// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+

#include "GS/Renderers/DX11/D3D11ShaderCache.h"
#include "GS/Renderers/DX11/GSDevice11.h"
#include "GS/GS.h"

#include "Config.h"
#include "ShaderCacheVersion.h"

#include "common/FileSystem.h"
#include "common/Console.h"
#include "common/MD5Digest.h"
#include "common/Path.h"

#include <d3dcompiler.h>

#pragma pack(push, 1)
struct CacheIndexEntry
{
	u64 source_hash_low;
	u64 source_hash_high;
	u64 macro_hash_low;
	u64 macro_hash_high;
	u64 entry_point_low;
	u64 entry_point_high;
	u32 source_length;
	u32 shader_type;
	u32 file_offset;
	u32 blob_size;
};
#pragma pack(pop)

D3D11ShaderCache::D3D11ShaderCache() = default;

D3D11ShaderCache::~D3D11ShaderCache()
{
	Close();
}

bool D3D11ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
{
	return (source_hash_low == key.source_hash_low && source_hash_high == key.source_hash_high &&
			macro_hash_low == key.macro_hash_low && macro_hash_high == key.macro_hash_high &&
			entry_point_low == key.entry_point_low && entry_point_high == key.entry_point_high &&
			shader_type == key.shader_type && source_length == key.source_length);
}

bool D3D11ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
{
	return (source_hash_low != key.source_hash_low || source_hash_high != key.source_hash_high ||
			macro_hash_low != key.macro_hash_low || macro_hash_high != key.macro_hash_high ||
			entry_point_low != key.entry_point_low || entry_point_high != key.entry_point_high ||
			shader_type != key.shader_type || source_length != key.source_length);
}

bool D3D11ShaderCache::Open(D3D_FEATURE_LEVEL feature_level, bool debug)
{
	switch (feature_level)
	{
		case D3D_FEATURE_LEVEL_10_0:
			m_shader_model = D3D::ShaderModel::SM40;
			break;
		case D3D_FEATURE_LEVEL_10_1:
			m_shader_model = D3D::ShaderModel::SM41;
			break;
		case D3D_FEATURE_LEVEL_11_0:
		case D3D_FEATURE_LEVEL_11_1:
			m_shader_model = D3D::ShaderModel::SM50;
			break;
		default:
			pxAssert(false);
			return false;
	}

	m_debug = debug;

	if (!GSConfig.DisableShaderCache)
	{
		const std::string base_filename = GetCacheBaseFileName(m_shader_model, debug);
		const std::string index_filename = base_filename + ".idx";
		const std::string blob_filename = base_filename + ".bin";

		if (!ReadExisting(index_filename, blob_filename))
			return CreateNew(index_filename, blob_filename);
	}

	return true;
}

void D3D11ShaderCache::Close()
{
	if (m_index_file)
	{
		std::fclose(m_index_file);
		m_index_file = nullptr;
	}
	if (m_blob_file)
	{
		std::fclose(m_blob_file);
		m_blob_file = nullptr;
	}
}

bool D3D11ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
{
	if (FileSystem::FileExists(index_filename.c_str()))
	{
		Console.Warning("Removing existing index file '%s'", index_filename.c_str());
		FileSystem::DeleteFilePath(index_filename.c_str());
	}
	if (FileSystem::FileExists(blob_filename.c_str()))
	{
		Console.Warning("Removing existing blob file '%s'", blob_filename.c_str());
		FileSystem::DeleteFilePath(blob_filename.c_str());
	}

	m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "wb");
	if (!m_index_file)
	{
		Console.Error("Failed to open index file '%s' for writing", index_filename.c_str());
		return false;
	}

	const u32 file_version = SHADER_CACHE_VERSION;
	if (std::fwrite(&file_version, sizeof(file_version), 1, m_index_file) != 1)
	{
		Console.Error("Failed to write version to index file '%s'", index_filename.c_str());
		std::fclose(m_index_file);
		m_index_file = nullptr;
		FileSystem::DeleteFilePath(index_filename.c_str());
		return false;
	}

	m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "w+b");
	if (!m_blob_file)
	{
		Console.Error("Failed to open blob file '%s' for writing", blob_filename.c_str());
		std::fclose(m_index_file);
		m_index_file = nullptr;
		FileSystem::DeleteFilePath(index_filename.c_str());
		return false;
	}

	return true;
}

bool D3D11ShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename)
{
	m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "r+b");
	if (!m_index_file)
	{
		// special case here: when there's a sharing violation (i.e. two instances running),
		// we don't want to blow away the cache. so just continue without a cache.
		if (errno == EACCES)
		{
			Console.WriteLn("Failed to open shader cache index with EACCES, are you running two instances?");
			return true;
		}

		return false;
	}

	u32 file_version = 0;
	if (std::fread(&file_version, sizeof(file_version), 1, m_index_file) != 1 || file_version != SHADER_CACHE_VERSION)
	{
		Console.Error("Bad file/data version in '%s'", index_filename.c_str());
		std::fclose(m_index_file);
		m_index_file = nullptr;
		return false;
	}

	m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "a+b");
	if (!m_blob_file)
	{
		Console.Error("Blob file '%s' is missing", blob_filename.c_str());
		std::fclose(m_index_file);
		m_index_file = nullptr;
		return false;
	}

	std::fseek(m_blob_file, 0, SEEK_END);
	const u32 blob_file_size = static_cast<u32>(std::ftell(m_blob_file));

	for (;;)
	{
		CacheIndexEntry entry;
		if (std::fread(&entry, sizeof(entry), 1, m_index_file) != 1 ||
			(entry.file_offset + entry.blob_size) > blob_file_size)
		{
			if (std::feof(m_index_file))
				break;

			Console.Error("Failed to read entry from '%s', corrupt file?", index_filename.c_str());
			m_index.clear();
			std::fclose(m_blob_file);
			m_blob_file = nullptr;
			std::fclose(m_index_file);
			m_index_file = nullptr;
			return false;
		}

		const CacheIndexKey key{entry.source_hash_low, entry.source_hash_high, entry.macro_hash_low,
			entry.macro_hash_high, entry.entry_point_low, entry.entry_point_high, entry.source_length,
			static_cast<D3D::ShaderType>(entry.shader_type)};
		const CacheIndexData data{entry.file_offset, entry.blob_size};
		m_index.emplace(key, data);
	}

	// ensure we don't write before seeking
	std::fseek(m_index_file, 0, SEEK_END);

	DevCon.WriteLn("Read %zu entries from '%s'", m_index.size(), index_filename.c_str());
	return true;
}

std::string D3D11ShaderCache::GetCacheBaseFileName(D3D::ShaderModel shader_model, bool debug)
{
	std::string base_filename = "d3d_shaders_";
	base_filename += D3D::ShaderModelToCacheString(shader_model);

	if (debug)
		base_filename += "_debug";

	return Path::Combine(EmuFolders::Cache, base_filename);
}

D3D11ShaderCache::CacheIndexKey D3D11ShaderCache::GetCacheKey(
	D3D::ShaderType type, const std::string_view shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point)
{
	union
	{
		struct
		{
			u64 hash_low;
			u64 hash_high;
		};
		u8 hash[16];
	};

	CacheIndexKey key = {};
	key.shader_type = type;

	MD5Digest digest;
	digest.Update(shader_code.data(), static_cast<u32>(shader_code.length()));
	digest.Final(hash);
	key.source_hash_low = hash_low;
	key.source_hash_high = hash_high;
	key.source_length = static_cast<u32>(shader_code.length());

	if (macros)
	{
		digest.Reset();
		for (const D3D_SHADER_MACRO* macro = macros; macro->Name != nullptr; macro++)
		{
			digest.Update(macro->Name, std::strlen(macro->Name));
			digest.Update(macro->Definition, std::strlen(macro->Definition));
		}
		digest.Final(hash);
		key.macro_hash_low = hash_low;
		key.macro_hash_high = hash_high;
	}

	digest.Reset();
	digest.Update(entry_point, static_cast<u32>(std::strlen(entry_point)));
	digest.Final(hash);
	key.entry_point_low = hash_low;
	key.entry_point_high = hash_high;

	return key;
}

wil::com_ptr_nothrow<ID3DBlob> D3D11ShaderCache::GetShaderBlob(D3D::ShaderType type,
	const std::string_view shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */,
	const char* entry_point /* = "main" */)
{
	const auto key = GetCacheKey(type, shader_code, macros, entry_point);
	auto iter = m_index.find(key);
	if (iter == m_index.end())
		return CompileAndAddShaderBlob(key, shader_code, macros, entry_point);

	wil::com_ptr_nothrow<ID3DBlob> blob;
	HRESULT hr = D3DCreateBlob(iter->second.blob_size, blob.put());
	if (FAILED(hr) || std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
		std::fread(blob->GetBufferPointer(), 1, iter->second.blob_size, m_blob_file) != iter->second.blob_size)
	{
		Console.Error("(GSShaderCache11::GetShaderBlob): Read blob from file failed");
		return {};
	}

	return blob;
}

wil::com_ptr_nothrow<ID3D11VertexShader> D3D11ShaderCache::GetVertexShader(ID3D11Device* device,
	const std::string_view shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */,
	const char* entry_point /* = "main" */)
{
	wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(D3D::ShaderType::Vertex, shader_code, macros, entry_point);
	if (!blob)
		return {};

	wil::com_ptr_nothrow<ID3D11VertexShader> shader;
	const HRESULT hr =
		device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.put());
	if (FAILED(hr))
	{
		Console.Error("Failed to create vertex shader: 0x%08X", hr);
		return {};
	}

	const char* shader_name = entry_point; // Ideally we'd feed in a proper name
	if (shader_name)
	{
		GSDevice11::SetD3DDebugObjectName(shader.get(), shader_name);
	}

	return shader;
}

bool D3D11ShaderCache::GetVertexShaderAndInputLayout(ID3D11Device* device, ID3D11VertexShader** vs,
	ID3D11InputLayout** il, const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size,
	const std::string_view shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */,
	const char* entry_point /* = "main" */)
{
	wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(D3D::ShaderType::Vertex, shader_code, macros, entry_point);
	if (!blob)
		return false;

	wil::com_ptr_nothrow<ID3D11VertexShader> actual_vs;
	HRESULT hr = device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, actual_vs.put());
	if (FAILED(hr))
	{
		Console.Error("Failed to create vertex shader: 0x%08X", hr);
		return {};
	}

	const char* shader_name = entry_point; // Ideally we'd feed in a proper name
	if (shader_name)
	{
		GSDevice11::SetD3DDebugObjectName(actual_vs.get(), shader_name);
	}

	hr = device->CreateInputLayout(layout, layout_size, blob->GetBufferPointer(), blob->GetBufferSize(), il);
	if (FAILED(hr))
	{
		Console.Error("(GetVertexShaderAndInputLayout) Failed to create input layout: %08X", hr);
		return false;
	}

	*vs = actual_vs.detach();
	return true;
}

wil::com_ptr_nothrow<ID3D11PixelShader> D3D11ShaderCache::GetPixelShader(ID3D11Device* device,
	const std::string_view shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */,
	const char* entry_point /* = "main" */)
{
	wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(D3D::ShaderType::Pixel, shader_code, macros, entry_point);
	if (!blob)
		return {};

	wil::com_ptr_nothrow<ID3D11PixelShader> shader;
	const HRESULT hr =
		device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.put());
	if (FAILED(hr))
	{
		Console.Error("Failed to create pixel shader: 0x%08X", hr);
		return {};
	}

	const char* shader_name = entry_point; // Ideally we'd feed in a proper name
	if (shader_name)
	{
		GSDevice11::SetD3DDebugObjectName(shader.get(), shader_name);
	}

	return shader;
}

wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11ShaderCache::GetComputeShader(ID3D11Device* device,
	const std::string_view shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */,
	const char* entry_point /* = "main" */)
{
	wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(D3D::ShaderType::Compute, shader_code, macros, entry_point);
	if (!blob)
		return {};

	wil::com_ptr_nothrow<ID3D11ComputeShader> shader;
	const HRESULT hr =
		device->CreateComputeShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, shader.put());
	if (FAILED(hr))
	{
		Console.Error("Failed to create compute shader: 0x%08X", hr);
		return {};
	}

	const char* shader_name = entry_point; // Ideally we'd feed in a proper name
	if (shader_name)
	{
		GSDevice11::SetD3DDebugObjectName(shader.get(), shader_name);
	}

	return shader;
}

wil::com_ptr_nothrow<ID3DBlob> D3D11ShaderCache::CompileAndAddShaderBlob(const CacheIndexKey& key,
	const std::string_view shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point)
{
	wil::com_ptr_nothrow<ID3DBlob> blob =
		D3D::CompileShader(key.shader_type, m_shader_model, m_debug, shader_code, macros, entry_point);
	if (!blob)
		return {};

	if (!m_blob_file || std::fseek(m_blob_file, 0, SEEK_END) != 0)
		return blob;

	CacheIndexData data;
	data.file_offset = static_cast<u32>(std::ftell(m_blob_file));
	data.blob_size = static_cast<u32>(blob->GetBufferSize());

	CacheIndexEntry entry = {};
	entry.source_hash_low = key.source_hash_low;
	entry.source_hash_high = key.source_hash_high;
	entry.macro_hash_low = key.macro_hash_low;
	entry.macro_hash_high = key.macro_hash_high;
	entry.entry_point_low = key.entry_point_low;
	entry.entry_point_high = key.entry_point_high;
	entry.source_length = key.source_length;
	entry.shader_type = static_cast<u32>(key.shader_type);
	entry.blob_size = data.blob_size;
	entry.file_offset = data.file_offset;

	if (std::fwrite(blob->GetBufferPointer(), 1, entry.blob_size, m_blob_file) != entry.blob_size ||
		std::fflush(m_blob_file) != 0 || std::fwrite(&entry, sizeof(entry), 1, m_index_file) != 1 ||
		std::fflush(m_index_file) != 0)
	{
		Console.Error("(GSShaderCache11::CompileAndAddShaderBlob) Failed to write shader blob to file");
		return blob;
	}

	m_index.emplace(key, data);
	return blob;
}
