//
// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//

#include "GLSLANG/ShaderLang.h"

#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <vector>

//
// Return codes from main.
//
enum TFailCode {
    ESuccess = 0,
    EFailUsage,
    EFailCompile,
    EFailCompilerCreate,
};

static void usage();
static ShShaderType FindShaderType(const char* fileName);
static bool CompileFile(char* fileName, ShHandle compiler, int compileOptions);
static void LogMsg(const char* msg, const char* name, const int num, const char* logName);
static void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType, bool mapLongVariableNames);

// If NUM_SOURCE_STRINGS is set to a value > 1, the input file data is
// broken into that many chunks.
const unsigned int NUM_SOURCE_STRINGS = 2;
typedef std::vector<char*> ShaderSource;
static bool ReadShaderSource(const char* fileName, ShaderSource& source);
static void FreeShaderSource(ShaderSource& source);

//
// Set up the per compile resources
//
void GenerateResources(ShBuiltInResources* resources)
{
    ShInitBuiltInResources(resources);

    resources->MaxVertexAttribs = 8;
    resources->MaxVertexUniformVectors = 128;
    resources->MaxVaryingVectors = 8;
    resources->MaxVertexTextureImageUnits = 0;
    resources->MaxCombinedTextureImageUnits = 8;
    resources->MaxTextureImageUnits = 8;
    resources->MaxFragmentUniformVectors = 16;
    resources->MaxDrawBuffers = 1;

    resources->OES_standard_derivatives = 0;
    resources->OES_EGL_image_external = 0;
}

int main(int argc, char* argv[])
{
    TFailCode failCode = ESuccess;

    int compileOptions = 0;
    int numCompiles = 0;
    ShHandle vertexCompiler = 0;
    ShHandle fragmentCompiler = 0;
    char* buffer = 0;
    size_t bufferLen = 0;
    int numAttribs = 0, numUniforms = 0;
    ShShaderSpec spec = SH_GLES2_SPEC;
    ShShaderOutput output = SH_ESSL_OUTPUT;

    ShInitialize();

    ShBuiltInResources resources;
    GenerateResources(&resources);

    argc--;
    argv++;
    for (; (argc >= 1) && (failCode == ESuccess); argc--, argv++) {
        if (argv[0][0] == '-') {
            switch (argv[0][1]) {
            case 'i': compileOptions |= SH_INTERMEDIATE_TREE; break;
            case 'm': compileOptions |= SH_MAP_LONG_VARIABLE_NAMES; break;
            case 'o': compileOptions |= SH_OBJECT_CODE; break;
            case 'u': compileOptions |= SH_VARIABLES; break;
            case 'l': compileOptions |= SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX; break;
            case 'e': compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS; break;
            case 'd': compileOptions |= SH_DEPENDENCY_GRAPH; break;
            case 't': compileOptions |= SH_TIMING_RESTRICTIONS; break;
            case 's':
                if (argv[0][2] == '=') {
                    switch (argv[0][3]) {
                        case 'e': spec = SH_GLES2_SPEC; break;
                        case 'w': spec = SH_WEBGL_SPEC; break;
                        case 'c': spec = SH_CSS_SHADERS_SPEC; break;
                        default: failCode = EFailUsage;
                    }                    
                } else {
                    failCode = EFailUsage;
                }
                break;
            case 'b':
                if (argv[0][2] == '=') {
                    switch (argv[0][3]) {
                    case 'e': output = SH_ESSL_OUTPUT; break;
                    case 'g': output = SH_GLSL_OUTPUT; break;
                    case 'h':
                        if (argv[0][4] == '1' && argv[0][5] == '1')
                        {
                            output = SH_HLSL11_OUTPUT;
                        }
                        else
                        {
                            output = SH_HLSL9_OUTPUT;
                        }
                        break;
                    default: failCode = EFailUsage;
                    }
                } else {
                    failCode = EFailUsage;
                }
                break;
            case 'x':
                if (argv[0][2] == '=') {
                    switch (argv[0][3]) {
                    case 'i': resources.OES_EGL_image_external = 1; break;
                    case 'd': resources.OES_standard_derivatives = 1; break;
                    case 'r': resources.ARB_texture_rectangle = 1; break;
                    default: failCode = EFailUsage;
                    }
                } else {
                    failCode = EFailUsage;
                }
                break;
            default: failCode = EFailUsage;
            }
        } else {
            ShHandle compiler = 0;
            switch (FindShaderType(argv[0])) {
            case SH_VERTEX_SHADER:
                if (vertexCompiler == 0)
                    vertexCompiler = ShConstructCompiler(
                        SH_VERTEX_SHADER, spec, output, &resources);
                compiler = vertexCompiler;
                break;
            case SH_FRAGMENT_SHADER:
                if (fragmentCompiler == 0)
                    fragmentCompiler = ShConstructCompiler(
                        SH_FRAGMENT_SHADER, spec, output, &resources);
                compiler = fragmentCompiler;
                break;
            default: break;
            }
            if (compiler) {
              bool compiled = CompileFile(argv[0], compiler, compileOptions);

              LogMsg("BEGIN", "COMPILER", numCompiles, "INFO LOG");
              ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &bufferLen);
              buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
              ShGetInfoLog(compiler, buffer);
              puts(buffer);
              LogMsg("END", "COMPILER", numCompiles, "INFO LOG");
              printf("\n\n");

              if (compiled && (compileOptions & SH_OBJECT_CODE)) {
                  LogMsg("BEGIN", "COMPILER", numCompiles, "OBJ CODE");
                  ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &bufferLen);
                  buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
                  ShGetObjectCode(compiler, buffer);
                  puts(buffer);
                  LogMsg("END", "COMPILER", numCompiles, "OBJ CODE");
                  printf("\n\n");
              }
              if (compiled && (compileOptions & SH_VARIABLES)) {
                  LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
                  PrintActiveVariables(compiler, SH_ACTIVE_ATTRIBUTES, (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) != 0);
                  LogMsg("END", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
                  printf("\n\n");

                  LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
                  PrintActiveVariables(compiler, SH_ACTIVE_UNIFORMS, (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) != 0);
                  LogMsg("END", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
                  printf("\n\n");
              }
              if (!compiled)
                  failCode = EFailCompile;
              ++numCompiles;
            } else {
                failCode = EFailCompilerCreate;
            }
        }
    }

    if ((vertexCompiler == 0) && (fragmentCompiler == 0))
        failCode = EFailUsage;
    if (failCode == EFailUsage)
        usage();

    if (vertexCompiler)
        ShDestruct(vertexCompiler);
    if (fragmentCompiler)
        ShDestruct(fragmentCompiler);
    if (buffer)
        free(buffer);
    ShFinalize();

    return failCode;
}

//
//   print usage to stdout
//
void usage()
{
    printf("Usage: translate [-i -m -o -u -l -e -b=e -b=g -b=h -x=i -x=d] file1 file2 ...\n"
        "Where: filename : filename ending in .frag or .vert\n"
        "       -i       : print intermediate tree\n"
        "       -m       : map long variable names\n"
        "       -o       : print translated code\n"
        "       -u       : print active attribs and uniforms\n"
        "       -l       : unroll for-loops with integer indices\n"
        "       -e       : emulate certain built-in functions (workaround for driver bugs)\n"
        "       -t       : enforce experimental timing restrictions\n"
        "       -d       : print dependency graph used to enforce timing restrictions\n"
        "       -s=e     : use GLES2 spec (this is by default)\n"
        "       -s=w     : use WebGL spec\n"
        "       -s=c     : use CSS Shaders spec\n"
        "       -b=e     : output GLSL ES code (this is by default)\n"
        "       -b=g     : output GLSL code\n"
        "       -b=h9    : output HLSL9 code\n"
        "       -b=h11   : output HLSL11 code\n"
        "       -x=i     : enable GL_OES_EGL_image_external\n"
        "       -x=d     : enable GL_OES_EGL_standard_derivatives\n"
        "       -x=r     : enable ARB_texture_rectangle\n");
}

//
//   Deduce the shader type from the filename.  Files must end in one of the
//   following extensions:
//
//   .frag*    = fragment shader
//   .vert*    = vertex shader
//
ShShaderType FindShaderType(const char* fileName)
{
    assert(fileName);

    const char* ext = strrchr(fileName, '.');

    if (ext && strcmp(ext, ".sl") == 0)
        for (; ext > fileName && ext[0] != '.'; ext--);

    ext = strrchr(fileName, '.');
    if (ext) {
        if (strncmp(ext, ".frag", 4) == 0) return SH_FRAGMENT_SHADER;
        if (strncmp(ext, ".vert", 4) == 0) return SH_VERTEX_SHADER;
    }

    return SH_FRAGMENT_SHADER;
}

//
//   Read a file's data into a string, and compile it using ShCompile
//
bool CompileFile(char* fileName, ShHandle compiler, int compileOptions)
{
    ShaderSource source;
    if (!ReadShaderSource(fileName, source))
        return false;

    int ret = ShCompile(compiler, &source[0], source.size(), compileOptions);

    FreeShaderSource(source);
    return ret ? true : false;
}

void LogMsg(const char* msg, const char* name, const int num, const char* logName)
{
    printf("#### %s %s %d %s ####\n", msg, name, num, logName);
}

void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType, bool mapLongVariableNames)
{
    size_t nameSize = 0;
    switch (varType) {
        case SH_ACTIVE_ATTRIBUTES:
            ShGetInfo(compiler, SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, &nameSize);
            break;
        case SH_ACTIVE_UNIFORMS:
            ShGetInfo(compiler, SH_ACTIVE_UNIFORM_MAX_LENGTH, &nameSize);
            break;
        default: assert(0);
    }
    if (nameSize <= 1) return;
    char* name = new char[nameSize];

    char* mappedName = NULL;
    if (mapLongVariableNames) {
        size_t mappedNameSize = 0;
        ShGetInfo(compiler, SH_MAPPED_NAME_MAX_LENGTH, &mappedNameSize);
        mappedName = new char[mappedNameSize];
    }

    size_t activeVars = 0;
    int size = 0;
    ShDataType type = SH_NONE;
    ShPrecisionType precision = SH_PRECISION_UNDEFINED;
    int staticUse = 0;
    const char* typeName = NULL;
    ShGetInfo(compiler, varType, &activeVars);
    for (size_t i = 0; i < activeVars; ++i) {
        switch (varType) {
            case SH_ACTIVE_ATTRIBUTES:
                ShGetVariableInfo(compiler, SH_ACTIVE_ATTRIBUTES, static_cast<int>(i), NULL, &size, &type, &precision, &staticUse, name, mappedName);
                break;
            case SH_ACTIVE_UNIFORMS:
                ShGetVariableInfo(compiler, SH_ACTIVE_UNIFORMS, static_cast<int>(i), NULL, &size, &type, &precision, &staticUse, name, mappedName);
                break;
            default: assert(0);
        }
        switch (type) {
            case SH_FLOAT: typeName = "GL_FLOAT"; break;
            case SH_FLOAT_VEC2: typeName = "GL_FLOAT_VEC2"; break;
            case SH_FLOAT_VEC3: typeName = "GL_FLOAT_VEC3"; break;
            case SH_FLOAT_VEC4: typeName = "GL_FLOAT_VEC4"; break;
            case SH_INT: typeName = "GL_INT"; break;
            case SH_INT_VEC2: typeName = "GL_INT_VEC2"; break;
            case SH_INT_VEC3: typeName = "GL_INT_VEC3"; break;
            case SH_INT_VEC4: typeName = "GL_INT_VEC4"; break;
            case SH_UNSIGNED_INT: typeName = "GL_UNSIGNED_INT"; break;
            case SH_UNSIGNED_INT_VEC2: typeName = "GL_UNSIGNED_INT_VEC2"; break;
            case SH_UNSIGNED_INT_VEC3: typeName = "GL_UNSIGNED_INT_VEC3"; break;
            case SH_UNSIGNED_INT_VEC4: typeName = "GL_UNSIGNED_INT_VEC4"; break;
            case SH_BOOL: typeName = "GL_BOOL"; break;
            case SH_BOOL_VEC2: typeName = "GL_BOOL_VEC2"; break;
            case SH_BOOL_VEC3: typeName = "GL_BOOL_VEC3"; break;
            case SH_BOOL_VEC4: typeName = "GL_BOOL_VEC4"; break;
            case SH_FLOAT_MAT2: typeName = "GL_FLOAT_MAT2"; break;
            case SH_FLOAT_MAT3: typeName = "GL_FLOAT_MAT3"; break;
            case SH_FLOAT_MAT4: typeName = "GL_FLOAT_MAT4"; break;
            case SH_FLOAT_MAT2x3: typeName = "GL_FLOAT_MAT2x3"; break;
            case SH_FLOAT_MAT3x2: typeName = "GL_FLOAT_MAT3x2"; break;
            case SH_FLOAT_MAT4x2: typeName = "GL_FLOAT_MAT4x2"; break;
            case SH_FLOAT_MAT2x4: typeName = "GL_FLOAT_MAT2x4"; break;
            case SH_FLOAT_MAT3x4: typeName = "GL_FLOAT_MAT3x4"; break;
            case SH_FLOAT_MAT4x3: typeName = "GL_FLOAT_MAT4x3"; break;
            case SH_SAMPLER_2D: typeName = "GL_SAMPLER_2D"; break;
            case SH_SAMPLER_CUBE: typeName = "GL_SAMPLER_CUBE"; break;
            case SH_SAMPLER_EXTERNAL_OES: typeName = "GL_SAMPLER_EXTERNAL_OES"; break;
            default: assert(0);
        }
        printf("%u: name:%s type:%s size:%d", i, name, typeName, size);
        if (mapLongVariableNames)
            printf(" mapped name:%s", mappedName);
        printf("\n");
    }
    delete [] name;
    if (mappedName)
        delete [] mappedName;
}

static bool ReadShaderSource(const char* fileName, ShaderSource& source) {
    FILE* in = fopen(fileName, "rb");
    if (!in) {
        printf("Error: unable to open input file: %s\n", fileName);
        return false;
    }

    // Obtain file size.
    fseek(in, 0, SEEK_END);
    size_t count = ftell(in);
    rewind(in);

    int len = (int)ceil((float)count / (float)NUM_SOURCE_STRINGS);
    source.reserve(NUM_SOURCE_STRINGS);
    // Notice the usage of do-while instead of a while loop here.
    // It is there to handle empty files in which case a single empty
    // string is added to vector.
    do {
        char* data = new char[len + 1];
        size_t nread = fread(data, 1, len, in);
        data[nread] = '\0';
        source.push_back(data);

        count -= nread;
    } while (count > 0);

    fclose(in);
    return true;
}

static void FreeShaderSource(ShaderSource& source) {
    for (ShaderSource::size_type i = 0; i < source.size(); ++i) {
        delete [] source[i];
    }
    source.clear();
}

