/*************************************************************************/
/*  detect_prime.cpp                                                     */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#ifdef X11_ENABLED
#if defined(OPENGL_ENABLED)

#include "core/print_string.h"
#include "core/ustring.h"

#include <stdlib.h>

#include <GL/gl.h>
#include <GL/glx.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>

#include <cstring>

#include <sys/types.h>
#include <sys/wait.h>
#include <unistd.h>

#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092

typedef GLXContext (*GLXCREATECONTEXTATTRIBSARBPROC)(Display *, GLXFBConfig, GLXContext, Bool, const int *);

struct vendor {
	const char *glxvendor;
	int priority;
};

vendor vendormap[] = {
	{ "Advanced Micro Devices, Inc.", 30 },
	{ "NVIDIA Corporation", 30 },
	{ "X.Org", 30 },
	{ "Intel Open Source Technology Center", 20 },
	{ "nouveau", 10 },
	{ "Mesa Project", 0 },
	{ NULL, 0 }
};

// Runs inside a child. Exiting will not quit the engine.
void create_context() {
	Display *x11_display = XOpenDisplay(NULL);
	Window x11_window;
	GLXContext glx_context;

	GLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB = (GLXCREATECONTEXTATTRIBSARBPROC)glXGetProcAddress((const GLubyte *)"glXCreateContextAttribsARB");

	static int visual_attribs[] = {
		GLX_RENDER_TYPE, GLX_RGBA_BIT,
		GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
		GLX_DOUBLEBUFFER, true,
		GLX_RED_SIZE, 1,
		GLX_GREEN_SIZE, 1,
		GLX_BLUE_SIZE, 1,
		GLX_DEPTH_SIZE, 24,
		None
	};

	int fbcount;
	GLXFBConfig fbconfig = 0;
	XVisualInfo *vi = NULL;

	XSetWindowAttributes swa;
	swa.event_mask = StructureNotifyMask;
	swa.border_pixel = 0;
	unsigned long valuemask = CWBorderPixel | CWColormap | CWEventMask;

	GLXFBConfig *fbc = glXChooseFBConfig(x11_display, DefaultScreen(x11_display), visual_attribs, &fbcount);
	if (!fbc)
		exit(1);

	vi = glXGetVisualFromFBConfig(x11_display, fbc[0]);

	fbconfig = fbc[0];

	static int context_attribs[] = {
		GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
		GLX_CONTEXT_MINOR_VERSION_ARB, 3,
		GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_CORE_PROFILE_BIT_ARB,
		GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
		None
	};

	glx_context = glXCreateContextAttribsARB(x11_display, fbconfig, NULL, true, context_attribs);

	swa.colormap = XCreateColormap(x11_display, RootWindow(x11_display, vi->screen), vi->visual, AllocNone);
	x11_window = XCreateWindow(x11_display, RootWindow(x11_display, vi->screen), 0, 0, 10, 10, 0, vi->depth, InputOutput, vi->visual, valuemask, &swa);

	if (!x11_window)
		exit(1);

	glXMakeCurrent(x11_display, x11_window, glx_context);
	XFree(vi);
}

int detect_prime() {
	pid_t p;
	int priorities[2];
	String vendors[2];
	String renderers[2];

	vendors[0] = "Unknown";
	vendors[1] = "Unknown";
	renderers[0] = "Unknown";
	renderers[1] = "Unknown";

	for (int i = 0; i < 2; ++i) {
		int fdset[2];

		if (pipe(fdset) == -1) {
			print_verbose("Failed to pipe(), using default GPU");
			return 0;
		}

		// Fork so the driver initialization can crash without taking down the engine.
		p = fork();

		if (p > 0) {
			// Main thread

			int stat_loc = 0;
			char string[201];
			string[200] = '\0';

			close(fdset[1]);

			waitpid(p, &stat_loc, 0);

			if (!stat_loc) {
				// No need to do anything complicated here. Anything less than
				// PIPE_BUF will be delivered in one read() call.
				read(fdset[0], string, sizeof(string) - 1);

				vendors[i] = string;
				renderers[i] = string + strlen(string) + 1;
			}

			close(fdset[0]);

		} else {
			// In child, exit() here will not quit the engine.

			char string[201];

			close(fdset[0]);

			if (i) setenv("DRI_PRIME", "1", 1);
			create_context();

			const char *vendor = (const char *)glGetString(GL_VENDOR);
			const char *renderer = (const char *)glGetString(GL_RENDERER);

			unsigned int vendor_len = strlen(vendor) + 1;
			unsigned int renderer_len = strlen(renderer) + 1;

			if (vendor_len + renderer_len >= sizeof(string)) {
				renderer_len = 200 - vendor_len;
			}

			memcpy(&string, vendor, vendor_len);
			memcpy(&string[vendor_len], renderer, renderer_len);

			write(fdset[1], string, vendor_len + renderer_len);

			close(fdset[1]);
			exit(0);
		}
	}

	int preferred = 0;
	int priority = 0;

	if (vendors[0] == vendors[1]) {
		print_verbose("Only one GPU found, using default.");
		return 0;
	}

	for (int i = 1; i >= 0; --i) {
		vendor *v = vendormap;
		while (v->glxvendor) {
			if (v->glxvendor == vendors[i]) {
				priorities[i] = v->priority;

				if (v->priority >= priority) {
					priority = v->priority;
					preferred = i;
				}
			}
			++v;
		}
	}

	print_verbose("Found renderers:");
	for (int i = 0; i < 2; ++i) {
		print_verbose("Renderer " + itos(i) + ": " + renderers[i] + " with priority: " + itos(priorities[i]));
	}

	print_verbose("Using renderer: " + renderers[preferred]);
	return preferred;
}

#endif
#endif
