//
// Copyright 2014 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.
//
// DrawCallPerf:
//   Performance tests for ANGLE draw call overhead.
//

#include "ANGLEPerfTest.h"
#include "DrawCallPerfParams.h"
#include "test_utils/draw_call_perf_utils.h"
#include "util/shader_utils.h"

using namespace angle;

namespace
{
enum class StateChange
{
    NoChange,
    VertexAttrib,
    VertexBuffer,
    ManyVertexBuffers,
    Texture,
};

struct DrawArraysPerfParams : public DrawCallPerfParams
{
    DrawArraysPerfParams(const DrawCallPerfParams &base) : DrawCallPerfParams(base) {}

    std::string story() const override;

    StateChange stateChange = StateChange::NoChange;
};

std::string DrawArraysPerfParams::story() const
{
    std::stringstream strstr;

    strstr << DrawCallPerfParams::story();

    switch (stateChange)
    {
        case StateChange::VertexAttrib:
            strstr << "_attrib_change";
            break;
        case StateChange::VertexBuffer:
            strstr << "_vbo_change";
            break;
        case StateChange::ManyVertexBuffers:
            strstr << "_manyvbos_change";
            break;
        case StateChange::Texture:
            strstr << "_tex_change";
            break;
        default:
            break;
    }

    return strstr.str();
}

std::ostream &operator<<(std::ostream &os, const DrawArraysPerfParams &params)
{
    os << params.backendAndStory().substr(1);
    return os;
}

GLuint CreateSimpleTexture2D()
{
    // Use tightly packed data
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    // Generate a texture object
    GLuint texture;
    glGenTextures(1, &texture);

    // Bind the texture object
    glBindTexture(GL_TEXTURE_2D, texture);

    // Load the texture: 2x2 Image, 3 bytes per pixel (R, G, B)
    constexpr size_t width             = 2;
    constexpr size_t height            = 2;
    GLubyte pixels[width * height * 3] = {
        255, 0,   0,    // Red
        0,   255, 0,    // Green
        0,   0,   255,  // Blue
        255, 255, 0,    // Yellow
    };
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);

    // Set the filtering mode
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    return texture;
}

class DrawCallPerfBenchmark : public ANGLERenderTest,
                              public ::testing::WithParamInterface<DrawArraysPerfParams>
{
  public:
    DrawCallPerfBenchmark();

    void initializeBenchmark() override;
    void destroyBenchmark() override;
    void drawBenchmark() override;

  private:
    GLuint mProgram    = 0;
    GLuint mBuffer1    = 0;
    GLuint mBuffer2    = 0;
    GLuint mFBO        = 0;
    GLuint mFBOTexture = 0;
    GLuint mTexture1   = 0;
    GLuint mTexture2   = 0;
    int mNumTris       = GetParam().numTris;
};

DrawCallPerfBenchmark::DrawCallPerfBenchmark() : ANGLERenderTest("DrawCallPerf", GetParam()) {}

void DrawCallPerfBenchmark::initializeBenchmark()
{
    const auto &params = GetParam();

    if (params.stateChange == StateChange::Texture)
    {
        mProgram = SetupSimpleTextureProgram();
    }
    else if (params.stateChange == StateChange::ManyVertexBuffers)
    {
        constexpr char kVS[] = R"(attribute vec2 vPosition;
attribute vec2 v0;
attribute vec2 v1;
attribute vec2 v2;
attribute vec2 v3;
const float scale = 0.5;
const float offset = -0.5;

varying vec2 v;

void main()
{
    gl_Position = vec4(vPosition * vec2(scale) + vec2(offset), 0, 1);
    v = (v0 + v1 + v2 + v3) * 0.25;
})";

        constexpr char kFS[] = R"(precision mediump float;
varying vec2 v;
void main()
{
    gl_FragColor = vec4(v, 0, 1);
})";

        mProgram = CompileProgram(kVS, kFS);
        glBindAttribLocation(mProgram, 1, "v0");
        glBindAttribLocation(mProgram, 2, "v1");
        glBindAttribLocation(mProgram, 3, "v2");
        glBindAttribLocation(mProgram, 4, "v3");
        glEnableVertexAttribArray(1);
        glEnableVertexAttribArray(2);
        glEnableVertexAttribArray(3);
        glEnableVertexAttribArray(4);
    }
    else
    {
        mProgram = SetupSimpleDrawProgram();
    }

    ASSERT_NE(0u, mProgram);

    // Re-link program to ensure the attrib bindings are used.
    glBindAttribLocation(mProgram, 0, "vPosition");
    glLinkProgram(mProgram);
    glUseProgram(mProgram);

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    mBuffer1 = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);
    mBuffer2 = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(0);

    // Set the viewport
    glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());

    if (params.offscreen)
    {
        CreateColorFBO(getWindow()->getWidth(), getWindow()->getHeight(), &mFBOTexture, &mFBO);
    }

    mTexture1 = CreateSimpleTexture2D();
    mTexture2 = CreateSimpleTexture2D();

    ASSERT_GL_NO_ERROR();
}

void DrawCallPerfBenchmark::destroyBenchmark()
{
    glDeleteProgram(mProgram);
    glDeleteBuffers(1, &mBuffer1);
    glDeleteBuffers(1, &mBuffer2);
    glDeleteTextures(1, &mFBOTexture);
    glDeleteTextures(1, &mTexture1);
    glDeleteTextures(1, &mTexture2);
    glDeleteFramebuffers(1, &mFBO);
}

void ClearThenDraw(unsigned int iterations, GLsizei numElements)
{
    glClear(GL_COLOR_BUFFER_BIT);

    for (unsigned int it = 0; it < iterations; it++)
    {
        glDrawArrays(GL_TRIANGLES, 0, numElements);
    }
}

void JustDraw(unsigned int iterations, GLsizei numElements)
{
    for (unsigned int it = 0; it < iterations; it++)
    {
        glDrawArrays(GL_TRIANGLES, 0, numElements);
    }
}

template <int kArrayBufferCount>
void ChangeVertexAttribThenDraw(unsigned int iterations, GLsizei numElements, GLuint buffer)
{
    glBindBuffer(GL_ARRAY_BUFFER, buffer);
    for (unsigned int it = 0; it < iterations; it++)
    {
        for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
        {
            glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
        }
        glDrawArrays(GL_TRIANGLES, 0, numElements);

        for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
        {
            glVertexAttribPointer(arrayIndex, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
        }
        glDrawArrays(GL_TRIANGLES, 0, numElements);
    }
}
template <int kArrayBufferCount>
void ChangeArrayBuffersThenDraw(unsigned int iterations,
                                GLsizei numElements,
                                GLuint buffer1,
                                GLuint buffer2)
{
    for (unsigned int it = 0; it < iterations; it++)
    {
        glBindBuffer(GL_ARRAY_BUFFER, buffer1);
        for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
        {
            glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
        }
        glDrawArrays(GL_TRIANGLES, 0, numElements);

        glBindBuffer(GL_ARRAY_BUFFER, buffer2);
        for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
        {
            glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
        }
        glDrawArrays(GL_TRIANGLES, 0, numElements);
    }
}

void ChangeTextureThenDraw(unsigned int iterations,
                           GLsizei numElements,
                           GLuint texture1,
                           GLuint texture2)
{
    for (unsigned int it = 0; it < iterations; it++)
    {
        glBindTexture(GL_TEXTURE_2D, texture1);
        glDrawArrays(GL_TRIANGLES, 0, numElements);

        glBindTexture(GL_TEXTURE_2D, texture2);
        glDrawArrays(GL_TRIANGLES, 0, numElements);
    }
}

void DrawCallPerfBenchmark::drawBenchmark()
{
    // This workaround fixes a huge queue of graphics commands accumulating on the GL
    // back-end. The GL back-end doesn't have a proper NULL device at the moment.
    // TODO(jmadill): Remove this when/if we ever get a proper OpenGL NULL device.
    const auto &eglParams = GetParam().eglParameters;
    const auto &params    = GetParam();
    GLsizei numElements   = static_cast<GLsizei>(3 * mNumTris);

    switch (params.stateChange)
    {
        case StateChange::VertexAttrib:
            ChangeVertexAttribThenDraw<1>(params.iterationsPerStep, numElements, mBuffer1);
            break;
        case StateChange::VertexBuffer:
            ChangeArrayBuffersThenDraw<1>(params.iterationsPerStep, numElements, mBuffer1,
                                          mBuffer2);
            break;
        case StateChange::ManyVertexBuffers:
            ChangeArrayBuffersThenDraw<5>(params.iterationsPerStep, numElements, mBuffer1,
                                          mBuffer2);
            break;
        case StateChange::Texture:
            ChangeTextureThenDraw(params.iterationsPerStep, numElements, mTexture1, mTexture2);
            break;
        case StateChange::NoChange:
            if (eglParams.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE ||
                (eglParams.renderer != EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE &&
                 eglParams.renderer != EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE))
            {
                ClearThenDraw(params.iterationsPerStep, numElements);
            }
            else
            {
                JustDraw(params.iterationsPerStep, numElements);
            }
            break;
    }

    ASSERT_GL_NO_ERROR();
}

TEST_P(DrawCallPerfBenchmark, Run)
{
    // TODO(crbug.com/997674) crashes on Win10 FYI x64 Exp Release (Intel HD 630)
    ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel());
    run();
}

DrawArraysPerfParams DrawArrays(const DrawCallPerfParams &base, StateChange stateChange)
{
    DrawArraysPerfParams params(base);
    params.stateChange = stateChange;
    return params;
}

using namespace params;

ANGLE_INSTANTIATE_TEST(DrawCallPerfBenchmark,
                       DrawArrays(DrawCallD3D9(), StateChange::NoChange),
                       DrawArrays(NullDevice(DrawCallD3D9()), StateChange::NoChange),
                       DrawArrays(DrawCallD3D11(), StateChange::NoChange),
                       DrawArrays(NullDevice(DrawCallD3D11()), StateChange::NoChange),
                       DrawArrays(NullDevice(Offscreen(DrawCallD3D11())), StateChange::NoChange),
                       DrawArrays(DrawCallD3D11(), StateChange::VertexAttrib),
                       DrawArrays(NullDevice(DrawCallD3D11()), StateChange::VertexAttrib),
                       DrawArrays(DrawCallD3D11(), StateChange::VertexBuffer),
                       DrawArrays(NullDevice(DrawCallD3D11()), StateChange::VertexBuffer),
                       DrawArrays(DrawCallD3D11(), StateChange::Texture),
                       DrawArrays(NullDevice(DrawCallD3D11()), StateChange::Texture),
                       DrawArrays(DrawCallOpenGL(), StateChange::NoChange),
                       DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::NoChange),
                       DrawArrays(NullDevice(Offscreen(DrawCallOpenGL())), StateChange::NoChange),
                       DrawArrays(DrawCallOpenGL(), StateChange::VertexAttrib),
                       DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::VertexAttrib),
                       DrawArrays(DrawCallOpenGL(), StateChange::VertexBuffer),
                       DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::VertexBuffer),
                       DrawArrays(DrawCallOpenGL(), StateChange::ManyVertexBuffers),
                       DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::ManyVertexBuffers),
                       DrawArrays(DrawCallOpenGL(), StateChange::Texture),
                       DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::Texture),
                       DrawArrays(DrawCallValidation(), StateChange::NoChange),
                       DrawArrays(DrawCallVulkan(), StateChange::NoChange),
                       DrawArrays(Offscreen(DrawCallVulkan()), StateChange::NoChange),
                       DrawArrays(NullDevice(DrawCallVulkan()), StateChange::NoChange),
                       DrawArrays(DrawCallVulkan(), StateChange::VertexAttrib),
                       DrawArrays(Offscreen(DrawCallVulkan()), StateChange::VertexAttrib),
                       DrawArrays(NullDevice(DrawCallVulkan()), StateChange::VertexAttrib),
                       DrawArrays(DrawCallVulkan(), StateChange::VertexBuffer),
                       DrawArrays(Offscreen(DrawCallVulkan()), StateChange::VertexBuffer),
                       DrawArrays(NullDevice(DrawCallVulkan()), StateChange::VertexBuffer),
                       DrawArrays(DrawCallVulkan(), StateChange::ManyVertexBuffers),
                       DrawArrays(Offscreen(DrawCallVulkan()), StateChange::ManyVertexBuffers),
                       DrawArrays(NullDevice(DrawCallVulkan()), StateChange::ManyVertexBuffers),
                       DrawArrays(DrawCallVulkan(), StateChange::Texture),
                       DrawArrays(Offscreen(DrawCallVulkan()), StateChange::Texture),
                       DrawArrays(NullDevice(DrawCallVulkan()), StateChange::Texture),
                       DrawArrays(DrawCallWGL(), StateChange::NoChange),
                       DrawArrays(Offscreen(DrawCallWGL()), StateChange::NoChange),
                       DrawArrays(DrawCallWGL(), StateChange::VertexAttrib),
                       DrawArrays(Offscreen(DrawCallWGL()), StateChange::VertexAttrib),
                       DrawArrays(DrawCallWGL(), StateChange::VertexBuffer),
                       DrawArrays(Offscreen(DrawCallWGL()), StateChange::VertexBuffer),
                       DrawArrays(DrawCallWGL(), StateChange::Texture),
                       DrawArrays(Offscreen(DrawCallWGL()), StateChange::Texture));

}  // anonymous namespace
