//--------------------------------------------------------------------------------------
// File: DXUTEnum.h
//
// Enumerates D3D adapters, devices, modes, etc.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#ifndef DXUT_ENUM_H
#define DXUT_ENUM_H

//--------------------------------------------------------------------------------------
// Finding valid device settings
//--------------------------------------------------------------------------------------
enum DXUT_MATCH_TYPE
{
    DXUTMT_IGNORE_INPUT = 0,  // Use the closest valid value to a default 
    DXUTMT_PRESERVE_INPUT,    // Use input without change, but may cause no valid device to be found
    DXUTMT_CLOSEST_TO_INPUT   // Use the closest valid value to the input 
};

struct DXUTMatchOptions
{
    DXUT_MATCH_TYPE eAPIVersion;
    DXUT_MATCH_TYPE eAdapterOrdinal;
    DXUT_MATCH_TYPE eOutput;
    DXUT_MATCH_TYPE eDeviceType;
    DXUT_MATCH_TYPE eWindowed;
    DXUT_MATCH_TYPE eAdapterFormat;
    DXUT_MATCH_TYPE eVertexProcessing;
    DXUT_MATCH_TYPE eResolution;
    DXUT_MATCH_TYPE eBackBufferFormat;
    DXUT_MATCH_TYPE eBackBufferCount;
    DXUT_MATCH_TYPE eMultiSample;
    DXUT_MATCH_TYPE eSwapEffect;
    DXUT_MATCH_TYPE eDepthFormat;
    DXUT_MATCH_TYPE eStencilFormat;
    DXUT_MATCH_TYPE ePresentFlags;
    DXUT_MATCH_TYPE eRefreshRate;
    DXUT_MATCH_TYPE ePresentInterval;
};

HRESULT WINAPI DXUTFindValidDeviceSettings( DXUTDeviceSettings* pOut, DXUTDeviceSettings* pIn = NULL,
                                            DXUTMatchOptions* pMatchOptions = NULL );


//--------------------------------------------------------------------------------------
// Functions to get bit depth from formats
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTGetD3D10AdapterDisplayMode( UINT AdapterOrdinal, UINT Output, DXGI_MODE_DESC* pModeDesc ); // TODO: refactor?
UINT WINAPI DXUTGetD3D9ColorChannelBits( D3DFORMAT fmt );
UINT WINAPI DXUTGetAlphaChannelBits( D3DFORMAT fmt );
UINT WINAPI DXUTGetStencilBits( D3DFORMAT fmt );
UINT WINAPI DXUTGetDepthBits( D3DFORMAT fmt );
UINT WINAPI DXUTGetDXGIColorChannelBits( DXGI_FORMAT fmt );


//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
class CD3D9EnumAdapterInfo;
class CD3D9EnumDeviceInfo;
struct CD3D9EnumDeviceSettingsCombo;
struct CD3D9EnumDSMSConflict;


//--------------------------------------------------------------------------------------
// Optional memory create/destory functions.  If not call, these will be called automatically
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTCreateD3D9Enumeration();
HRESULT WINAPI DXUTCreateD3D10Enumeration();
void WINAPI DXUTDestroyD3D9Enumeration();
void WINAPI DXUTDestroyD3D10Enumeration();



//--------------------------------------------------------------------------------------
// Enumerates available Direct3D9 adapters, devices, modes, etc.
// Use DXUTGetD3D9Enumeration() to access global instance
//--------------------------------------------------------------------------------------
class CD3D9Enumeration
{
public:
    // These should be called before Enumerate(). 
    //
    // Use these calls and the IsDeviceAcceptable to control the contents of 
    // the enumeration object, which affects the device selection and the device settings dialog.
    void                    SetRequirePostPixelShaderBlending( bool bRequire )
    {
        m_bRequirePostPixelShaderBlending = bRequire;
    }
    void                    SetResolutionMinMax( UINT nMinWidth, UINT nMinHeight, UINT nMaxWidth, UINT nMaxHeight );
    void                    SetRefreshMinMax( UINT nMin, UINT nMax );
    void                    SetMultisampleQualityMax( UINT nMax );
    void                    GetPossibleVertexProcessingList( bool* pbSoftwareVP, bool* pbHardwareVP,
                                                             bool* pbPureHarewareVP, bool* pbMixedVP );
    void                    SetPossibleVertexProcessingList( bool bSoftwareVP, bool bHardwareVP, bool bPureHarewareVP,
                                                             bool bMixedVP );
    CGrowableArray <D3DFORMAT>* GetPossibleDepthStencilFormatList();
    CGrowableArray <D3DMULTISAMPLE_TYPE>* GetPossibleMultisampleTypeList();
    CGrowableArray <UINT>* GetPossiblePresentIntervalList();
    void                    ResetPossibleDepthStencilFormats();
    void                    ResetPossibleMultisampleTypeList();
    void                    ResetPossiblePresentIntervalList();

    // Call Enumerate() to enumerate available D3D adapters, devices, modes, etc.
    bool                    HasEnumerated()
    {
        return m_bHasEnumerated;
    }
    HRESULT                 Enumerate( LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE IsD3D9DeviceAcceptableFunc = NULL,
                                       void* pIsD3D9DeviceAcceptableFuncUserContext = NULL );

    // These should be called after Enumerate() is called
    CGrowableArray <CD3D9EnumAdapterInfo*>* GetAdapterInfoList();
    CD3D9EnumAdapterInfo* GetAdapterInfo( UINT AdapterOrdinal );
    CD3D9EnumDeviceInfo* GetDeviceInfo( UINT AdapterOrdinal, D3DDEVTYPE DeviceType );
    CD3D9EnumDeviceSettingsCombo* GetDeviceSettingsCombo( DXUTD3D9DeviceSettings* pD3D9DeviceSettings )
    {
        return GetDeviceSettingsCombo( pD3D9DeviceSettings->AdapterOrdinal, pD3D9DeviceSettings->DeviceType,
                                       pD3D9DeviceSettings->AdapterFormat, pD3D9DeviceSettings->pp.BackBufferFormat,
                                       pD3D9DeviceSettings->pp.Windowed );
    }
    CD3D9EnumDeviceSettingsCombo* GetDeviceSettingsCombo( UINT AdapterOrdinal, D3DDEVTYPE DeviceType,
                                                          D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat,
                                                          BOOL Windowed );

                            ~CD3D9Enumeration();

private:
    friend HRESULT WINAPI   DXUTCreateD3D9Enumeration();

    // Use DXUTGetD3D9Enumeration() to access global instance
                            CD3D9Enumeration();

    bool m_bHasEnumerated;
    IDirect3D9* m_pD3D;
    LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE m_IsD3D9DeviceAcceptableFunc;
    void* m_pIsD3D9DeviceAcceptableFuncUserContext;
    bool m_bRequirePostPixelShaderBlending;
    CGrowableArray <D3DFORMAT> m_DepthStencilPossibleList;
    CGrowableArray <D3DMULTISAMPLE_TYPE> m_MultiSampleTypeList;
    CGrowableArray <UINT> m_PresentIntervalList;

    bool m_bSoftwareVP;
    bool m_bHardwareVP;
    bool m_bPureHarewareVP;
    bool m_bMixedVP;

    UINT m_nMinWidth;
    UINT m_nMaxWidth;
    UINT m_nMinHeight;
    UINT m_nMaxHeight;
    UINT m_nRefreshMin;
    UINT m_nRefreshMax;
    UINT m_nMultisampleQualityMax;

    // Array of CD3D9EnumAdapterInfo* with unique AdapterOrdinals
    CGrowableArray <CD3D9EnumAdapterInfo*> m_AdapterInfoList;

    HRESULT                 EnumerateDevices( CD3D9EnumAdapterInfo* pAdapterInfo,
                                              CGrowableArray <D3DFORMAT>* pAdapterFormatList );
    HRESULT                 EnumerateDeviceCombos( CD3D9EnumAdapterInfo* pAdapterInfo,
                                                   CD3D9EnumDeviceInfo* pDeviceInfo,
                                                   CGrowableArray <D3DFORMAT>* pAdapterFormatList );
    void                    BuildDepthStencilFormatList( CD3D9EnumDeviceSettingsCombo* pDeviceCombo );
    void                    BuildMultiSampleTypeList( CD3D9EnumDeviceSettingsCombo* pDeviceCombo );
    void                    BuildDSMSConflictList( CD3D9EnumDeviceSettingsCombo* pDeviceCombo );
    void                    BuildPresentIntervalList( CD3D9EnumDeviceInfo* pDeviceInfo,
                                                      CD3D9EnumDeviceSettingsCombo* pDeviceCombo );
    void                    ClearAdapterInfoList();
};

CD3D9Enumeration*   WINAPI DXUTGetD3D9Enumeration( bool bForceEnumerate = false );


//--------------------------------------------------------------------------------------
// A class describing an adapter which contains a unique adapter ordinal 
// that is installed on the system
//--------------------------------------------------------------------------------------
class CD3D9EnumAdapterInfo
{
public:
            ~CD3D9EnumAdapterInfo();

    UINT AdapterOrdinal;
    D3DADAPTER_IDENTIFIER9 AdapterIdentifier;
    WCHAR   szUniqueDescription[256];

    CGrowableArray <D3DDISPLAYMODE> displayModeList; // Array of supported D3DDISPLAYMODEs
    CGrowableArray <CD3D9EnumDeviceInfo*> deviceInfoList; // Array of CD3D9EnumDeviceInfo* with unique supported DeviceTypes
};


//--------------------------------------------------------------------------------------
// A class describing a Direct3D device that contains a 
//       unique supported device type 
//--------------------------------------------------------------------------------------
class CD3D9EnumDeviceInfo
{
public:
    ~CD3D9EnumDeviceInfo();

    UINT AdapterOrdinal;
    D3DDEVTYPE DeviceType;
    D3DCAPS9 Caps;

    // List of CD3D9EnumDeviceSettingsCombo* with a unique set 
    // of AdapterFormat, BackBufferFormat, and Windowed
    CGrowableArray <CD3D9EnumDeviceSettingsCombo*> deviceSettingsComboList;
};


//--------------------------------------------------------------------------------------
// A struct describing device settings that contains a unique combination of 
// adapter format, back buffer format, and windowed that is compatible with a 
// particular Direct3D device and the app.
//--------------------------------------------------------------------------------------
struct CD3D9EnumDeviceSettingsCombo
{
    UINT AdapterOrdinal;
    D3DDEVTYPE DeviceType;
    D3DFORMAT AdapterFormat;
    D3DFORMAT BackBufferFormat;
    BOOL Windowed;

    CGrowableArray <D3DFORMAT> depthStencilFormatList; // List of D3DFORMATs
    CGrowableArray <D3DMULTISAMPLE_TYPE> multiSampleTypeList; // List of D3DMULTISAMPLE_TYPEs
    CGrowableArray <DWORD> multiSampleQualityList; // List of number of quality levels for each multisample type
    CGrowableArray <UINT> presentIntervalList; // List of D3DPRESENT flags
    CGrowableArray <CD3D9EnumDSMSConflict> DSMSConflictList; // List of CD3D9EnumDSMSConflict

    CD3D9EnumAdapterInfo* pAdapterInfo;
    CD3D9EnumDeviceInfo* pDeviceInfo;
};


//--------------------------------------------------------------------------------------
// A depth/stencil buffer format that is incompatible with a
// multisample type.
//--------------------------------------------------------------------------------------
struct CD3D9EnumDSMSConflict
{
    D3DFORMAT DSFormat;
    D3DMULTISAMPLE_TYPE MSType;
};


//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
class CD3D10EnumAdapterInfo;
class CD3D10EnumDeviceInfo;
class CD3D10EnumOutputInfo;
struct CD3D10EnumDeviceSettingsCombo;


//--------------------------------------------------------------------------------------
// Enumerates available Direct3D10 adapters, devices, modes, etc.
// Use DXUTGetD3D9Enumeration() to access global instance
//--------------------------------------------------------------------------------------
class CD3D10Enumeration
{
public:
    // These should be called before Enumerate(). 
    //
    // Use these calls and the IsDeviceAcceptable to control the contents of 
    // the enumeration object, which affects the device selection and the device settings dialog.
    void                    SetResolutionMinMax( UINT nMinWidth, UINT nMinHeight, UINT nMaxWidth, UINT nMaxHeight );
    void                    SetRefreshMinMax( UINT nMin, UINT nMax );
    void                    SetMultisampleQualityMax( UINT nMax );
    CGrowableArray <D3DFORMAT>* GetPossibleDepthStencilFormatList();
    void                    ResetPossibleDepthStencilFormats();
    void                    SetEnumerateAllAdapterFormats( bool bEnumerateAllAdapterFormats, bool bEnumerateNow =
                                                           true );

    // Call Enumerate() to enumerate available D3D10 adapters, devices, modes, etc.
    bool                    HasEnumerated()
    {
        return m_bHasEnumerated;
    }
    HRESULT                 Enumerate( LPDXUTCALLBACKISD3D10DEVICEACCEPTABLE IsD3D10DeviceAcceptableFunc,
                                       void* pIsD3D10DeviceAcceptableFuncUserContext );

    // These should be called after Enumerate() is called
    CGrowableArray <CD3D10EnumAdapterInfo*>* GetAdapterInfoList();
    CD3D10EnumAdapterInfo* GetAdapterInfo( UINT AdapterOrdinal );
    CD3D10EnumDeviceInfo* GetDeviceInfo( UINT AdapterOrdinal, D3D10_DRIVER_TYPE DeviceType );
    CD3D10EnumOutputInfo* GetOutputInfo( UINT AdapterOrdinal, UINT Output );
    CD3D10EnumDeviceSettingsCombo* GetDeviceSettingsCombo( DXUTD3D10DeviceSettings* pDeviceSettings )
    {
        return GetDeviceSettingsCombo( pDeviceSettings->AdapterOrdinal, pDeviceSettings->DriverType,
                                       pDeviceSettings->Output, pDeviceSettings->sd.BufferDesc.Format,
                                       pDeviceSettings->sd.Windowed );
    }
    CD3D10EnumDeviceSettingsCombo* GetDeviceSettingsCombo( UINT AdapterOrdinal, D3D10_DRIVER_TYPE DeviceType,
                                                           UINT Output, DXGI_FORMAT BackBufferFormat, BOOL Windowed );

                            ~CD3D10Enumeration();

private:
    friend HRESULT WINAPI   DXUTCreateD3D10Enumeration();

    // Use DXUTGetD3D10Enumeration() to access global instance
                            CD3D10Enumeration();

    bool m_bHasEnumerated;
    LPDXUTCALLBACKISD3D10DEVICEACCEPTABLE m_IsD3D10DeviceAcceptableFunc;
    void* m_pIsD3D10DeviceAcceptableFuncUserContext;

    CGrowableArray <DXGI_FORMAT> m_DepthStencilPossibleList;

    UINT m_nMinWidth;
    UINT m_nMaxWidth;
    UINT m_nMinHeight;
    UINT m_nMaxHeight;
    UINT m_nRefreshMin;
    UINT m_nRefreshMax;
    UINT m_nMultisampleQualityMax;
    bool m_bEnumerateAllAdapterFormats;

    // Array of CD3D9EnumAdapterInfo* with unique AdapterOrdinals
    CGrowableArray <CD3D10EnumAdapterInfo*> m_AdapterInfoList;

    HRESULT                 EnumerateOutputs( CD3D10EnumAdapterInfo* pAdapterInfo );
    HRESULT                 EnumerateDevices( CD3D10EnumAdapterInfo* pAdapterInfo );
    HRESULT                 EnumerateDeviceCombos( IDXGIFactory* pFactory, CD3D10EnumAdapterInfo* pAdapterInfo );
    HRESULT                 EnumerateDeviceCombosNoAdapter(  CD3D10EnumAdapterInfo* pAdapterInfo );
    HRESULT                 EnumerateDisplayModes( CD3D10EnumOutputInfo* pOutputInfo );
    void                    BuildMultiSampleQualityList( DXGI_FORMAT fmt,
                                                         CD3D10EnumDeviceSettingsCombo* pDeviceCombo );
    void                    ClearAdapterInfoList();
};

CD3D10Enumeration*  WINAPI DXUTGetD3D10Enumeration( bool bForceEnumerate = false, bool EnumerateAllAdapterFormats =
                                                    false );


#define DXGI_MAX_DEVICE_IDENTIFIER_STRING 128

//--------------------------------------------------------------------------------------
// A class describing an adapter which contains a unique adapter ordinal 
// that is installed on the system
//--------------------------------------------------------------------------------------
class CD3D10EnumAdapterInfo
{
    const CD3D10EnumAdapterInfo& operator =( const CD3D10EnumAdapterInfo& rhs );

public:
            ~CD3D10EnumAdapterInfo();

    UINT AdapterOrdinal;
    DXGI_ADAPTER_DESC AdapterDesc;
    WCHAR   szUniqueDescription[DXGI_MAX_DEVICE_IDENTIFIER_STRING];
    IDXGIAdapter* m_pAdapter;

    CGrowableArray <CD3D10EnumOutputInfo*> outputInfoList; // Array of CD3D10EnumOutputInfo*
    CGrowableArray <CD3D10EnumDeviceInfo*> deviceInfoList; // Array of CD3D10EnumDeviceInfo*
    // List of CD3D10EnumDeviceSettingsCombo* with a unique set 
    // of BackBufferFormat, and Windowed
    CGrowableArray <CD3D10EnumDeviceSettingsCombo*> deviceSettingsComboList;
};


class CD3D10EnumOutputInfo
{
    const CD3D10EnumOutputInfo& operator =( const CD3D10EnumOutputInfo& rhs );

public:
    ~CD3D10EnumOutputInfo();

    UINT AdapterOrdinal;
    UINT Output;
    IDXGIOutput* m_pOutput;
    DXGI_OUTPUT_DESC Desc;

    CGrowableArray <DXGI_MODE_DESC> displayModeList; // Array of supported D3DDISPLAYMODEs
};


//--------------------------------------------------------------------------------------
// A class describing a Direct3D10 device that contains a 
//       unique supported driver type
//--------------------------------------------------------------------------------------
class CD3D10EnumDeviceInfo
{
    const CD3D10EnumDeviceInfo& operator =( const CD3D10EnumDeviceInfo& rhs );

public:
    ~CD3D10EnumDeviceInfo();

    UINT AdapterOrdinal;
    D3D10_DRIVER_TYPE DeviceType;
};


//--------------------------------------------------------------------------------------
// A struct describing device settings that contains a unique combination of 
// adapter format, back buffer format, and windowed that is compatible with a 
// particular Direct3D device and the app.
//--------------------------------------------------------------------------------------
struct CD3D10EnumDeviceSettingsCombo
{
    UINT AdapterOrdinal;
    D3D10_DRIVER_TYPE DeviceType;
    DXGI_FORMAT BackBufferFormat;
    BOOL Windowed;
    UINT Output;

    CGrowableArray <UINT> multiSampleCountList; // List of valid sampling counts (multisampling)
    CGrowableArray <UINT> multiSampleQualityList; // List of number of quality levels for each multisample count

    CD3D10EnumAdapterInfo* pAdapterInfo;
    CD3D10EnumDeviceInfo* pDeviceInfo;
    CD3D10EnumOutputInfo* pOutputInfo;
};


#endif
