/******************************************************************************
 * The MIT License (MIT)
 *
 * Copyright (c) 2019-2020 Baldur Karlsson
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 ******************************************************************************/

#include "d3d11_test.h"

RD_TEST(D3D11_Primitive_Restart, D3D11GraphicsTest)
{
  static constexpr const char *Description =
      "Test of primitive restart in triangle strips with -1 index";

  int main()
  {
    // initialise, create window, create device, etc
    if(!Init())
      return 3;

    ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
    ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_5_0");

    CreateDefaultInputLayout(vsblob);

    ID3D11VertexShaderPtr vs = CreateVS(vsblob);
    ID3D11PixelShaderPtr ps = CreatePS(psblob);

    DefaultA2V strip[] = {
        {Vec3f(-0.8f, 0.2f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(-0.8f, 0.7f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(-0.4f, 0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(-0.4f, 0.7f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, 0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, 0.7f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.4f, 0.2f, 0.0f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.4f, 0.7f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},

        {Vec3f(-0.8f, -0.7f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(-0.8f, -0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(-0.4f, -0.7f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(-0.4f, -0.2f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, -0.7f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.4f, -0.7f, 0.0f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.4f, -0.2f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
    };

    ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(strip);

    uint16_t idx[] = {
        // strip 0
        0, 1, 2, 3, 4, 5, 6, 7,

        // restart
        0xffff,

        // strip 1
        8, 9, 10, 11, 12, 13, 14, 15,
    };

    ID3D11BufferPtr ib = MakeBuffer().Index().Data(idx);

    uint16_t idx2[] = {
        // strip 0
        10, 11, 12, 13, 14, 15, 16, 17,

        // restart
        0xffff,

        // strip 1
        18, 19, 20, 21, 22, 23, 24, 25,
    };

    ID3D11BufferPtr ib2 = MakeBuffer().Index().Data(idx2);

    while(Running())
    {
      ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});

      IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
      ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
      ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
      ctx->IASetInputLayout(defaultLayout);

      ctx->VSSetShader(vs, NULL, 0);
      ctx->PSSetShader(ps, NULL, 0);

      RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});

      ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);

      ctx->DrawIndexed(17, 0, 0);

      ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});

      ctx->IASetIndexBuffer(ib2, DXGI_FORMAT_R16_UINT, 0);

      // should get identical results with the vertex offset
      ctx->DrawIndexed(17, 0, -10);

      Present();
    }

    return 0;
  }
};

REGISTER_TEST();
