// Copyright (c) 2017-2021, The Khronos Group Inc.
//
// SPDX-License-Identifier: Apache-2.0

#include "pch.h"
#include "common.h"
#include "geometry.h"
#include "graphicsplugin.h"

#if defined(XR_USE_GRAPHICS_API_D3D12) && !defined(MISSING_DIRECTX_COLORS)

#include <common/xr_linear.h>
#include <DirectXColors.h>
#include <D3Dcompiler.h>

#include "d3d_common.h"

using namespace Microsoft::WRL;
using namespace DirectX;

namespace {
void InitializeD3D12DeviceForAdapter(IDXGIAdapter1* adapter, D3D_FEATURE_LEVEL minimumFeatureLevel, ID3D12Device** device) {
#if !defined(NDEBUG)
    ComPtr<ID3D12Debug> debugCtrl;
    if (SUCCEEDED(D3D12GetDebugInterface(__uuidof(ID3D12Debug), &debugCtrl))) {
        debugCtrl->EnableDebugLayer();
    }
#endif

    CHECK_HRCMD(D3D12CreateDevice(adapter, minimumFeatureLevel, __uuidof(ID3D12Device), reinterpret_cast<void**>(device)));
}

template <uint32_t alignment>
constexpr uint32_t AlignTo(uint32_t n) {
    static_assert((alignment & (alignment - 1)) == 0, "The alignment must be power-of-two");
    return (n + alignment - 1) & ~(alignment - 1);
}

ComPtr<ID3D12Resource> CreateBuffer(ID3D12Device* d3d12Device, uint32_t size, D3D12_HEAP_TYPE heapType) {
    D3D12_RESOURCE_STATES d3d12ResourceState;
    if (heapType == D3D12_HEAP_TYPE_UPLOAD) {
        d3d12ResourceState = D3D12_RESOURCE_STATE_GENERIC_READ;
        size = AlignTo<D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT>(size);
    } else {
        d3d12ResourceState = D3D12_RESOURCE_STATE_COMMON;
    }

    D3D12_HEAP_PROPERTIES heapProp{};
    heapProp.Type = heapType;
    heapProp.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
    heapProp.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;

    D3D12_RESOURCE_DESC buffDesc{};
    buffDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
    buffDesc.Alignment = 0;
    buffDesc.Width = size;
    buffDesc.Height = 1;
    buffDesc.DepthOrArraySize = 1;
    buffDesc.MipLevels = 1;
    buffDesc.Format = DXGI_FORMAT_UNKNOWN;
    buffDesc.SampleDesc.Count = 1;
    buffDesc.SampleDesc.Quality = 0;
    buffDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
    buffDesc.Flags = D3D12_RESOURCE_FLAG_NONE;

    ComPtr<ID3D12Resource> buffer;
    CHECK_HRCMD(d3d12Device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &buffDesc, d3d12ResourceState, nullptr,
                                                     __uuidof(ID3D12Resource),
                                                     reinterpret_cast<void**>(buffer.ReleaseAndGetAddressOf())));
    return buffer;
}

class SwapchainImageContext {
   public:
    std::vector<XrSwapchainImageBaseHeader*> Create(ID3D12Device* d3d12Device, uint32_t capacity) {
        m_d3d12Device = d3d12Device;

        m_swapchainImages.resize(capacity);
        std::vector<XrSwapchainImageBaseHeader*> bases(capacity);
        for (uint32_t i = 0; i < capacity; ++i) {
            m_swapchainImages[i] = {XR_TYPE_SWAPCHAIN_IMAGE_D3D12_KHR};
            bases[i] = reinterpret_cast<XrSwapchainImageBaseHeader*>(&m_swapchainImages[i]);
        }

        CHECK_HRCMD(m_d3d12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator),
                                                          reinterpret_cast<void**>(m_commandAllocator.ReleaseAndGetAddressOf())));

        m_viewProjectionCBuffer = CreateBuffer(m_d3d12Device, sizeof(ViewProjectionConstantBuffer), D3D12_HEAP_TYPE_UPLOAD);

        return bases;
    }

    uint32_t ImageIndex(const XrSwapchainImageBaseHeader* swapchainImageHeader) {
        auto p = reinterpret_cast<const XrSwapchainImageD3D12KHR*>(swapchainImageHeader);
        return (uint32_t)(p - &m_swapchainImages[0]);
    }

    ID3D12Resource* GetDepthStencilTexture(ID3D12Resource* colorTexture) {
        if (!m_depthStencilTexture) {
            // This back-buffer has no corresponding depth-stencil texture, so create one with matching dimensions.

            const D3D12_RESOURCE_DESC colorDesc = colorTexture->GetDesc();

            D3D12_HEAP_PROPERTIES heapProp{};
            heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
            heapProp.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
            heapProp.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;

            D3D12_RESOURCE_DESC depthDesc{};
            depthDesc.Dimension = colorDesc.Dimension;
            depthDesc.Alignment = colorDesc.Alignment;
            depthDesc.Width = colorDesc.Width;
            depthDesc.Height = colorDesc.Height;
            depthDesc.DepthOrArraySize = colorDesc.DepthOrArraySize;
            depthDesc.MipLevels = 1;
            depthDesc.Format = DXGI_FORMAT_R32_TYPELESS;
            depthDesc.SampleDesc.Count = 1;
            depthDesc.Layout = colorDesc.Layout;
            depthDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;

            D3D12_CLEAR_VALUE clearValue{};
            clearValue.DepthStencil.Depth = 1.0f;
            clearValue.Format = DXGI_FORMAT_D32_FLOAT;

            CHECK_HRCMD(m_d3d12Device->CreateCommittedResource(
                &heapProp, D3D12_HEAP_FLAG_NONE, &depthDesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &clearValue,
                __uuidof(ID3D12Resource), reinterpret_cast<void**>(m_depthStencilTexture.ReleaseAndGetAddressOf())));
        }

        return m_depthStencilTexture.Get();
    }

    ID3D12CommandAllocator* GetCommandAllocator() const { return m_commandAllocator.Get(); }

    uint64_t GetFrameFenceValue() const { return m_fenceValue; }
    void SetFrameFenceValue(uint64_t fenceValue) { m_fenceValue = fenceValue; }

    void ResetCommandAllocator() { CHECK_HRCMD(m_commandAllocator->Reset()); }

    void RequestModelCBuffer(uint32_t requiredSize) {
        if (!m_modelCBuffer || (requiredSize > m_modelCBuffer->GetDesc().Width)) {
            m_modelCBuffer = CreateBuffer(m_d3d12Device, requiredSize, D3D12_HEAP_TYPE_UPLOAD);
        }
    }

    ID3D12Resource* GetModelCBuffer() const { return m_modelCBuffer.Get(); }
    ID3D12Resource* GetViewProjectionCBuffer() const { return m_viewProjectionCBuffer.Get(); }

   private:
    ID3D12Device* m_d3d12Device{nullptr};

    std::vector<XrSwapchainImageD3D12KHR> m_swapchainImages;
    ComPtr<ID3D12CommandAllocator> m_commandAllocator;
    ComPtr<ID3D12Resource> m_depthStencilTexture;
    ComPtr<ID3D12Resource> m_modelCBuffer;
    ComPtr<ID3D12Resource> m_viewProjectionCBuffer;
    uint64_t m_fenceValue = 0;
};

struct D3D12GraphicsPlugin : public IGraphicsPlugin {
    D3D12GraphicsPlugin(const std::shared_ptr<Options>&, std::shared_ptr<IPlatformPlugin>)
        : m_vertexShaderBytes(CompileShader(ShaderHlsl, "MainVS", "vs_5_1")),
          m_pixelShaderBytes(CompileShader(ShaderHlsl, "MainPS", "ps_5_1")) {}

    ~D3D12GraphicsPlugin() override { CloseHandle(m_fenceEvent); }

    std::vector<std::string> GetInstanceExtensions() const override { return {XR_KHR_D3D12_ENABLE_EXTENSION_NAME}; }

    void InitializeDevice(XrInstance instance, XrSystemId systemId) override {
        PFN_xrGetD3D12GraphicsRequirementsKHR pfnGetD3D12GraphicsRequirementsKHR = nullptr;
        CHECK_XRCMD(xrGetInstanceProcAddr(instance, "xrGetD3D12GraphicsRequirementsKHR",
                                          reinterpret_cast<PFN_xrVoidFunction*>(&pfnGetD3D12GraphicsRequirementsKHR)));

        // Create the D3D12 device for the adapter associated with the system.
        XrGraphicsRequirementsD3D12KHR graphicsRequirements{XR_TYPE_GRAPHICS_REQUIREMENTS_D3D12_KHR};
        CHECK_XRCMD(pfnGetD3D12GraphicsRequirementsKHR(instance, systemId, &graphicsRequirements));
        const ComPtr<IDXGIAdapter1> adapter = GetAdapter(graphicsRequirements.adapterLuid);

        // Create a list of feature levels which are both supported by the OpenXR runtime and this application.
        InitializeD3D12DeviceForAdapter(adapter.Get(), graphicsRequirements.minFeatureLevel, m_device.ReleaseAndGetAddressOf());

        D3D12_COMMAND_QUEUE_DESC queueDesc = {};
        queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
        queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
        CHECK_HRCMD(m_device->CreateCommandQueue(&queueDesc, __uuidof(ID3D12CommandQueue),
                                                 reinterpret_cast<void**>(m_cmdQueue.ReleaseAndGetAddressOf())));

        InitializeResources();

        m_graphicsBinding.device = m_device.Get();
        m_graphicsBinding.queue = m_cmdQueue.Get();
    }

    void InitializeResources() {
        {
            D3D12_DESCRIPTOR_HEAP_DESC heapDesc{};
            heapDesc.NumDescriptors = 1;
            heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
            heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
            CHECK_HRCMD(m_device->CreateDescriptorHeap(&heapDesc, __uuidof(ID3D12DescriptorHeap),
                                                       reinterpret_cast<void**>(m_rtvHeap.ReleaseAndGetAddressOf())));
        }
        {
            D3D12_DESCRIPTOR_HEAP_DESC heapDesc{};
            heapDesc.NumDescriptors = 1;
            heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
            heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
            CHECK_HRCMD(m_device->CreateDescriptorHeap(&heapDesc, __uuidof(ID3D12DescriptorHeap),
                                                       reinterpret_cast<void**>(m_dsvHeap.ReleaseAndGetAddressOf())));
        }

        D3D12_ROOT_PARAMETER rootParams[2];
        rootParams[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
        rootParams[0].Descriptor.ShaderRegister = 0;
        rootParams[0].Descriptor.RegisterSpace = 0;
        rootParams[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
        rootParams[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
        rootParams[1].Descriptor.ShaderRegister = 1;
        rootParams[1].Descriptor.RegisterSpace = 0;
        rootParams[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;

        D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc{};
        rootSignatureDesc.NumParameters = (UINT)ArraySize(rootParams);
        rootSignatureDesc.pParameters = rootParams;
        rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;

        ComPtr<ID3DBlob> rootSignatureBlob;
        ComPtr<ID3DBlob> error;
        CHECK_HRCMD(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1_0,
                                                rootSignatureBlob.ReleaseAndGetAddressOf(), error.ReleaseAndGetAddressOf()));

        CHECK_HRCMD(m_device->CreateRootSignature(0, rootSignatureBlob->GetBufferPointer(), rootSignatureBlob->GetBufferSize(),
                                                  __uuidof(ID3D12RootSignature),
                                                  reinterpret_cast<void**>(m_rootSignature.ReleaseAndGetAddressOf())));

        SwapchainImageContext initializeContext;
        std::vector<XrSwapchainImageBaseHeader*> _ = initializeContext.Create(m_device.Get(), 1);

        ComPtr<ID3D12GraphicsCommandList> cmdList;
        CHECK_HRCMD(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, initializeContext.GetCommandAllocator(), nullptr,
                                                __uuidof(ID3D12GraphicsCommandList),
                                                reinterpret_cast<void**>(cmdList.ReleaseAndGetAddressOf())));

        ComPtr<ID3D12Resource> cubeVertexBufferUpload;
        m_cubeVertexBuffer = CreateBuffer(m_device.Get(), sizeof(Geometry::c_cubeVertices), D3D12_HEAP_TYPE_DEFAULT);
        {
            cubeVertexBufferUpload = CreateBuffer(m_device.Get(), sizeof(Geometry::c_cubeVertices), D3D12_HEAP_TYPE_UPLOAD);

            void* data;
            const D3D12_RANGE readRange{0, 0};
            CHECK_HRCMD(cubeVertexBufferUpload->Map(0, &readRange, &data));
            memcpy(data, Geometry::c_cubeVertices, sizeof(Geometry::c_cubeVertices));
            cubeVertexBufferUpload->Unmap(0, nullptr);

            cmdList->CopyBufferRegion(m_cubeVertexBuffer.Get(), 0, cubeVertexBufferUpload.Get(), 0,
                                      sizeof(Geometry::c_cubeVertices));
        }

        ComPtr<ID3D12Resource> cubeIndexBufferUpload;
        m_cubeIndexBuffer = CreateBuffer(m_device.Get(), sizeof(Geometry::c_cubeIndices), D3D12_HEAP_TYPE_DEFAULT);
        {
            cubeIndexBufferUpload = CreateBuffer(m_device.Get(), sizeof(Geometry::c_cubeIndices), D3D12_HEAP_TYPE_UPLOAD);

            void* data;
            const D3D12_RANGE readRange{0, 0};
            CHECK_HRCMD(cubeIndexBufferUpload->Map(0, &readRange, &data));
            memcpy(data, Geometry::c_cubeIndices, sizeof(Geometry::c_cubeIndices));
            cubeIndexBufferUpload->Unmap(0, nullptr);

            cmdList->CopyBufferRegion(m_cubeIndexBuffer.Get(), 0, cubeIndexBufferUpload.Get(), 0, sizeof(Geometry::c_cubeIndices));
        }

        CHECK_HRCMD(cmdList->Close());
        ID3D12CommandList* cmdLists[] = {cmdList.Get()};
        m_cmdQueue->ExecuteCommandLists((UINT)ArraySize(cmdLists), cmdLists);

        CHECK_HRCMD(m_device->CreateFence(m_fenceValue, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence),
                                          reinterpret_cast<void**>(m_fence.ReleaseAndGetAddressOf())));
        m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
        CHECK(m_fenceEvent != nullptr);

        WaitForGpu();
    }

    int64_t SelectColorSwapchainFormat(const std::vector<int64_t>& runtimeFormats) const override {
        // List of supported color swapchain formats.
        constexpr DXGI_FORMAT SupportedColorSwapchainFormats[] = {
            DXGI_FORMAT_R8G8B8A8_UNORM,
            DXGI_FORMAT_B8G8R8A8_UNORM,
            DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
            DXGI_FORMAT_B8G8R8A8_UNORM_SRGB,
        };

        auto swapchainFormatIt =
            std::find_first_of(runtimeFormats.begin(), runtimeFormats.end(), std::begin(SupportedColorSwapchainFormats),
                               std::end(SupportedColorSwapchainFormats));
        if (swapchainFormatIt == runtimeFormats.end()) {
            THROW("No runtime swapchain format supported for color swapchain");
        }

        return *swapchainFormatIt;
    }

    const XrBaseInStructure* GetGraphicsBinding() const override {
        return reinterpret_cast<const XrBaseInStructure*>(&m_graphicsBinding);
    }

    std::vector<XrSwapchainImageBaseHeader*> AllocateSwapchainImageStructs(
        uint32_t capacity, const XrSwapchainCreateInfo& /*swapchainCreateInfo*/) override {
        // Allocate and initialize the buffer of image structs (must be sequential in memory for xrEnumerateSwapchainImages).
        // Return back an array of pointers to each swapchain image struct so the consumer doesn't need to know the type/size.

        m_swapchainImageContexts.emplace_back();
        SwapchainImageContext& swapchainImageContext = m_swapchainImageContexts.back();

        std::vector<XrSwapchainImageBaseHeader*> bases = swapchainImageContext.Create(m_device.Get(), capacity);

        // Map every swapchainImage base pointer to this context
        for (auto& base : bases) {
            m_swapchainImageContextMap[base] = &swapchainImageContext;
        }

        return bases;
    }

    ID3D12PipelineState* GetOrCreatePipelineState(DXGI_FORMAT swapchainFormat) {
        auto iter = m_pipelineStates.find(swapchainFormat);
        if (iter != m_pipelineStates.end()) {
            return iter->second.Get();
        }

        const D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = {
            {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT,
             D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
            {"COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
             0},
        };

        D3D12_GRAPHICS_PIPELINE_STATE_DESC pipelineStateDesc{};
        pipelineStateDesc.pRootSignature = m_rootSignature.Get();
        pipelineStateDesc.VS = {m_vertexShaderBytes->GetBufferPointer(), m_vertexShaderBytes->GetBufferSize()};
        pipelineStateDesc.PS = {m_pixelShaderBytes->GetBufferPointer(), m_pixelShaderBytes->GetBufferSize()};
        {
            pipelineStateDesc.BlendState.AlphaToCoverageEnable = false;
            pipelineStateDesc.BlendState.IndependentBlendEnable = false;

            for (size_t i = 0; i < ArraySize(pipelineStateDesc.BlendState.RenderTarget); ++i) {
                pipelineStateDesc.BlendState.RenderTarget[i].BlendEnable = false;

                pipelineStateDesc.BlendState.RenderTarget[i].SrcBlend = D3D12_BLEND_ONE;
                pipelineStateDesc.BlendState.RenderTarget[i].DestBlend = D3D12_BLEND_ZERO;
                pipelineStateDesc.BlendState.RenderTarget[i].BlendOp = D3D12_BLEND_OP_ADD;

                pipelineStateDesc.BlendState.RenderTarget[i].SrcBlendAlpha = D3D12_BLEND_ONE;
                pipelineStateDesc.BlendState.RenderTarget[i].DestBlendAlpha = D3D12_BLEND_ZERO;
                pipelineStateDesc.BlendState.RenderTarget[i].BlendOpAlpha = D3D12_BLEND_OP_ADD;

                pipelineStateDesc.BlendState.RenderTarget[i].LogicOp = D3D12_LOGIC_OP_NOOP;
                pipelineStateDesc.BlendState.RenderTarget[i].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
            }
        }
        pipelineStateDesc.SampleMask = 0xFFFFFFFF;
        {
            pipelineStateDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
            pipelineStateDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
            pipelineStateDesc.RasterizerState.FrontCounterClockwise = FALSE;
            pipelineStateDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
            pipelineStateDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
            pipelineStateDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
            pipelineStateDesc.RasterizerState.DepthClipEnable = TRUE;
            pipelineStateDesc.RasterizerState.MultisampleEnable = FALSE;
            pipelineStateDesc.RasterizerState.AntialiasedLineEnable = FALSE;
            pipelineStateDesc.RasterizerState.ForcedSampleCount = 0;
            pipelineStateDesc.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
        }
        {
            pipelineStateDesc.DepthStencilState.DepthEnable = TRUE;
            pipelineStateDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
            pipelineStateDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
            pipelineStateDesc.DepthStencilState.StencilEnable = FALSE;
            pipelineStateDesc.DepthStencilState.StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
            pipelineStateDesc.DepthStencilState.StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
            pipelineStateDesc.DepthStencilState.FrontFace = pipelineStateDesc.DepthStencilState.BackFace = {
                D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS};
        }
        {
            pipelineStateDesc.InputLayout.pInputElementDescs = inputElementDescs;
            pipelineStateDesc.InputLayout.NumElements = (UINT)ArraySize(inputElementDescs);
        }
        pipelineStateDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
        pipelineStateDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
        pipelineStateDesc.NumRenderTargets = 1;
        pipelineStateDesc.RTVFormats[0] = swapchainFormat;
        pipelineStateDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
        pipelineStateDesc.SampleDesc = {1, 0};
        pipelineStateDesc.NodeMask = 0;
        pipelineStateDesc.CachedPSO = {nullptr, 0};
        pipelineStateDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;

        ComPtr<ID3D12PipelineState> pipelineState;
        CHECK_HRCMD(m_device->CreateGraphicsPipelineState(&pipelineStateDesc, __uuidof(ID3D12PipelineState),
                                                          reinterpret_cast<void**>(pipelineState.ReleaseAndGetAddressOf())));
        ID3D12PipelineState* pipelineStateRaw = pipelineState.Get();

        m_pipelineStates.emplace(swapchainFormat, std::move(pipelineState));

        return pipelineStateRaw;
    }

    void RenderView(const XrCompositionLayerProjectionView& layerView, const XrSwapchainImageBaseHeader* swapchainImage,
                    int64_t swapchainFormat, const std::vector<Cube>& cubes) override {
        CHECK(layerView.subImage.imageArrayIndex == 0);  // Texture arrays not supported.

        auto& swapchainContext = *m_swapchainImageContextMap[swapchainImage];
        CpuWaitForFence(swapchainContext.GetFrameFenceValue());
        swapchainContext.ResetCommandAllocator();

        ComPtr<ID3D12GraphicsCommandList> cmdList;
        CHECK_HRCMD(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, swapchainContext.GetCommandAllocator(), nullptr,
                                                __uuidof(ID3D12GraphicsCommandList),
                                                reinterpret_cast<void**>(cmdList.ReleaseAndGetAddressOf())));

        ID3D12PipelineState* pipelineState = GetOrCreatePipelineState((DXGI_FORMAT)swapchainFormat);
        cmdList->SetPipelineState(pipelineState);
        cmdList->SetGraphicsRootSignature(m_rootSignature.Get());

        ID3D12Resource* const colorTexture = reinterpret_cast<const XrSwapchainImageD3D12KHR*>(swapchainImage)->texture;
        const D3D12_RESOURCE_DESC colorTextureDesc = colorTexture->GetDesc();

        const D3D12_VIEWPORT viewport = {(float)layerView.subImage.imageRect.offset.x,
                                         (float)layerView.subImage.imageRect.offset.y,
                                         (float)layerView.subImage.imageRect.extent.width,
                                         (float)layerView.subImage.imageRect.extent.height,
                                         0,
                                         1};
        cmdList->RSSetViewports(1, &viewport);

        const D3D12_RECT scissorRect = {layerView.subImage.imageRect.offset.x, layerView.subImage.imageRect.offset.y,
                                        layerView.subImage.imageRect.offset.x + layerView.subImage.imageRect.extent.width,
                                        layerView.subImage.imageRect.offset.y + layerView.subImage.imageRect.extent.height};
        cmdList->RSSetScissorRects(1, &scissorRect);

        // Create RenderTargetView with original swapchain format (swapchain is typeless).
        D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = m_rtvHeap->GetCPUDescriptorHandleForHeapStart();
        D3D12_RENDER_TARGET_VIEW_DESC renderTargetViewDesc{};
        renderTargetViewDesc.Format = (DXGI_FORMAT)swapchainFormat;
        if (colorTextureDesc.DepthOrArraySize > 1) {
            if (colorTextureDesc.SampleDesc.Count > 1) {
                renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
                renderTargetViewDesc.Texture2DMSArray.ArraySize = colorTextureDesc.DepthOrArraySize;
            } else {
                renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
                renderTargetViewDesc.Texture2DArray.ArraySize = colorTextureDesc.DepthOrArraySize;
            }
        } else {
            if (colorTextureDesc.SampleDesc.Count > 1) {
                renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
            } else {
                renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
            }
        }
        m_device->CreateRenderTargetView(colorTexture, &renderTargetViewDesc, renderTargetView);

        ID3D12Resource* depthStencilTexture = swapchainContext.GetDepthStencilTexture(colorTexture);
        const D3D12_RESOURCE_DESC depthStencilTextureDesc = depthStencilTexture->GetDesc();
        D3D12_CPU_DESCRIPTOR_HANDLE depthStencilView = m_dsvHeap->GetCPUDescriptorHandleForHeapStart();
        D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc{};
        depthStencilViewDesc.Format = DXGI_FORMAT_D32_FLOAT;
        if (depthStencilTextureDesc.DepthOrArraySize > 1) {
            if (depthStencilTextureDesc.SampleDesc.Count > 1) {
                depthStencilViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
                depthStencilViewDesc.Texture2DMSArray.ArraySize = colorTextureDesc.DepthOrArraySize;
            } else {
                depthStencilViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
                depthStencilViewDesc.Texture2DArray.ArraySize = colorTextureDesc.DepthOrArraySize;
            }
        } else {
            if (depthStencilTextureDesc.SampleDesc.Count > 1) {
                depthStencilViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
            } else {
                depthStencilViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
            }
        }
        m_device->CreateDepthStencilView(depthStencilTexture, &depthStencilViewDesc, depthStencilView);

        // Clear swapchain and depth buffer. NOTE: This will clear the entire render target view, not just the specified view.
        // TODO: Do not clear to a color when using a pass-through view configuration.
        cmdList->ClearRenderTargetView(renderTargetView, DirectX::Colors::DarkSlateGray, 0, nullptr);
        cmdList->ClearDepthStencilView(depthStencilView, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

        D3D12_CPU_DESCRIPTOR_HANDLE renderTargets[] = {renderTargetView};
        cmdList->OMSetRenderTargets((UINT)ArraySize(renderTargets), renderTargets, true, &depthStencilView);

        const XMMATRIX spaceToView = XMMatrixInverse(nullptr, LoadXrPose(layerView.pose));
        XrMatrix4x4f projectionMatrix;
        XrMatrix4x4f_CreateProjectionFov(&projectionMatrix, GRAPHICS_D3D, layerView.fov, 0.05f, 100.0f);

        // Set shaders and constant buffers.
        ID3D12Resource* viewProjectionCBuffer = swapchainContext.GetViewProjectionCBuffer();
        ViewProjectionConstantBuffer viewProjection;
        XMStoreFloat4x4(&viewProjection.ViewProjection, XMMatrixTranspose(spaceToView * LoadXrMatrix(projectionMatrix)));
        {
            void* data;
            const D3D12_RANGE readRange{0, 0};
            CHECK_HRCMD(viewProjectionCBuffer->Map(0, &readRange, &data));
            memcpy(data, &viewProjection, sizeof(viewProjection));
            viewProjectionCBuffer->Unmap(0, nullptr);
        }

        cmdList->SetGraphicsRootConstantBufferView(1, viewProjectionCBuffer->GetGPUVirtualAddress());

        // Set cube primitive data.
        const D3D12_VERTEX_BUFFER_VIEW vertexBufferView[] = {
            {m_cubeVertexBuffer->GetGPUVirtualAddress(), sizeof(Geometry::c_cubeVertices), sizeof(Geometry::Vertex)}};
        cmdList->IASetVertexBuffers(0, (UINT)ArraySize(vertexBufferView), vertexBufferView);

        D3D12_INDEX_BUFFER_VIEW indexBufferView{m_cubeIndexBuffer->GetGPUVirtualAddress(), sizeof(Geometry::c_cubeIndices),
                                                DXGI_FORMAT_R16_UINT};
        cmdList->IASetIndexBuffer(&indexBufferView);

        cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

        constexpr uint32_t cubeCBufferSize = AlignTo<D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT>(sizeof(ModelConstantBuffer));
        swapchainContext.RequestModelCBuffer(static_cast<uint32_t>(cubeCBufferSize * cubes.size()));
        ID3D12Resource* modelCBuffer = swapchainContext.GetModelCBuffer();

        // Render each cube
        uint32_t offset = 0;
        for (const Cube& cube : cubes) {
            // Compute and update the model transform.
            ModelConstantBuffer model;
            XMStoreFloat4x4(&model.Model,
                            XMMatrixTranspose(XMMatrixScaling(cube.Scale.x, cube.Scale.y, cube.Scale.z) * LoadXrPose(cube.Pose)));
            {
                uint8_t* data;
                const D3D12_RANGE readRange{0, 0};
                CHECK_HRCMD(modelCBuffer->Map(0, &readRange, reinterpret_cast<void**>(&data)));
                memcpy(data + offset, &model, sizeof(model));
                const D3D12_RANGE writeRange{offset, offset + cubeCBufferSize};
                modelCBuffer->Unmap(0, &writeRange);
            }

            cmdList->SetGraphicsRootConstantBufferView(0, modelCBuffer->GetGPUVirtualAddress() + offset);

            // Draw the cube.
            cmdList->DrawIndexedInstanced((UINT)ArraySize(Geometry::c_cubeIndices), 1, 0, 0, 0);

            offset += cubeCBufferSize;
        }

        CHECK_HRCMD(cmdList->Close());
        ID3D12CommandList* cmdLists[] = {cmdList.Get()};
        m_cmdQueue->ExecuteCommandLists((UINT)ArraySize(cmdLists), cmdLists);

        SignalFence();
        swapchainContext.SetFrameFenceValue(m_fenceValue);
    }

    void SignalFence() {
        ++m_fenceValue;
        CHECK_HRCMD(m_cmdQueue->Signal(m_fence.Get(), m_fenceValue));
    }

    void CpuWaitForFence(uint64_t fenceValue) {
        if (m_fence->GetCompletedValue() < fenceValue) {
            CHECK_HRCMD(m_fence->SetEventOnCompletion(fenceValue, m_fenceEvent));
            const uint32_t retVal = WaitForSingleObjectEx(m_fenceEvent, INFINITE, FALSE);
            if (retVal != WAIT_OBJECT_0) {
                CHECK_HRCMD(E_FAIL);
            }
        }
    }

    void WaitForGpu() {
        SignalFence();
        CpuWaitForFence(m_fenceValue);
    }

   private:
    const ComPtr<ID3DBlob> m_vertexShaderBytes;
    const ComPtr<ID3DBlob> m_pixelShaderBytes;
    ComPtr<ID3D12Device> m_device;
    ComPtr<ID3D12CommandQueue> m_cmdQueue;
    ComPtr<ID3D12Fence> m_fence;
    uint64_t m_fenceValue = 0;
    HANDLE m_fenceEvent = INVALID_HANDLE_VALUE;
    std::list<SwapchainImageContext> m_swapchainImageContexts;
    std::map<const XrSwapchainImageBaseHeader*, SwapchainImageContext*> m_swapchainImageContextMap;
    XrGraphicsBindingD3D12KHR m_graphicsBinding{XR_TYPE_GRAPHICS_BINDING_D3D12_KHR};
    ComPtr<ID3D12RootSignature> m_rootSignature;
    std::map<DXGI_FORMAT, ComPtr<ID3D12PipelineState>> m_pipelineStates;
    ComPtr<ID3D12Resource> m_cubeVertexBuffer;
    ComPtr<ID3D12Resource> m_cubeIndexBuffer;
    ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
    ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
};
}  // namespace

std::shared_ptr<IGraphicsPlugin> CreateGraphicsPlugin_D3D12(const std::shared_ptr<Options>& options,
                                                            std::shared_ptr<IPlatformPlugin> platformPlugin) {
    return std::make_shared<D3D12GraphicsPlugin>(options, platformPlugin);
}

#endif
