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////////////////////////////////////////////////////////////////////////////////
//
//  Utility funcs to wrap up savings a surface or the back buffer as a PPM file
//  In addition, wraps up a threshold comparision of two PPMs.
//
//  These functions are designed to be used to implement an automated QA testing
//  for SDK samples.
//
//  Author: Bryan Dudash
//  Email: sdkfeedback@nvidia.com
//
// Copyright (c) NVIDIA Corporation. All rights reserved.
////////////////////////////////////////////////////////////////////////////////

#include <helper_functions.h>
#include <rendercheck_d3d9.h>

// originally copied from checkrender_gl.cpp and slightly modified
bool CheckRenderD3D9::PPMvsPPM(const char *src_file, const char *ref_file,
                               const char *exec_path, const float epsilon,
                               const float threshold) {
  char *ref_file_path = sdkFindFilePath(ref_file, exec_path);

  if (ref_file_path == NULL) {
    printf(
        "CheckRenderD3D9::PPMvsPPM unable to find <%s> in <%s> Aborting "
        "comparison!\n",
        ref_file, exec_path);
    printf(">>> Check info.xml and [project//data] folder <%s> <<<\n",
           ref_file);
    printf("Aborting comparison!\n");
    printf("  FAILURE!\n");
    return false;
  }

  return (sdkComparePPM(src_file, ref_file_path, epsilon, threshold, true) ==
          true);
};

HRESULT CheckRenderD3D9::BackbufferToPPM(IDirect3DDevice9 *pDevice,
                                         const char *zFileName) {
  IDirect3DSurface9 *pSurface = NULL;

  if (FAILED(
          pDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface))) {
    printf("Unable to get the back buffer.  Aborting...\n");
    return E_FAIL;
  }

  // D3DXSaveSurfaceToFile("C:\\bing.dds",D3DXIFF_DDS,pSurface,NULL,NULL);

  HRESULT hr = S_OK;
  hr = SurfaceToPPM(pDevice, pSurface, zFileName);

  pSurface->Release();

  return hr;
}

HRESULT CheckRenderD3D9::SurfaceToPPM(IDirect3DDevice9 *pDevice,
                                      IDirect3DSurface9 *pSurface,
                                      const char *zFileName) {
  D3DSURFACE_DESC pDesc;
  pSurface->GetDesc(&pDesc);

  // $$ For now only support common 8bit formats.  TODO: support for more
  // complex formats via conversion?
  if (!(pDesc.Format == D3DFMT_A8R8G8B8 || pDesc.Format == D3DFMT_X8R8G8B8)) {
    return E_INVALIDARG;
  }

  IDirect3DTexture9 *pTargetTex = NULL;

  if (FAILED(pDevice->CreateTexture(pDesc.Width, pDesc.Height, 1,
                                    D3DUSAGE_DYNAMIC, pDesc.Format,
                                    D3DPOOL_SYSTEMMEM, &pTargetTex, NULL))) {
    printf("Unable to create texture for surface transfer! Aborting...\n");
    return E_FAIL;
  }

  IDirect3DSurface9 *pTargetSurface = NULL;

  if (FAILED(pTargetTex->GetSurfaceLevel(0, &pTargetSurface))) {
    printf("Unable to get surface for surface transfer! Aborting...\n");
    return E_FAIL;
  }

  // This is required because we cannot lock a D3DPOOL_DEAULT surface directly.
  // So, we copy to our sysmem surface.
  if (FAILED(pDevice->GetRenderTargetData(pSurface, pTargetSurface))) {
    printf(
        "Unable to GetRenderTargetData() for surface transfer! Aborting...\n");
    return E_FAIL;
  }

  D3DLOCKED_RECT lockedRect;
  HRESULT hr = pTargetSurface->LockRect(&lockedRect, NULL, 0);

  // Need to convert from dx pitch to pitch=width
  //
  // $ PPM is BGR and not RGB it seems. Saved image looks "funny" in viewer(red
  // and blue swapped), but since ref will be dumped using same method, this is
  // ok.
  //      however, if we want the saved image to be properly colored, then we
  //      can swizzle the color bytes here.
  unsigned char *pPPMData = new unsigned char[pDesc.Width * pDesc.Height * 4];

  for (unsigned int iHeight = 0; iHeight < pDesc.Height; iHeight++) {
#if 1  // swizzle to implment RGB to BGR conversion.

    for (unsigned int iWidth = 0; iWidth < pDesc.Width; iWidth++) {
      DWORD color = *(DWORD *)((unsigned char *)(lockedRect.pBits) +
                               iHeight * lockedRect.Pitch + iWidth * 4);

      // R<->B, [7:0] <-> [23:16], swizzle
      color = ((color & 0xFF) << 16) | (color & 0xFF00) |
              ((color & 0xFF0000) >> 16) | (color & 0xFF000000);

      memcpy(&(pPPMData[(iHeight * pDesc.Width + iWidth) * 4]),
             (unsigned char *)&color, 4);
    }

#else
    memcpy(&(pPPMData[iHeight * pDesc.Width * 4]),
           (unsigned char *)(lockedRect.pBits) + iHeight * lockedRect.Pitch,
           pDesc.Width * 4);
#endif
  }

  pTargetSurface->UnlockRect();

  // Prepends the PPM header info and bumps byte data afterwards
  sdkSavePPM4ub(zFileName, pPPMData, pDesc.Width, pDesc.Height);

  delete[] pPPMData;
  pTargetSurface->Release();
  pTargetTex->Release();

  return S_OK;
}
