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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 std::io::Error as IoError;
    use std::path::Path;

    use syn::Ident;
    use proc_macro2::{Span, TokenStream};
    use shaderc::{Compiler, CompileOptions};

    pub use shaderc::{CompilationArtifact, ShaderKind, IncludeType, ResolvedInclude};
    pub use crate::parse::ParseError;

    use crate::parse::Instruction;
    use crate::enums::Capability;

    use crate::parse;
    use crate::entry_point;
    use crate::structs;
    use crate::descriptor_sets;
    use crate::spec_consts;
    use crate::read_file_to_string;

    fn include_callback(requested_source_path_raw: &str, directive_type: IncludeType,
                        contained_within_path_raw: &str, recursion_depth: usize,
                        include_directories: &[String], root_source_has_path: bool) -> Result<ResolvedInclude, String> {
        let file_to_include = match directive_type {
            IncludeType::Relative => {
                let requested_source_path = Path::new(requested_source_path_raw);

                // Is embedded current shader source embedded within a rust macro?
                // If so, abort.
                if !root_source_has_path && recursion_depth == 1 {
                    let requested_source_name = requested_source_path.file_name()
                        .expect("Could not get the name of the requested source file.")
                        .to_string_lossy();
                    let requested_source_directory = requested_source_path.parent()
                        .expect("Could not get the directory of the requested source file.")
                        .to_string_lossy();

                    return Err(format!("Usage of relative paths in imports in embedded GLSL is not \
                                        allowed, try using `#include <{}>` and adding the directory \
                                        `{}` to the `include` array in your `shader!` macro call \
                                        instead.",
                                       requested_source_name, requested_source_directory));
                }

                let parent_of_current_source = Path::new(contained_within_path_raw).parent()
                    .unwrap_or_else(|| panic!("The file `{}` does not reside in a directory. This is \
                                               an implementation error.",
                                              contained_within_path_raw));
                let resolved_requested_source_path = parent_of_current_source.join(requested_source_path);

                if !resolved_requested_source_path.is_file() {
                    return Err(format!("Invalid inclusion path `{}`, the path does not point to a file.",
                                       requested_source_path_raw));
                }

                resolved_requested_source_path
            },
            IncludeType::Standard => {
                let requested_source_path = Path::new(requested_source_path_raw);

                if requested_source_path.is_absolute() {
                    // This message is printed either when using a missing file with an absolute path
                    // in the relative include directive or when using absolute paths in a standard
                    // include directive.
                    return Err(format!("No such file found, as specified by the absolute path. \
                                        Keep in mind, that absolute paths cannot be used with \
                                        inclusion from standard directories (`#include <...>`), try \
                                        using `#include \"...\"` instead. Requested path: {}",
                                       requested_source_path_raw));
                }

                let mut found_requested_source_path = None;

                for include_directory in include_directories {
                    let include_directory_path = Path::new(include_directory).canonicalize()
                        .unwrap_or_else(|_| panic!("Invalid standard shader inclusion directory `{}`.",
                                                   include_directory));
                    let resolved_requested_source_path_rel = include_directory_path
                        .join(requested_source_path);
                    let resolved_requested_source_path = resolved_requested_source_path_rel
                        .canonicalize()
                        .map_err(|_| format!("Invalid inclusion path `{}`.",
                                             resolved_requested_source_path_rel.to_string_lossy()))?;

                    if !resolved_requested_source_path.starts_with(include_directory_path) {
                        return Err(format!("Cannot use `..` with inclusion from standard directories \
                                            (`#include <...>`), try using `#include \"...\"` instead. \
                                            Requested path: {}", requested_source_path.to_string_lossy()));
                    }

                    if resolved_requested_source_path.is_file() {
                        found_requested_source_path = Some(resolved_requested_source_path);
                        break;
                    }
                }

                if found_requested_source_path.is_none() {
                    return Err(format!("Could not include the file `{}` from any include directories.",
                                       requested_source_path_raw));
                }

                found_requested_source_path.unwrap()
            },
        };

        let canonical_file_to_include = file_to_include.canonicalize()
            .unwrap_or_else(|_| file_to_include);
        let canonical_file_to_include_string = canonical_file_to_include.to_str()
            .expect("Could not stringify the file to be included. Make sure the path consists of \
                     valid unicode characters.")
            .to_string();
        let content = read_file_to_string(canonical_file_to_include.as_path())
            .map_err(|_| format!("Could not read the contents of file `{}` to be included in the \
                                  shader source.",
                                  &canonical_file_to_include_string))?;

        Ok(ResolvedInclude {
            resolved_name: canonical_file_to_include_string,
            content,
        })
    }

    pub fn compile(path: Option<String>, code: &str, ty: ShaderKind, include_directories: &[String]) -> Result<CompilationArtifact, String> {
        let mut compiler = Compiler::new().ok_or("failed to create GLSL compiler")?;
        let mut compile_options = CompileOptions::new()
            .ok_or("failed to initialize compile option")?;
        let root_source_path = if let &Some(ref path) = &path {
            path
        } else {
            // An arbitrary placeholder file name for embedded shaders
            "shader.glsl"
        };

        // Specify file resolution callback for the `#include` directive
        compile_options.set_include_callback(|requested_source_path, directive_type,
                                              contained_within_path, recursion_depth| {
            include_callback(requested_source_path, directive_type, contained_within_path,
                             recursion_depth, include_directories, path.is_some())
        });

        let content = compiler
            .compile_into_spirv(&code, ty, root_source_path, "main", Some(&compile_options))
            .map_err(|e| e.to_string())?;

        Ok(content)
    }

    pub fn reflect(name: &str, spirv: &[u32], dump: bool) -> Result<TokenStream, Error> {
        let struct_name = Ident::new(&name, Span::call_site());
        let doc = parse::parse_spirv(spirv)?;

        // checking whether each required capability is enabled in the Vulkan device
        let mut cap_checks: Vec<TokenStream> = vec!();
        for i in doc.instructions.iter() {
            if let &Instruction::Capability(ref cap) = i {
                if let Some(cap_string) = capability_name(cap) {
                    let cap = Ident::new(cap_string, Span::call_site());
                    cap_checks.push(quote!{
                        if !device.enabled_features().#cap {
                            panic!("capability {:?} not enabled", #cap_string); // TODO: error
                            //return Err(CapabilityNotEnabled);
                        }
                    });
                }
            }
        }

        // writing one method for each entry point of this module
        let mut entry_points_inside_impl: Vec<TokenStream> = vec!();
        let mut entry_points_outside_impl: Vec<TokenStream> = vec!();
        for instruction in doc.instructions.iter() {
            if let &Instruction::EntryPoint { .. } = instruction {
                let (outside, entry_point) = entry_point::write_entry_point(&doc, instruction);
                entry_points_inside_impl.push(entry_point);
                entry_points_outside_impl.push(outside);
            }
        }

        let structs = structs::write_structs(&doc);
        let descriptor_sets = descriptor_sets::write_descriptor_sets(&doc);
        let specialization_constants = spec_consts::write_specialization_constants(&doc);
        let ast = quote!{
            #[allow(unused_imports)]
            use std::sync::Arc;
            #[allow(unused_imports)]
            use std::vec::IntoIter as VecIntoIter;

            #[allow(unused_imports)]
            use vulkano::device::Device;
            #[allow(unused_imports)]
            use vulkano::descriptor::descriptor::DescriptorDesc;
            #[allow(unused_imports)]
            use vulkano::descriptor::descriptor::DescriptorDescTy;
            #[allow(unused_imports)]
            use vulkano::descriptor::descriptor::DescriptorBufferDesc;
            #[allow(unused_imports)]
            use vulkano::descriptor::descriptor::DescriptorImageDesc;
            #[allow(unused_imports)]
            use vulkano::descriptor::descriptor::DescriptorImageDescDimensions;
            #[allow(unused_imports)]
            use vulkano::descriptor::descriptor::DescriptorImageDescArray;
            #[allow(unused_imports)]
            use vulkano::descriptor::descriptor::ShaderStages;
            #[allow(unused_imports)]
            use vulkano::descriptor::descriptor_set::DescriptorSet;
            #[allow(unused_imports)]
            use vulkano::descriptor::descriptor_set::UnsafeDescriptorSet;
            #[allow(unused_imports)]
            use vulkano::descriptor::descriptor_set::UnsafeDescriptorSetLayout;
            #[allow(unused_imports)]
            use vulkano::descriptor::pipeline_layout::PipelineLayout;
            #[allow(unused_imports)]
            use vulkano::descriptor::pipeline_layout::PipelineLayoutDesc;
            #[allow(unused_imports)]
            use vulkano::descriptor::pipeline_layout::PipelineLayoutDescPcRange;
            #[allow(unused_imports)]
            use vulkano::pipeline::shader::SpecializationConstants as SpecConstsTrait;
            #[allow(unused_imports)]
            use vulkano::pipeline::shader::SpecializationMapEntry;

            pub struct #struct_name {
                shader: ::std::sync::Arc<::vulkano::pipeline::shader::ShaderModule>,
            }

            impl #struct_name {
                /// Loads the shader in Vulkan as a `ShaderModule`.
                #[inline]
                #[allow(unsafe_code)]
                pub fn load(device: ::std::sync::Arc<::vulkano::device::Device>)
                            -> Result<#struct_name, ::vulkano::OomError>
                {
                    #( #cap_checks )*
                    let words = [ #( #spirv ),* ];

                    unsafe {
                        Ok(#struct_name {
                            shader: ::vulkano::pipeline::shader::ShaderModule::from_words(device, &words)?
                        })
                    }
                }

                /// Returns the module that was created.
                #[allow(dead_code)]
                #[inline]
                pub fn module(&self) -> &::std::sync::Arc<::vulkano::pipeline::shader::ShaderModule> {
                    &self.shader
                }

                #( #entry_points_inside_impl )*
            }

            #( #entry_points_outside_impl )*

            pub mod ty {
                #structs
            }

            #descriptor_sets
            #specialization_constants
        };

        if dump {
            println!("{}", ast.to_string());
            panic!("`shader!` rust codegen dumped") // TODO: use span from dump
        }

        Ok(ast)
    }

    #[derive(Debug)]
    pub enum Error {
        IoError(IoError),
        ParseError(ParseError),
    }

    impl From<IoError> for Error {
        #[inline]
        fn from(err: IoError) -> Error {
            Error::IoError(err)
        }
    }

    impl From<ParseError> for Error {
        #[inline]
        fn from(err: ParseError) -> Error {
            Error::ParseError(err)
        }
    }

    /// Returns the name of the Vulkan something that corresponds to an `OpCapability`.
    ///
    /// Returns `None` if irrelevant.
    // TODO: this function is a draft, as the actual names may not be the same
    fn capability_name(cap: &Capability) -> Option<&'static str> {
        match *cap {
            Capability::CapabilityMatrix => None,        // always supported
            Capability::CapabilityShader => None,        // always supported
            Capability::CapabilityGeometry => Some("geometry_shader"),
            Capability::CapabilityTessellation => Some("tessellation_shader"),
            Capability::CapabilityAddresses => panic!(), // not supported
            Capability::CapabilityLinkage => panic!(),   // not supported
            Capability::CapabilityKernel => panic!(),    // not supported
            Capability::CapabilityVector16 => panic!(),  // not supported
            Capability::CapabilityFloat16Buffer => panic!(), // not supported
            Capability::CapabilityFloat16 => panic!(),   // not supported
            Capability::CapabilityFloat64 => Some("shader_f3264"),
            Capability::CapabilityInt64 => Some("shader_int64"),
            Capability::CapabilityInt64Atomics => panic!(),  // not supported
            Capability::CapabilityImageBasic => panic!(),    // not supported
            Capability::CapabilityImageReadWrite => panic!(),    // not supported
            Capability::CapabilityImageMipmap => panic!(),   // not supported
            Capability::CapabilityPipes => panic!(), // not supported
            Capability::CapabilityGroups => panic!(),    // not supported
            Capability::CapabilityDeviceEnqueue => panic!(), // not supported
            Capability::CapabilityLiteralSampler => panic!(),    // not supported
            Capability::CapabilityAtomicStorage => panic!(), // not supported
            Capability::CapabilityInt16 => Some("shader_int16"),
            Capability::CapabilityTessellationPointSize =>
                Some("shader_tessellation_and_geometry_point_size"),
            Capability::CapabilityGeometryPointSize =>
                Some("shader_tessellation_and_geometry_point_size"),
            Capability::CapabilityImageGatherExtended => Some("shader_image_gather_extended"),
            Capability::CapabilityStorageImageMultisample =>
                Some("shader_storage_image_multisample"),
            Capability::CapabilityUniformBufferArrayDynamicIndexing =>
                Some("shader_uniform_buffer_array_dynamic_indexing"),
            Capability::CapabilitySampledImageArrayDynamicIndexing =>
                Some("shader_sampled_image_array_dynamic_indexing"),
            Capability::CapabilityStorageBufferArrayDynamicIndexing =>
                Some("shader_storage_buffer_array_dynamic_indexing"),
            Capability::CapabilityStorageImageArrayDynamicIndexing =>
                Some("shader_storage_image_array_dynamic_indexing"),
            Capability::CapabilityClipDistance => Some("shader_clip_distance"),
            Capability::CapabilityCullDistance => Some("shader_cull_distance"),
            Capability::CapabilityImageCubeArray => Some("image_cube_array"),
            Capability::CapabilitySampleRateShading => Some("sample_rate_shading"),
            Capability::CapabilityImageRect => panic!(), // not supported
            Capability::CapabilitySampledRect => panic!(),   // not supported
            Capability::CapabilityGenericPointer => panic!(),    // not supported
            Capability::CapabilityInt8 => panic!(),  // not supported
            Capability::CapabilityInputAttachment => None,       // always supported
            Capability::CapabilitySparseResidency => Some("shader_resource_residency"),
            Capability::CapabilityMinLod => Some("shader_resource_min_lod"),
            Capability::CapabilitySampled1D => None,        // always supported
            Capability::CapabilityImage1D => None,        // always supported
            Capability::CapabilitySampledCubeArray => Some("image_cube_array"),
            Capability::CapabilitySampledBuffer => None,         // always supported
            Capability::CapabilityImageBuffer => None,        // always supported
            Capability::CapabilityImageMSArray => Some("shader_storage_image_multisample"),
            Capability::CapabilityStorageImageExtendedFormats =>
                Some("shader_storage_image_extended_formats"),
            Capability::CapabilityImageQuery => None,        // always supported
            Capability::CapabilityDerivativeControl => None,        // always supported
            Capability::CapabilityInterpolationFunction => Some("sample_rate_shading"),
            Capability::CapabilityTransformFeedback => panic!(), // not supported
            Capability::CapabilityGeometryStreams => panic!(),   // not supported
            Capability::CapabilityStorageImageReadWithoutFormat =>
                Some("shader_storage_image_read_without_format"),
            Capability::CapabilityStorageImageWriteWithoutFormat =>
                Some("shader_storage_image_write_without_format"),
            Capability::CapabilityMultiViewport => Some("multi_viewport"),
        }
    }

    #[cfg(test)]
    mod tests {
        use super::*;

        #[test]
        fn test_bad_alignment() {
            // vec3/mat3/mat3x* are problematic in arrays since their rust
            // representations don't have the same array stride as the SPIR-V
            // ones. E.g. in a vec3[2], the second element starts on the 16th
            // byte, but in a rust [[f32;3];2], the second element starts on the
            // 12th byte. Since we can't generate code for these types, we should
            // create an error instead of generating incorrect code.
            let comp = compile(None, "
            #version 450
            struct MyStruct {
                vec3 vs[2];
            };
            layout(binding=0) uniform UBO {
                MyStruct s;
            };
            void main() {}
            ", ShaderKind::Vertex, &[]).unwrap();
            let doc = parse::parse_spirv(comp.as_binary()).unwrap();
            let res = std::panic::catch_unwind(|| structs::write_structs(&doc));
            assert!(res.is_err());
        }
        #[test]
        fn test_trivial_alignment() {
            let comp = compile(None, "
            #version 450
            struct MyStruct {
                vec4 vs[2];
            };
            layout(binding=0) uniform UBO {
                MyStruct s;
            };
            void main() {}
            ", ShaderKind::Vertex, &[]).unwrap();
            let doc = parse::parse_spirv(comp.as_binary()).unwrap();
            structs::write_structs(&doc);
        }
        #[test]
        fn test_wrap_alignment() {
            // This is a workaround suggested in the case of test_bad_alignment,
            // so we should make sure it works.
            let comp = compile(None, "
            #version 450
            struct Vec3Wrap {
                vec3 v;
            };
            struct MyStruct {
                Vec3Wrap vs[2];
            };
            layout(binding=0) uniform UBO {
                MyStruct s;
            };
            void main() {}
            ", ShaderKind::Vertex, &[]).unwrap();
            let doc = parse::parse_spirv(comp.as_binary()).unwrap();
            structs::write_structs(&doc);
        }
    }

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