//
// Copyright (c) 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.
//
// BufferSubDataBenchmark:
//   Performance test for ANGLE buffer updates.
//

#include <sstream>

#include "ANGLEPerfTest.h"
#include "shader_utils.h"

using namespace angle;

namespace
{

struct BufferSubDataParams final : public RenderTestParams
{
    BufferSubDataParams()
    {
        // Common default values
        majorVersion = 2;
        minorVersion = 0;
        windowWidth = 512;
        windowHeight = 512;
        updateSize = 3000;
        bufferSize = 40000000;
        iterations = 2;
        updateRate = 1;
    }

    std::string suffix() const override;

    GLboolean vertexNormalized;
    GLenum vertexType;
    GLint vertexComponentCount;
    unsigned int updateRate;

    // static parameters
    GLsizeiptr updateSize;
    GLsizeiptr bufferSize;
    unsigned int iterations;
};

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

class BufferSubDataBenchmark : public ANGLERenderTest,
                               public ::testing::WithParamInterface<BufferSubDataParams>
{
  public:
    BufferSubDataBenchmark();

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

  private:
    GLuint mProgram;
    GLuint mBuffer;
    uint8_t *mUpdateData;
    int mNumTris;
};

GLfloat *GetFloatData(GLint componentCount)
{
    static GLfloat vertices2[] =
    {
        1, 2,
        0, 0,
        2, 0,
    };

    static GLfloat vertices3[] =
    {
        1, 2, 1,
        0, 0, 1,
        2, 0, 1,
    };

    static GLfloat vertices4[] =
    {
        1, 2, 1, 3,
        0, 0, 1, 3,
        2, 0, 1, 3,
    };

    switch (componentCount)
    {
      case 2: return vertices2;
      case 3: return vertices3;
      case 4: return vertices4;
      default: return NULL;
    }
}

template <class T>
GLsizeiptr GetNormalizedData(GLsizeiptr numElements, GLfloat *floatData, std::vector<uint8_t> *data)
{
    GLsizeiptr triDataSize = sizeof(T) * numElements;
    data->resize(triDataSize);

    T *destPtr = reinterpret_cast<T*>(data->data());

    for (GLsizeiptr dataIndex = 0; dataIndex < numElements; dataIndex++)
    {
        GLfloat scaled = floatData[dataIndex] * 0.25f;
        destPtr[dataIndex] = static_cast<T>(scaled * static_cast<GLfloat>(std::numeric_limits<T>::max()));
    }

    return triDataSize;
}

template <class T>
GLsizeiptr GetIntData(GLsizeiptr numElements, GLfloat *floatData, std::vector<uint8_t> *data)
{
    GLsizeiptr triDataSize = sizeof(T) * numElements;
    data->resize(triDataSize);

    T *destPtr = reinterpret_cast<T*>(data->data());

    for (GLsizeiptr dataIndex = 0; dataIndex < numElements; dataIndex++)
    {
        destPtr[dataIndex] = static_cast<T>(floatData[dataIndex]);
    }

    return triDataSize;
}

GLsizeiptr GetVertexData(GLenum type, GLint componentCount, GLboolean normalized, std::vector<uint8_t> *data)
{
    GLsizeiptr triDataSize = 0;
    GLfloat *floatData = GetFloatData(componentCount);

    if (type == GL_FLOAT)
    {
        triDataSize = sizeof(GLfloat) * componentCount * 3;
        data->resize(triDataSize);
        memcpy(data->data(), floatData, triDataSize);
    }
    else if (normalized == GL_TRUE)
    {
        GLsizeiptr numElements = componentCount * 3;

        switch (type)
        {
          case GL_BYTE:           triDataSize = GetNormalizedData<GLbyte>(numElements, floatData, data); break;
          case GL_SHORT:          triDataSize = GetNormalizedData<GLshort>(numElements, floatData, data); break;
          case GL_INT:            triDataSize = GetNormalizedData<GLint>(numElements, floatData, data); break;
          case GL_UNSIGNED_BYTE:  triDataSize = GetNormalizedData<GLubyte>(numElements, floatData, data); break;
          case GL_UNSIGNED_SHORT: triDataSize = GetNormalizedData<GLushort>(numElements, floatData, data); break;
          case GL_UNSIGNED_INT:   triDataSize = GetNormalizedData<GLuint>(numElements, floatData, data); break;
          default: assert(0);
        }
    }
    else
    {
        GLsizeiptr numElements = componentCount * 3;

        switch (type)
        {
          case GL_BYTE:           triDataSize = GetIntData<GLbyte>(numElements, floatData, data); break;
          case GL_SHORT:          triDataSize = GetIntData<GLshort>(numElements, floatData, data); break;
          case GL_INT:            triDataSize = GetIntData<GLint>(numElements, floatData, data); break;
          case GL_UNSIGNED_BYTE:  triDataSize = GetIntData<GLubyte>(numElements, floatData, data); break;
          case GL_UNSIGNED_SHORT: triDataSize = GetIntData<GLushort>(numElements, floatData, data); break;
          case GL_UNSIGNED_INT:   triDataSize = GetIntData<GLuint>(numElements, floatData, data); break;
          default: assert(0);
        }
    }

    return triDataSize;
}

std::string BufferSubDataParams::suffix() const
{
    std::stringstream strstr;

    strstr << RenderTestParams::suffix();

    if (vertexNormalized)
    {
        strstr << "_norm";
    }

    switch (vertexType)
    {
      case GL_FLOAT: strstr << "_float"; break;
      case GL_INT: strstr << "_int"; break;
      case GL_BYTE: strstr << "_byte"; break;
      case GL_SHORT: strstr << "_short"; break;
      case GL_UNSIGNED_INT: strstr << "_uint"; break;
      case GL_UNSIGNED_BYTE: strstr << "_ubyte"; break;
      case GL_UNSIGNED_SHORT: strstr << "_ushort"; break;
      default: strstr << "_vunk_" << vertexType << "_"; break;
    }

    strstr << vertexComponentCount;
    strstr << "_every" << updateRate;

    return strstr.str();
}

BufferSubDataBenchmark::BufferSubDataBenchmark()
    : ANGLERenderTest("BufferSubData", GetParam()),
      mProgram(0),
      mBuffer(0),
      mUpdateData(NULL),
      mNumTris(0)
{
}

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

    ASSERT_TRUE(params.vertexComponentCount > 1);
    ASSERT_TRUE(params.iterations > 0);
    mDrawIterations = params.iterations;

    const std::string vs = SHADER_SOURCE
    (
        attribute vec2 vPosition;
        uniform float uScale;
        uniform float uOffset;
        void main()
        {
            gl_Position = vec4(vPosition * vec2(uScale) - vec2(uOffset), 0, 1);
        }
    );

    const std::string fs = SHADER_SOURCE
    (
        precision mediump float;
        void main()
        {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
        }
    );

    mProgram = CompileProgram(vs, fs);
    ASSERT_TRUE(mProgram != 0);

    // Use the program object
    glUseProgram(mProgram);

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


    std::vector<uint8_t> zeroData(params.bufferSize);
    memset(&zeroData[0], 0, zeroData.size());

    glGenBuffers(1, &mBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    glBufferData(GL_ARRAY_BUFFER, params.bufferSize, &zeroData[0], GL_DYNAMIC_DRAW);

    glVertexAttribPointer(0, params.vertexComponentCount, params.vertexType,
                          params.vertexNormalized, 0, 0);
    glEnableVertexAttribArray(0);

    if (params.updateSize > 0)
    {
        mUpdateData = new uint8_t[params.updateSize];
    }

    std::vector<uint8_t> data;
    GLsizei triDataSize = static_cast<GLsizei>(GetVertexData(params.vertexType,
                                                             params.vertexComponentCount,
                                                             params.vertexNormalized, &data));

    mNumTris = static_cast<int>(params.updateSize / triDataSize);
    for (int i = 0, offset = 0; i < mNumTris; ++i)
    {
        memcpy(mUpdateData + offset, &data[0], triDataSize);
        offset += triDataSize;
    }

    if (params.updateSize == 0)
    {
        mNumTris = 1;
        glBufferSubData(GL_ARRAY_BUFFER, 0, data.size(), &data[0]);
    }

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

    GLfloat scale = 0.5f;
    GLfloat offset = 0.5f;

    if (params.vertexNormalized == GL_TRUE)
    {
        scale = 2.0f;
        offset = 0.5f;
    }

    glUniform1f(glGetUniformLocation(mProgram, "uScale"), scale);
    glUniform1f(glGetUniformLocation(mProgram, "uOffset"), offset);

    ASSERT_GL_NO_ERROR();
}

void BufferSubDataBenchmark::destroyBenchmark()
{
    glDeleteProgram(mProgram);
    glDeleteBuffers(1, &mBuffer);
    SafeDeleteArray(mUpdateData);
}

void BufferSubDataBenchmark::beginDrawBenchmark()
{
    // Clear the color buffer
    glClear(GL_COLOR_BUFFER_BIT);
}

void BufferSubDataBenchmark::drawBenchmark()
{
    const auto &params = GetParam();

    for (unsigned int it = 0; it < params.iterations; it++)
    {
        if (params.updateSize > 0 && ((mNumFrames % params.updateRate) == 0))
        {
            glBufferSubData(GL_ARRAY_BUFFER, 0, params.updateSize, mUpdateData);
        }

        glDrawArrays(GL_TRIANGLES, 0, 3 * mNumTris);
    }

    ASSERT_GL_NO_ERROR();
}

BufferSubDataParams BufferUpdateD3D11Params()
{
    BufferSubDataParams params;
    params.eglParameters = egl_platform::D3D11();
    params.vertexType = GL_FLOAT;
    params.vertexComponentCount = 4;
    params.vertexNormalized = GL_FALSE;
    return params;
}

BufferSubDataParams BufferUpdateD3D9Params()
{
    BufferSubDataParams params;
    params.eglParameters = egl_platform::D3D9();
    params.vertexType = GL_FLOAT;
    params.vertexComponentCount = 4;
    params.vertexNormalized = GL_FALSE;
    return params;
}

BufferSubDataParams BufferUpdateOpenGLParams()
{
    BufferSubDataParams params;
    params.eglParameters = egl_platform::OPENGL();
    params.vertexType = GL_FLOAT;
    params.vertexComponentCount = 4;
    params.vertexNormalized = GL_FALSE;
    return params;
}

TEST_P(BufferSubDataBenchmark, Run)
{
    run();
}

ANGLE_INSTANTIATE_TEST(BufferSubDataBenchmark,
                       BufferUpdateD3D11Params(), BufferUpdateD3D9Params(),
                       BufferUpdateOpenGLParams());

} // namespace
