/*
 * Copyright (c) 2022-2023, NVIDIA CORPORATION. All rights reserved.
 *
 * 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.  IN NO EVENT SHALL
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY 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.
 */
#pragma once

#include <unknwn.h>
#include <unordered_map>

using ShadowMap = std::unordered_map<uintptr_t, IUnknown*>;
extern ShadowMap gShadowMap;
extern std::mutex gShadowMapMutex;

#define SHADOW_MAP_LOCKGUARD \
   std::scoped_lock lockObj(gShadowMapMutex); \

class BaseDirect3DDevice9Ex_LSS;

template<class WrapperType>
static WrapperType* trackWrapper(WrapperType* const pLss) {
  {
    SHADOW_MAP_LOCKGUARD;
    gShadowMap[pLss->getId()] = pLss;
  }

  return pLss;
}