// Copyright 2023 The Dawn & Tint Authors
//
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// 1. Redistributions of source code must retain the above copyright notice, this
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//    this list of conditions and the following disclaimer in the documentation
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#ifndef SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_
#define SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_

#include "dawn/common/MutexProtected.h"
#include "dawn/common/SerialMap.h"
#include "dawn/native/SystemEvent.h"
#include "dawn/native/d3d/QueueD3D.h"

#include "dawn/native/d3d11/CommandRecordingContextD3D11.h"
#include "dawn/native/d3d11/Forward.h"

namespace dawn::native::d3d11 {

class Device;
class SharedFence;

class Queue final : public d3d::Queue {
  public:
    static ResultOrError<Ref<Queue>> Create(Device* device, const QueueDescriptor* descriptor);

    ScopedCommandRecordingContext GetScopedPendingCommandContext(SubmitMode submitMode);
    ScopedSwapStateCommandRecordingContext GetScopedSwapStatePendingCommandContext(
        SubmitMode submitMode);
    MaybeError SubmitPendingCommands();
    MaybeError NextSerial();
    MaybeError WaitForSerial(ExecutionSerial serial);

    // Separated from creation because it creates resources, which is not valid before the
    // DeviceBase is fully created.
    MaybeError InitializePendingContext();

  private:
    using d3d::Queue::Queue;

    ~Queue() override = default;

    MaybeError Initialize();

    MaybeError SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) override;
    MaybeError WriteBufferImpl(BufferBase* buffer,
                               uint64_t bufferOffset,
                               const void* data,
                               size_t size) override;
    MaybeError WriteTextureImpl(const ImageCopyTexture& destination,
                                const void* data,
                                const TextureDataLayout& dataLayout,
                                const Extent3D& writeSizePixel) override;

    void DestroyImpl() override;
    bool HasPendingCommands() const override;
    ResultOrError<ExecutionSerial> CheckAndUpdateCompletedSerials() override;
    void ForceEventualFlushOfCommands() override;
    MaybeError WaitForIdleForDestruction() override;

    ResultOrError<Ref<d3d::SharedFence>> GetOrCreateSharedFence() override;
    void SetEventOnCompletion(ExecutionSerial serial, HANDLE event) override;

    ComPtr<ID3D11Fence> mFence;
    HANDLE mFenceEvent = nullptr;
    Ref<SharedFence> mSharedFence;
    CommandRecordingContext mPendingCommands;
};

}  // namespace dawn::native::d3d11

#endif  // SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_
