//
// Copyright 2015 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 "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"

using namespace angle;

class DrawBuffersTest : public ANGLETest
{
  protected:
    DrawBuffersTest()
    {
        setWindowWidth(128);
        setWindowHeight(128);
        setConfigRedBits(8);
        setConfigGreenBits(8);
        setConfigBlueBits(8);
        setConfigAlphaBits(8);
        setConfigDepthBits(24);
        mMaxDrawBuffers = 0;
    }

    void SetUp() override
    {
        ANGLETest::SetUp();

        // This test seems to fail on an nVidia machine when the window is hidden
        SetWindowVisible(true);

        glGenFramebuffers(1, &mFBO);
        glBindFramebuffer(GL_FRAMEBUFFER, mFBO);

        glGenTextures(4, mTextures);

        for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                         GL_UNSIGNED_BYTE, nullptr);
        }

        GLfloat data[] =
        {
            -1.0f, 1.0f,
            -1.0f, -2.0f,
            2.0f, 1.0f
        };

        glGenBuffers(1, &mBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6, data, GL_STATIC_DRAW);

        if (checkSupport())
        {
            glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
        }

        ASSERT_GL_NO_ERROR();
    }

    void TearDown() override
    {
        glDeleteFramebuffers(1, &mFBO);
        glDeleteTextures(4, mTextures);
        glDeleteBuffers(1, &mBuffer);

        ANGLETest::TearDown();
    }

    // We must call a different DrawBuffers method depending on extension support. Use this
    // method instead of calling on directly.
    void setDrawBuffers(GLsizei n, const GLenum *drawBufs)
    {
        if (extensionEnabled("GL_EXT_draw_buffers"))
        {
            glDrawBuffersEXT(n, drawBufs);
        }
        else
        {
            ASSERT_GE(getClientMajorVersion(), 3);
            glDrawBuffers(n, drawBufs);
        }
    }

    // Use this method to filter if we can support these tests.
    bool checkSupport()
    {
        return (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_draw_buffers"));
    }

    void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
    {
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "in vec4 position;\n"
            "void main() {\n"
            "    gl_Position = position;\n"
            "}\n";

        std::stringstream strstr;

        strstr << "#version 300 es\n"
                  "precision highp float;\n";

        for (unsigned int index = 0; index < 8; index++)
        {
            if (bufferEnabled[index])
            {
                strstr << "layout(location = " << index << ") "
                          "out vec4 value" << index << ";\n";
            }
        }

        strstr << "void main()\n"
                  "{\n";

        for (unsigned int index = 0; index < 8; index++)
        {
            if (bufferEnabled[index])
            {
                unsigned int r = (index + 1) & 1;
                unsigned int g = (index + 1) & 2;
                unsigned int b = (index + 1) & 4;

                strstr << "    value" << index << " = vec4("
                       << r << ".0, " << g << ".0, "
                       << b << ".0, 1.0);\n";
            }
        }

        strstr << "}\n";

        *programOut = CompileProgram(vertexShaderSource, strstr.str());
        if (*programOut == 0)
        {
            FAIL() << "shader compilation failed.";
        }

        glUseProgram(*programOut);

        GLint location = glGetAttribLocation(*programOut, "position");
        ASSERT_NE(location, -1);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, NULL);
        glEnableVertexAttribArray(location);
    }

    void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
    {
        const std::string vertexShaderSource =
            "attribute vec4 position;\n"
            "void main() {\n"
            "    gl_Position = position;\n"
            "}\n";

        std::stringstream strstr;

        strstr << "#extension GL_EXT_draw_buffers : enable\n"
                  "precision highp float;\n"
                  "void main()\n"
                  "{\n";

        for (unsigned int index = 0; index < 8; index++)
        {
            if (bufferEnabled[index])
            {
                unsigned int r = (index + 1) & 1;
                unsigned int g = (index + 1) & 2;
                unsigned int b = (index + 1) & 4;

                strstr << "    gl_FragData[" << index << "] = vec4("
                    << r << ".0, " << g << ".0, "
                    << b << ".0, 1.0);\n";
            }
        }

        strstr << "}\n";

        *programOut = CompileProgram(vertexShaderSource, strstr.str());
        if (*programOut == 0)
        {
            FAIL() << "shader compilation failed.";
        }

        glUseProgram(*programOut);

        GLint location = glGetAttribLocation(*programOut, "position");
        ASSERT_NE(location, -1);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, NULL);
        glEnableVertexAttribArray(location);
    }

    void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
    {
        if (getClientMajorVersion() == 3)
        {
            setupMRTProgramESSL3(bufferEnabled, programOut);
        }
        else
        {
            ASSERT_EQ(getClientMajorVersion(), 2);
            setupMRTProgramESSL1(bufferEnabled, programOut);
        }
    }

    static GLColor getColorForIndex(unsigned int index)
    {
        GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0;
        GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0;
        GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0;
        return GLColor(r, g, b, 255u);
    }

    void verifyAttachment2D(unsigned int index, GLuint textureName, GLenum target, GLint level)
    {
        for (GLint colorAttachment = 0; colorAttachment < mMaxDrawBuffers; colorAttachment++)
        {
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachment, GL_TEXTURE_2D, 0, 0);
        }

        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName, level);

        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
    }

    void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer)
    {
        for (GLint colorAttachment = 0; colorAttachment < mMaxDrawBuffers; colorAttachment++)
        {
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachment,
                                   GL_TEXTURE_2D, 0, 0);
        }

        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer);

        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
    }

    GLuint mFBO;
    GLuint mTextures[4];
    GLuint mBuffer;
    GLint mMaxDrawBuffers;
};

// Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11
TEST_P(DrawBuffersTest, VerifyD3DLimits)
{
    EGLPlatformParameters platform = GetParam().eglParameters;
    if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
    {
        if (platform.majorVersion == 9 && platform.minorVersion == 3)
        {
            // D3D11 Feature Level 9_3 supports 4 draw buffers
            ASSERT_EQ(mMaxDrawBuffers, 4);
        }
        else
        {
            // D3D11 Feature Level 10_0+ supports 8 draw buffers
            ASSERT_EQ(mMaxDrawBuffers, 8);
        }
    }
    else
    {
        std::cout << "Test skipped for non-D3D11 renderers." << std::endl;
        return;
    }
}

TEST_P(DrawBuffersTest, Gaps)
{
    if (!checkSupport())
    {
        std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
                  << std::endl;
        return;
    }

    if (IsWindows() && IsAMD() && IsDesktopOpenGL())
    {
        // TODO(ynovikov): Investigate the failure (http://anglebug.com/1535)
        std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
        return;
    }

    glBindTexture(GL_TEXTURE_2D, mTextures[0]);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);

    bool flags[8] = { false, true };

    GLuint program;
    setupMRTProgram(flags, &program);

    const GLenum bufs[] =
    {
        GL_NONE,
        GL_COLOR_ATTACHMENT1
    };
    glUseProgram(program);
    setDrawBuffers(2, bufs);
    glDrawArrays(GL_TRIANGLES, 0, 3);

    verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);

    glDeleteProgram(program);
}

TEST_P(DrawBuffersTest, FirstAndLast)
{
    if (!checkSupport())
    {
        std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
                  << std::endl;
        return;
    }

    if (IsWindows() && IsAMD() && IsDesktopOpenGL())
    {
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
        return;
    }

    glBindTexture(GL_TEXTURE_2D, mTextures[0]);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);

    glBindTexture(GL_TEXTURE_2D, mTextures[1]);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);

    bool flags[8] = { true, false, false, true };

    GLuint program;
    setupMRTProgram(flags, &program);

    const GLenum bufs[] =
    {
        GL_COLOR_ATTACHMENT0,
        GL_NONE,
        GL_NONE,
        GL_COLOR_ATTACHMENT3
    };

    glUseProgram(program);
    setDrawBuffers(4, bufs);
    glDrawArrays(GL_TRIANGLES, 0, 3);

    verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
    verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0);

    EXPECT_GL_NO_ERROR();

    glDeleteProgram(program);
}

TEST_P(DrawBuffersTest, FirstHalfNULL)
{
    if (!checkSupport())
    {
        std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
                  << std::endl;
        return;
    }

    if (IsWindows() && IsAMD() && IsDesktopOpenGL())
    {
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
        return;
    }

    bool flags[8] = { false };
    GLenum bufs[8] = { GL_NONE };

    GLuint halfMaxDrawBuffers = static_cast<GLuint>(mMaxDrawBuffers) / 2;

    for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
    {
        glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0);
        flags[texIndex + halfMaxDrawBuffers] = true;
        bufs[texIndex + halfMaxDrawBuffers] = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex;
    }

    GLuint program;
    setupMRTProgram(flags, &program);

    glUseProgram(program);
    setDrawBuffers(mMaxDrawBuffers, bufs);
    glDrawArrays(GL_TRIANGLES, 0, 3);

    for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
    {
        verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0);
    }

    EXPECT_GL_NO_ERROR();

    glDeleteProgram(program);
}

TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
{
    if (!checkSupport())
    {
        std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
                  << std::endl;
        return;
    }

    // Bind two render targets but use a shader which writes only to the first one.
    glBindTexture(GL_TEXTURE_2D, mTextures[0]);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);

    glBindTexture(GL_TEXTURE_2D, mTextures[1]);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);

    bool flags[8] = { true, false };

    GLuint program;
    setupMRTProgram(flags, &program);

    const GLenum bufs[] =
    {
        GL_COLOR_ATTACHMENT0,
        GL_COLOR_ATTACHMENT1,
        GL_NONE,
        GL_NONE,
    };

    glUseProgram(program);
    setDrawBuffers(4, bufs);

    // This call should not crash when we dynamically generate the HLSL code.
    glDrawArrays(GL_TRIANGLES, 0, 3);

    verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);

    EXPECT_GL_NO_ERROR();

    glDeleteProgram(program);
}

class DrawBuffersTestES3 : public DrawBuffersTest
{
};

// Test that binding multiple layers of a 3D texture works correctly
TEST_P(DrawBuffersTestES3, 3DTextures)
{
    GLTexture texture;
    glBindTexture(GL_TEXTURE_3D, texture.get());
    glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(),
                 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);

    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);

    bool flags[8] = {true, true, true, true, false};

    GLuint program;
    setupMRTProgram(flags, &program);

    const GLenum bufs[] = {
        GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
    };

    glUseProgram(program);
    glDrawBuffers(4, bufs);

    glDrawArrays(GL_TRIANGLES, 0, 3);

    verifyAttachmentLayer(0, texture.get(), 0, 0);
    verifyAttachmentLayer(1, texture.get(), 0, 1);
    verifyAttachmentLayer(2, texture.get(), 0, 2);
    verifyAttachmentLayer(3, texture.get(), 0, 3);

    EXPECT_GL_NO_ERROR();

    glDeleteProgram(program);
}

// Test that binding multiple layers of a 2D array texture works correctly
TEST_P(DrawBuffersTestES3, 2DArrayTextures)
{
    GLTexture texture;
    glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
    glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
                 getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);

    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);

    bool flags[8] = {true, true, true, true, false};

    GLuint program;
    setupMRTProgram(flags, &program);

    const GLenum bufs[] = {
        GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
    };

    glUseProgram(program);
    glDrawBuffers(4, bufs);

    glDrawArrays(GL_TRIANGLES, 0, 3);

    verifyAttachmentLayer(0, texture.get(), 0, 0);
    verifyAttachmentLayer(1, texture.get(), 0, 1);
    verifyAttachmentLayer(2, texture.get(), 0, 2);
    verifyAttachmentLayer(3, texture.get(), 0, 3);

    EXPECT_GL_NO_ERROR();

    glDeleteProgram(program);
}

// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(DrawBuffersTest,
                       ES2_D3D11(),
                       ES3_D3D11(),
                       ES2_D3D11_FL9_3(),
                       ES2_OPENGL(),
                       ES3_OPENGL(),
                       ES2_OPENGLES(),
                       ES3_OPENGLES());

ANGLE_INSTANTIATE_TEST(DrawBuffersTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
