/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkDataTransferHelper.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
/**
 * @class   vtkDataTransferHelper
 * @brief   is a helper class that aids in transferring
 *  data between CPU memory and GPU memory.
 *
 *
 *  vtkDataTransferHelper is a helper class that aids in transferring data
 *  between the CPU memory and the GPU memory. The data in GPU memory is
 *  stored as textures which that in CPU memory is stored as vtkDataArray.
 *  vtkDataTransferHelper provides API to transfer only a sub-extent of CPU
 *  structured data to/from the GPU.
 *
 * @sa
 *  vtkPixelBufferObject vtkTextureObject vtkOpenGLExtensionManager
 */

#ifndef vtkDataTransferHelper_h
#define vtkDataTransferHelper_h

#include "vtkObject.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkSmartPointer.h"           // needed for vtkSmartPointer.
#include "vtkWeakPointer.h"            // needed for vtkWeakPointer.

class vtkDataArray;
class vtkPixelBufferObject;
class vtkTextureObject;
class vtkRenderWindow;

class VTKRENDERINGOPENGL2_EXPORT vtkDataTransferHelper : public vtkObject
{
public:
  static vtkDataTransferHelper* New();
  vtkTypeMacro(vtkDataTransferHelper, vtkObject);
  void PrintSelf(ostream& os, vtkIndent indent) override;

  ///@{
  /**
   * Get/Set the context. Context must be a vtkOpenGLRenderWindow.
   * This does not increase the reference count of the
   * context to avoid reference loops.
   * SetContext() may raise an error if the OpenGL context does not support the
   * required OpenGL extensions.
   */
  void SetContext(vtkRenderWindow* context);
  vtkRenderWindow* GetContext();
  ///@}

  ///@{
  /**
   * Set the CPU data extent. The extent matches the vtkDataArray size.
   * If the vtkDataArray comes from an vtkImageData and it is part of the
   * point data, it is usually the vtkImageData extent.
   * It can be on cell data too, but in this case it does not match the
   * vtkImageData extent.
   * If the vtkDataArray comes from a vtkDataSet, just
   * set it to a one-dimenstional extent equal to the number of tuples.
   * Initial value is (0,0,0,0,0,0), a valid one tuple array.
   */
  vtkSetVector6Macro(CPUExtent, int);
  vtkGetVector6Macro(CPUExtent, int);
  ///@}

  ///@{
  /**
   * Set the GPU data extent. This is the sub-extent to copy from or to the GPU.
   * This extent matches the size of the data to transfer.
   * GPUExtent and TextureExtent don't have to match (GPUExtent can be 1D
   * whereas TextureExtent is 2D) but the number of elements have to match.
   * Initial value is (0,0,0,0,0,0), a valid one tuple array.
   */
  vtkSetVector6Macro(GPUExtent, int);
  vtkGetVector6Macro(GPUExtent, int);
  ///@}

  ///@{
  /**
   * Set the texture data extent. This is the extent of the texture image that
   * will receive the data. This extent matches the size of the data to
   * transfer. If it is set to an invalid extent, GPUExtent is used.
   * See more comment on GPUExtent.
   * Initial value is an invalid extent.
   */
  vtkSetVector6Macro(TextureExtent, int);
  vtkGetVector6Macro(TextureExtent, int);
  ///@}

  /**
   * Tells if the given extent (6 int) is valid. True if min
   * extent<=max extent.
   * \pre extent_exists: extent!=0
   */
  bool GetExtentIsValid(int* extent);

  /**
   * Tells if CPUExtent is valid. True if min extent<=max extent.
   */
  bool GetCPUExtentIsValid();

  /**
   * Tells if GPUExtent is valid. True if min extent<=max extent.
   */
  bool GetGPUExtentIsValid();

  /**
   * Tells if TextureExtent is valid. True if min extent<=max extent.
   */
  bool GetTextureExtentIsValid();

  ///@{
  /**
   * Define the minimal dimension of the texture regardless of the dimensions
   * of the TextureExtent. Initial value is 1.
   * A texture extent can have a given dimension 0D (one value), 1D, 2D or 3D.
   * By default 0D and 1D are translated into a 1D texture, 2D is translated
   * into a 2D texture, 3D is translated into a 3D texture. To make life easier
   * when writing GLSL code and use only one type of sampler (ex: sampler2d),
   * the default behavior can be changed by forcing a type of texture with
   * this ivar.
   * 1: default behavior. Initial value.
   * 2: force 0D and 1D to be in a 2D texture
   * 3: force 0D, 1D and 2D texture to be in a 3D texture.
   */
  vtkSetMacro(MinTextureDimension, int);
  vtkGetMacro(MinTextureDimension, int);
  ///@}

  ///@{
  /**
   * Get/Set the CPU data buffer. Initial value is 0.
   */
  vtkGetObjectMacro(Array, vtkDataArray);
  void SetArray(vtkDataArray* array);
  ///@}

  ///@{
  /**
   * Get/Set the GPU data buffer. Initial value is 0.
   */
  vtkGetObjectMacro(Texture, vtkTextureObject);
  void SetTexture(vtkTextureObject* texture);
  ///@}

  /**
   * Old comment.
   * Upload Extent from CPU data buffer to GPU.
   * The WholeExtent must match the Array size.
   * New comment.
   * Upload GPUExtent from CPU vtkDataArray to GPU texture.
   * It is possible to send a subset of the components or to specify and
   * order of components or both. If components=0, componentList is ignored
   * and all components are passed, a texture cannot have more than 4
   * components.
   * \pre array_exists: array!=0
   * \pre array_not_empty: array->GetNumberOfTuples()>0
   * \pre valid_cpu_extent: this->GetCPUExtentIsValid()
   * \pre valid_cpu_extent_size:
   * (CPUExtent[1]-CPUExtent[0]+1)*(CPUExtent[3]-CPUExtent[2]+1)*(CPUExtent[5]-CPUExtent[4]+1)==array->GetNumberOfTuples()
   * \pre valid_gpu_extent: this->GetGPUExtentIsValid()
   * \pre gpu_extent_in_cpu_extent: CPUExtent[0]<=GPUExtent[0] && GPUExtent[1]<=CPUExtent[1] &&
   * CPUExtent[2]<=GPUExtent[2] && GPUExtent[3]<=CPUExtent[3] && CPUExtent[4]<=GPUExtent[4] &&
   * GPUExtent[5]<=CPUExtent[5] \pre gpu_texture_size: !this->GetTextureExtentIsValid() ||
   * (GPUExtent[1]-GPUExtent[0]+1)*(GPUExtent[3]-GPUExtent[2]+1)*(GPUExtent[5]-GPUExtent[4]+1)==(TextureExtent[1]-TextureExtent[0]+1)*(TextureExtent[3]-TextureExtent[2]+1)*(TextureExtent[5]-TextureExtent[4]+1)
   * \pre texture_can_exist_or_not: texture==0 || texture!=0
   * \pre valid_components: (components==0 && componentList==0 && array->GetNumberOfComponents()<=4)
   * || (components>=1 && components<=array->GetNumberOfComponents() && components<=4 &&
   * componentList!=0)
   */
  bool Upload(int components = 0, int* componentList = nullptr);

  /**
   * old comment:
   * Download Extent from GPU data buffer to CPU.
   * GPU data size must exactly match Extent.
   * CPU data buffer will be resized to match WholeExtent in which only the
   * Extent will be filled with the GPU data.
   * new comment:
   * Download GPUExtent from GPU texture to CPU vtkDataArray.
   * If Array is not provided, it will be created with the size of CPUExtent.
   * But only the tuples covered by GPUExtent will be download. In this case,
   * if GPUExtent does not cover all GPUExtent, some of the vtkDataArray will
   * be uninitialized.
   * Reminder: A=>B <=> !A||B
   * \pre texture_exists: texture!=0
   * \pre array_not_empty: array==0 || array->GetNumberOfTuples()>0
   * \pre valid_cpu_extent: this->GetCPUExtentIsValid()
   * \pre valid_cpu_extent_size: array==0 ||
   * (CPUExtent[1]-CPUExtent[0]+1)*(CPUExtent[3]-CPUExtent[2]+1)*(CPUExtent[5]-CPUExtent[4]+1)==array->GetNumberOfTuples()
   * \pre valid_gpu_extent: this->GetGPUExtentIsValid()
   * \pre gpu_extent_in_cpu_extent: CPUExtent[0]<=GPUExtent[0] && GPUExtent[1]<=CPUExtent[1] &&
   * CPUExtent[2]<=GPUExtent[2] && GPUExtent[3]<=CPUExtent[3] && CPUExtent[4]<=GPUExtent[4] &&
   * GPUExtent[5]<=CPUExtent[5] \pre gpu_texture_size: !this->GetTextureExtentIsValid() ||
   * (GPUExtent[1]-GPUExtent[0]+1)*(GPUExtent[3]-GPUExtent[2]+1)*(GPUExtent[5]-GPUExtent[4]+1)==(TextureExtent[1]-TextureExtent[0]+1)*(TextureExtent[3]-TextureExtent[2]+1)*(TextureExtent[5]-TextureExtent[4]+1)
   * \pre valid_components: array==0 || array->GetNumberOfComponents()<=4
   * \pre components_match: array==0 || (texture->GetComponents()==array->GetNumberOfComponents())
   */
  bool Download();

  ///@{
  /**
   * Splits the download in two operations
   * * Asynchronously download from texture memory to PBO (DownloadAsync1()).
   * * Copy from pbo to user array (DownloadAsync2()).
   */
  bool DownloadAsync1();
  bool DownloadAsync2();
  ///@}

  bool GetShaderSupportsTextureInt();
  void SetShaderSupportsTextureInt(bool value);

  /**
   * Returns if the context supports the required extensions.
   */
  static bool IsSupported(vtkRenderWindow* renWin);

protected:
  vtkDataTransferHelper();
  ~vtkDataTransferHelper() override;

  int CPUExtent[6];
  int GPUExtent[6];
  int TextureExtent[6];

  vtkWeakPointer<vtkRenderWindow> Context;
  vtkTextureObject* Texture;
  vtkDataArray* Array;
  bool ShaderSupportsTextureInt;
  int MinTextureDimension;

  vtkSmartPointer<vtkPixelBufferObject> AsyncDownloadPBO;

  vtkPixelBufferObject* GetPBO();

  // We try to reuse the PBO if possible.
  vtkSmartPointer<vtkPixelBufferObject> PBO;

private:
  vtkDataTransferHelper(const vtkDataTransferHelper&) = delete;
  void operator=(const vtkDataTransferHelper&) = delete;
};

#endif
