guid result;
        result.A = name.Length() * 100;
        result.B = GetHash(name);
        result.C = name.HasChars() ? name[0] : 0;
        result.D = name.HasChars() ? name[name.Length() - 1] : 0;
        return result;
    }

    void OnWatcherShadersEvent(const String& path, FileSystemAction action)
    {
        if (action == FileSystemAction::Delete || !path.EndsWith(TEXT(".shader")))
            return;

        LOG(Info, "Shader \'{0}\' has been modified.", path);

        // Wait a little so app that was editing the file (e.g. Visual Studio, Notepad++) has enough time to flush whole file change
        Platform::Sleep(100);

        // Perform hot reload
        const int32 srcSubDirStart = path.FindLast(TEXT("/Source/Shaders"));
        if (srcSubDirStart == -1)
            return;
        String projectFolderPath = path.Substring(0, srcSubDirStart);
        FileSystem::NormalizePath(projectFolderPath);
        const String shadersAssetsPath = projectFolderPath / TEXT("/Content/Shaders");
        const String shadersSourcePath = projectFolderPath / TEXT("/Source/Shaders");
        const String localPath = FileSystem::ConvertAbsolutePathToRelative(shadersSourcePath, path);
        const String name = StringUtils::GetPathWithoutExtension(localPath);
        const String outputPath = shadersAssetsPath / name + ASSET_FILES_EXTENSION_WITH_DOT;
        Guid id = GetShaderAssetId(name);
        AssetsImportingManager::ImportIfEdited(path, outputPath, id);
    }

    void RegisterShaderWatchers(const ProjectInfo* project, HashSet<const ProjectInfo*>& projects)
    {
        if (projects.Contains(project))
            return;
        projects.Add(project);

        // Check if project uses shaders sources
        const String shadersSourcePath = project->ProjectFolderPath / TEXT("/Source/Shaders");
        if (FileSystem::DirectoryExists(shadersSourcePath))
        {
            // Track engine shaders editing
            auto sourceWatcher = New<FileSystemWatcher>(shadersSourcePath, true);
            sourceWatcher->OnEvent.Bind<OnWatcherShadersEvent>();
            ShadersSourcesWatchers.Add(sourceWatcher);

            // Reimport modified or import added shaders
            Array<String> files(64);
            const String shadersAssetsPath = project->ProjectFolderPath / TEXT("/Content/Shaders");
            FileSystem::DirectoryGetFiles(files, shadersSourcePath, TEXT("*.shader"), DirectorySearchOption::AllDirectories);
            for (int32 i = 0; i < files.Count(); i++)
            {
                const String& path = files[i];
                const String localPath = FileSystem::ConvertAbsolutePathToRelative(shadersSourcePath, path);
                const String name = StringUtils::GetPathWithoutExtension(localPath);
                const String outputPath = shadersAssetsPath / name + ASSET_FILES_EXTENSION_WITH_DOT;
                Guid id = GetShaderAssetId(name);
                AssetsImportingManager::ImportIfEdited(path, outputPath, id);
            }
        }

        // Initialize referenced projects
        for (const auto& reference : project->References)
        {
            if (reference.Project)
                RegisterShaderWatchers(reference.Project, projects);
        }
    }
}

#endif

bool ShadersCompilationService::Init()
{
#if USE_EDITOR
    // Initialize automatic shaders importing and reloading for all loaded projects (game, engine, plugins)
    HashSet<const ProjectInfo*> projects;
    RegisterShaderWatchers(Editor::Project, projects);
#endif

    return false;
}

void ShadersCompilationService::Dispose()
{
#if USE_EDITOR
    ShadersSourcesWatchers.ClearDelete();
#endif

    Locker.Lock();

    // Check if any compilation is running
    if (ReadyCompilers.Count() != Compilers.Count())
    {
        LOG(Error, "Cannot dispose Shaders Compilation Service. One or more compilers are still in use.");
    }

    // Cleanup all compilers (delete only those which are not in use)
    ReadyCompilers.ClearDelete();
    Compilers.Clear();

    Locker.Unlock();

    // Cleanup shader includes
    ShaderCompiler::DisposeIncludedFilesCache();

    // Clear includes scanning
    ShaderIncludesMapLocker.Lock();
    ShaderIncludesMap.Clear();
    ShaderIncludesWatcher.ClearDelete();
    ShaderIncludesMapLocker.Unlock();
}

void ShaderCompilationContext::OnError(const char* message)
{
    LOG(Error, "Failed to compile '{0}'. {1}", Options->TargetName, String(message));
}

void ShaderCompilationContext::OnCollectDebugInfo(ShaderFunctionMeta& meta, int32 permutationIndex, const char* data, const int32 dataLength)
{
#ifdef GPU_USE_SHADERS_DEBUG_LAYER

    // Cache data
    meta.Permutations[permutationIndex].DebugData.Set(data, dataLength);

#endif
}

ShaderCompilationContext::ShaderCompilationContext(const ShaderCompilationOptions* options, ShaderMeta* meta)
    : Options(options)
    , Meta(meta)
    , Output(options->Output)
{
    // Convert target name to ANSI text (with limited length)
    const int32 ansiNameLen = Math::Min<int32>(ARRAY_COUNT(TargetNameAnsi) - 1, options->TargetName.Length());
    StringUtils::ConvertUTF162ANSI(*options->TargetName, TargetNameAnsi, ansiNameLen);
    TargetNameAnsi[ansiNameLen] = 0;
}

#endif
