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#pragma once

#include "xe_device.hpp"
#include "xe_model.hpp"

#include <cstdint>
#include <string>
#include <vector>
#include <vulkan/vulkan_core.h>

namespace xe {

struct PipelineConfigInfo {
  PipelineConfigInfo(const PipelineConfigInfo&) = delete;
  PipelineConfigInfo& operator=(const PipelineConfigInfo&) = delete;

  VkPipelineViewportStateCreateInfo viewportInfo;
  VkPipelineInputAssemblyStateCreateInfo inputAssemblyInfo;
  VkPipelineRasterizationStateCreateInfo rasterizationInfo;
  VkPipelineMultisampleStateCreateInfo multisampleInfo;
  VkPipelineColorBlendAttachmentState colorBlendAttachment;
  VkPipelineColorBlendStateCreateInfo colorBlendInfo;
  VkPipelineDepthStencilStateCreateInfo depthStencilInfo;
  std::vector<VkDynamicState> dynamicStateEnables;
  VkPipelineDynamicStateCreateInfo dynamicStateInfo;
  VkPipelineLayout pipelineLayout = nullptr;
  VkRenderPass renderPass = nullptr;
  uint32_t subpass = 0;
};

class XePipeline {
  public:
    XePipeline(
      XeDevice &device, 
      const std::string& vertFilepath, 
      const std::string& fragFilepath, 
      const PipelineConfigInfo& configInfo);
    ~XePipeline();

    XePipeline(const XePipeline&) = delete;
    XePipeline operator=(const XePipeline&) = delete;

    void bind(VkCommandBuffer commandBuffer);
    static void defaultPipelineConfigInfo(PipelineConfigInfo& configInfo);

  private:
    static std::vector<char> readFile(const std::string& filePath);

    void createGraphicsPipeline(
      const std::string& vertFilePath, 
      const std::string& fragFilepath, 
      const PipelineConfigInfo& configInfo);

    void createShaderModule(const std::vector<char>& code, VkShaderModule* shaderModule);

    XeDevice& xeDevice;
    VkPipeline graphicsPipeline;
    VkShaderModule vertShaderModule;
    VkShaderModule fragShaderModule;
};

}