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    // Copyright (c) 2016 The vulkano developers
    // Licensed under the Apache License, Version 2.0
    // <LICENSE-APACHE or
    // http://www.apache.org/licenses/LICENSE-2.0> or the MIT
    // license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
    // at your option. All files in the project carrying such
    // notice may not be copied, modified, or distributed except
    // according to those terms.

    use device::DeviceOwned;
    use format::ClearValue;
    use framebuffer::FramebufferSys;
    use framebuffer::RenderPassDesc;
    use framebuffer::RenderPassSys;
    use image::ImageViewAccess;
    use pipeline::shader::ShaderInterfaceDef;

    use SafeDeref;

    /// Trait for objects that contain a Vulkan framebuffer object.
    ///
    /// Any `Framebuffer` object implements this trait. You can therefore turn a `Arc<Framebuffer<_>>`
    /// into a `Arc<FramebufferAbstract + Send + Sync>` for easier storage.
    pub unsafe trait FramebufferAbstract: RenderPassAbstract {
        /// Returns an opaque struct that represents the framebuffer's internals.
        fn inner(&self) -> FramebufferSys;

        /// Returns the width, height and array layers of the framebuffer.
        fn dimensions(&self) -> [u32; 3];

        /// Returns the attachment of the framebuffer with the given index.
        ///
        /// If the `index` is not between `0` and `num_attachments`, then `None` should be returned.
        fn attached_image_view(&self, index: usize) -> Option<&dyn ImageViewAccess>;

        /// Returns the width of the framebuffer in pixels.
        #[inline]
        fn width(&self) -> u32 {
            self.dimensions()[0]
        }

        /// Returns the height of the framebuffer in pixels.
        #[inline]
        fn height(&self) -> u32 {
            self.dimensions()[1]
        }

        /// Returns the number of layers (or depth) of the framebuffer.
        #[inline]
        fn layers(&self) -> u32 {
            self.dimensions()[2]
        }
    }

    unsafe impl<T> FramebufferAbstract for T
        where T: SafeDeref,
              T::Target: FramebufferAbstract
    {
        #[inline]
        fn inner(&self) -> FramebufferSys {
            FramebufferAbstract::inner(&**self)
        }

        #[inline]
        fn dimensions(&self) -> [u32; 3] {
            (**self).dimensions()
        }

        #[inline]
        fn attached_image_view(&self, index: usize) -> Option<&dyn ImageViewAccess> {
            (**self).attached_image_view(index)
        }
    }

    /// Trait for objects that contain a Vulkan render pass object.
    ///
    /// Any `RenderPass` object implements this trait. You can therefore turn a `Arc<RenderPass<_>>`
    /// into a `Arc<RenderPassAbstract + Send + Sync>` for easier storage.
    ///
    /// The `Arc<RenderPassAbstract + Send + Sync>` accepts a `Vec<ClearValue>` for clear values and a
    /// `Vec<Arc<ImageView + Send + Sync>>` for the list of attachments.
    ///
    /// # Example
    ///
    /// ```
    /// use std::sync::Arc;
    /// use vulkano::framebuffer::EmptySinglePassRenderPassDesc;
    /// use vulkano::framebuffer::RenderPass;
    /// use vulkano::framebuffer::RenderPassAbstract;
    ///
    /// # let device: Arc<vulkano::device::Device> = return;
    /// let render_pass = RenderPass::new(device.clone(), EmptySinglePassRenderPassDesc).unwrap();
    ///
    /// // For easier storage, turn this render pass into a `Arc<RenderPassAbstract + Send + Sync>`.
    /// let stored_rp = Arc::new(render_pass) as Arc<RenderPassAbstract + Send + Sync>;
    /// ```
    pub unsafe trait RenderPassAbstract: DeviceOwned + RenderPassDesc {
        /// Returns an opaque object representing the render pass' internals.
        ///
        /// # Safety
        ///
        /// The trait implementation must return the same value every time.
        fn inner(&self) -> RenderPassSys;
    }

    unsafe impl<T> RenderPassAbstract for T
        where T: SafeDeref,
              T::Target: RenderPassAbstract
    {
        #[inline]
        fn inner(&self) -> RenderPassSys {
            (**self).inner()
        }
    }

    /// Extension trait for `RenderPassDesc`. Defines which types are allowed as a list of clear values.
    ///
    /// When the user enters a render pass, they need to pass a list of clear values to apply to
    /// the attachments of the framebuffer. To do so, the render pass object or the framebuffer
    /// (depending on the function you use) must implement `RenderPassDescClearValues<C>` where `C` is
    /// the parameter that the user passed. The trait method is then responsible for checking the
    /// correctness of these values and turning them into a list that can be processed by vulkano.
    pub unsafe trait RenderPassDescClearValues<C> {
        /// Decodes a `C` into a list of clear values where each element corresponds
        /// to an attachment. The size of the returned iterator must be the same as the number of
        /// attachments.
        ///
        /// The format of the clear value **must** match the format of the attachment. Attachments
        /// that are not loaded with `LoadOp::Clear` must have an entry equal to `ClearValue::None`.
        ///
        /// # Safety
        ///
        /// This trait is unsafe because vulkano doesn't check whether the clear value is in a format
        /// that matches the attachment.
        ///
        // TODO: meh for boxing
        fn convert_clear_values(&self, C) -> Box<dyn Iterator<Item = ClearValue>>;
    }

    unsafe impl<T, C> RenderPassDescClearValues<C> for T
        where T: SafeDeref,
              T::Target: RenderPassDescClearValues<C>
    {
        #[inline]
        fn convert_clear_values(&self, vals: C) -> Box<dyn Iterator<Item = ClearValue>> {
            (**self).convert_clear_values(vals)
        }
    }

    /// Extension trait for `RenderPassDesc` that checks whether a subpass of this render pass accepts
    /// the output of a fragment shader.
    ///
    /// The trait is automatically implemented for all type that implement `RenderPassDesc` and
    /// `RenderPassDesc`.
    ///
    /// > **Note**: This trait exists so that you can specialize it once specialization lands in Rust.
    // TODO: once specialization lands, this trait can be specialized for pairs that are known to
    //       always be compatible
    pub unsafe trait RenderPassSubpassInterface<Other: ?Sized>: RenderPassDesc
        where Other: ShaderInterfaceDef
    {
        /// Returns `true` if this subpass is compatible with the fragment output definition.
        /// Also returns `false` if the subpass is out of range.
        // TODO: return proper error
        fn is_compatible_with(&self, subpass: u32, other: &Other) -> bool;
    }

    unsafe impl<A, B: ?Sized> RenderPassSubpassInterface<B> for A
        where A: RenderPassDesc,
              B: ShaderInterfaceDef
    {
        fn is_compatible_with(&self, subpass: u32, other: &B) -> bool {
            let pass_descr = match RenderPassDesc::subpass_descs(self)
                .skip(subpass as usize)
                .next() {
                Some(s) => s,
                None => return false,
            };

            for element in other.elements() {
                for location in element.location.clone() {
                    let attachment_id = match pass_descr.color_attachments.get(location as usize) {
                        Some(a) => a.0,
                        None => return false,
                    };

                    let attachment_desc = (&self)
                        .attachment_descs()
                        .skip(attachment_id)
                        .next()
                        .unwrap();

                    // FIXME: compare formats depending on the number of components and data type
                    /*if attachment_desc.format != element.format {
                        return false;
                    }*/
                }
            }

            true
        }
    }

    /// Trait implemented on render pass objects to check whether they are compatible
    /// with another render pass.
    ///
    /// The trait is automatically implemented for all type that implement `RenderPassDesc`.
    ///
    /// > **Note**: This trait exists so that you can specialize it once specialization lands in Rust.
    // TODO: once specialization lands, this trait can be specialized for pairs that are known to
    //       always be compatible
    // TODO: maybe this can be unimplemented on some pairs, to provide compile-time checks?
    pub unsafe trait RenderPassCompatible<Other: ?Sized>: RenderPassDesc
        where Other: RenderPassDesc
    {
        /// Returns `true` if this layout is compatible with the other layout, as defined in the
        /// `Render Pass Compatibility` section of the Vulkan specs.
        // TODO: return proper error
        fn is_compatible_with(&self, other: &Other) -> bool;
    }

    unsafe impl<A: ?Sized, B: ?Sized> RenderPassCompatible<B> for A
        where A: RenderPassDesc,
              B: RenderPassDesc
    {
        fn is_compatible_with(&self, other: &B) -> bool {
            if self.num_attachments() != other.num_attachments() {
                return false;
            }

            for atch_num in 0 .. self.num_attachments() {
                let my_atch = self.attachment_desc(atch_num).unwrap();
                let other_atch = other.attachment_desc(atch_num).unwrap();

                if !my_atch.is_compatible_with(&other_atch) {
                    return false;
                }
            }

            return true;

            // FIXME: finish
        }
    }

    /// Represents a subpass within a `RenderPassAbstract` object.
    ///
    /// This struct doesn't correspond to anything in Vulkan. It is simply an equivalent to a
    /// tuple of a render pass and subpass index. Contrary to a tuple, however, the existence of the
    /// subpass is checked when the object is created. When you have a `Subpass` you are guaranteed
    /// that the given subpass does exist.
    #[derive(Debug, Copy, Clone)]
    pub struct Subpass<L> {
        render_pass: L,
        subpass_id: u32,
    }

    impl<L> Subpass<L>
        where L: RenderPassDesc
    {
        /// Returns a handle that represents a subpass of a render pass.
        #[inline]
        pub fn from(render_pass: L, id: u32) -> Option<Subpass<L>> {
            if (id as usize) < render_pass.num_subpasses() {
                Some(Subpass {
                         render_pass: render_pass,
                         subpass_id: id,
                     })

            } else {
                None
            }
        }

        /// Returns the number of color attachments in this subpass.
        #[inline]
        pub fn num_color_attachments(&self) -> u32 {
            self.render_pass
                .num_color_attachments(self.subpass_id)
                .unwrap()
        }

        /// Returns true if the subpass has a depth attachment or a depth-stencil attachment.
        #[inline]
        pub fn has_depth(&self) -> bool {
            self.render_pass.has_depth(self.subpass_id).unwrap()
        }

        /// Returns true if the subpass has a depth attachment or a depth-stencil attachment whose
        /// layout is not `DepthStencilReadOnlyOptimal`.
        #[inline]
        pub fn has_writable_depth(&self) -> bool {
            self.render_pass
                .has_writable_depth(self.subpass_id)
                .unwrap()
        }

        /// Returns true if the subpass has a stencil attachment or a depth-stencil attachment.
        #[inline]
        pub fn has_stencil(&self) -> bool {
            self.render_pass.has_stencil(self.subpass_id).unwrap()
        }

        /// Returns true if the subpass has a stencil attachment or a depth-stencil attachment whose
        /// layout is not `DepthStencilReadOnlyOptimal`.
        #[inline]
        pub fn has_writable_stencil(&self) -> bool {
            self.render_pass
                .has_writable_stencil(self.subpass_id)
                .unwrap()
        }

        /// Returns true if the subpass has any color or depth/stencil attachment.
        #[inline]
        pub fn has_color_or_depth_stencil_attachment(&self) -> bool {
            self.num_color_attachments() >= 1 ||
                self.render_pass
                    .has_depth_stencil_attachment(self.subpass_id)
                    .unwrap() != (false, false)
        }

        /// Returns the number of samples in the color and/or depth/stencil attachments. Returns `None`
        /// if there is no such attachment in this subpass.
        #[inline]
        pub fn num_samples(&self) -> Option<u32> {
            self.render_pass.num_samples(self.subpass_id)
        }
    }

    impl<L> Subpass<L> {
        /// Returns the render pass of this subpass.
        #[inline]
        pub fn render_pass(&self) -> &L {
            &self.render_pass
        }

        /// Returns the index of this subpass within the renderpass.
        #[inline]
        pub fn index(&self) -> u32 {
            self.subpass_id
        }
    }

    impl<L> Into<(L, u32)> for Subpass<L> {
        #[inline]
        fn into(self) -> (L, u32) {
            (self.render_pass, self.subpass_id)
        }
    }

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