// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include <array>

#include "VideoBackends/Vulkan/Constants.h"
#include "VideoCommon/NativeVertexFormat.h"

namespace Vulkan
{
class VertexFormat : public ::NativeVertexFormat
{
public:
  VertexFormat(const PortableVertexDeclaration& in_vtx_decl);

  // Creates or obtains a pointer to a VertexFormat representing decl.
  // If this results in a VertexFormat being created, if the game later uses a matching vertex
  // declaration, the one that was previously created will be used.
  static VertexFormat* GetOrCreateMatchingFormat(const PortableVertexDeclaration& decl);

  // Passed to pipeline state creation
  const VkPipelineVertexInputStateCreateInfo& GetVertexInputStateInfo() const
  {
    return m_input_state_info;
  }

  // Converting PortableVertexDeclaration -> Vulkan types
  void MapAttributes();
  void SetupInputState();

  // Not used in the Vulkan backend.
  void SetupVertexPointers() override;

private:
  void AddAttribute(uint32_t location, uint32_t binding, VkFormat format, uint32_t offset);

  VkVertexInputBindingDescription m_binding_description = {};

  std::array<VkVertexInputAttributeDescription, MAX_VERTEX_ATTRIBUTES> m_attribute_descriptions =
      {};

  VkPipelineVertexInputStateCreateInfo m_input_state_info = {};

  uint32_t m_num_attributes = 0;
};
}
