/*
 * Copyright (c) Advanced Micro Devices, Inc., or its affiliates.
 *
 * SPDX-License-Identifier: MIT
 */

#include "OCLGLMsaaTexture.h"

#include <assert.h>
#include <stdio.h>
#include <string.h>
#include <time.h>

const static char* strKernel =
    "__kernel void gl_msaa_test( __global uint4 *output, read_only "
    "image2d_msaa_t source, unsigned int numSamples){   \n"
    "    int  tidX = get_global_id(0);\n"
    "    int  tidY = get_global_id(1);\n"
    "    for (int i = 0 ; i < numSamples ; i++) {\n"
    "       uint4 value = read_imageui( source, (int2)( tidX, tidY ) ,i);\n"
    "       int index = (tidY * get_image_width( source ) + tidX)*numSamples + "
    "i;\n"
    "       output[ index ] =  value;\n"
    "   }\n"
    "}\n";

const static char* glDownSampleShader =
    "uniform sampler2DMS MsaaTex;\n"
    "uniform int numSamples;\n"
    "uniform ivec2 resolution;\n"
    "\n"
    "varying vec4  gl_TexCoord[ ];  \n"
    "\n"
    "void main(void)\n"
    "{\n"
    "    vec4 accum = vec4(0.0,0.0,0.0,0.0);\n"
    "    ivec2 coord = ivec2(resolution * gl_TexCoord[0].xy) ;\n"
    "    for ( int i = 0 ; i < numSamples ; i++)\n"
    "    {\n"
    "        accum += texelFetch(MsaaTex,coord,i);\n"
    "    }\n"
    "    accum /= numSamples;\n"
    "    \n"
    "  \n"
    "        \n"
    "    gl_FragColor = accum;\n"
    "}";

OCLGLMsaaTexture::OCLGLMsaaTexture()
    : msaaDepthBuffer_(0),
      msaaFrameBufferOBJ_(0),
      msaaColorBuffer_(0),
      glShader_(0),
      glprogram_(0),
      clOutputBuffer_(0),
      clMsaa_(0),
      pGLOutput_(0),
      pCLOutput_(0) {
  _numSubTests = 1;
  _currentTest = 0;
}

OCLGLMsaaTexture::~OCLGLMsaaTexture() {}

void OCLGLMsaaTexture::open(unsigned int test, char* units, double& conversion,
                            unsigned int deviceId) {
  OCLGLCommon::open(test, units, conversion, deviceId);
  if (_errorFlag) return;

  _currentTest = test;

  // Build the kernel
  program_ = _wrapper->clCreateProgramWithSource(context_, 1, &strKernel, NULL, &error_);
  CHECK_RESULT((error_ != CL_SUCCESS), "clCreateProgramWithSource()  failed (%d)", error_);

  error_ = _wrapper->clBuildProgram(program_, 1, &devices_[deviceId], NULL, NULL, NULL);
  if (error_ != CL_SUCCESS) {
    char programLog[1024];
    _wrapper->clGetProgramBuildInfo(program_, devices_[deviceId], CL_PROGRAM_BUILD_LOG, 1024,
                                    programLog, 0);
    printf("\n%s\n", programLog);
    fflush(stdout);
  }
  CHECK_RESULT((error_ != CL_SUCCESS), "clBuildProgram() failed (%d)", error_);

  kernel_ = _wrapper->clCreateKernel(program_, "gl_msaa_test", &error_);
  CHECK_RESULT((error_ != CL_SUCCESS), "clCreateKernel() failed (%d)", error_);
}

void OCLGLMsaaTexture::run(void) {
  if (_errorFlag) {
    return;
  }
  bool retVal;
  switch (_currentTest) {
    case 0:
      retVal = testMsaaRead(GL_RGBA, 2);
      break;
    default:
      CHECK_RESULT(true, "unsupported test number\n");
  }
  CHECK_RESULT((retVal != true), "cl-gl depth test failed ");
}

unsigned int OCLGLMsaaTexture::close(void) {
  if (pGLOutput_) {
    free(pGLOutput_);
    pGLOutput_ = NULL;
  }

  if (pCLOutput_) {
    free(pCLOutput_);
    pCLOutput_ = NULL;
  }

  clReleaseMemObject(clMsaa_);
  clReleaseMemObject(clOutputBuffer_);

  glFinish();
  // unbind the texture and frame buffer.
  glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
  glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 0);
  glBindFramebuffer(GL_FRAMEBUFFER, 0);
  glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);

  // clean gl resources
  glDeleteFramebuffers(1, &msaaFrameBufferOBJ_);
  msaaFrameBufferOBJ_ = 0;
  glDeleteTextures(1, &msaaColorBuffer_);
  msaaColorBuffer_ = 0;
  glDeleteTextures(1, &msaaDepthBuffer_);
  msaaDepthBuffer_ = 0;

  glDeleteProgram(glprogram_);
  glDeleteShader(glShader_);

  return OCLGLCommon::close();
}

bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat, unsigned int numSamples) {
  size_t dimSizes[] = {c_dimSize, c_dimSize};

  unsigned int bufferSize = c_dimSize * c_dimSize * 4;
  bool retVal = false;
  createGLFragmentProgramFromSource(glDownSampleShader, glShader_, glprogram_);

  /////////////////////
  // create msaa FBO //
  /////////////////////
  glGenFramebuffers(1, &msaaFrameBufferOBJ_);
  glBindFramebuffer(GL_FRAMEBUFFER, msaaFrameBufferOBJ_);

  // create   textures
  glGenTextures(1, &msaaColorBuffer_);
  glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaColorBuffer_);
  glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA8, c_dimSize, c_dimSize,
                          GL_TRUE);

  glGenTextures(1, &msaaDepthBuffer_);
  glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaDepthBuffer_);
  glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_DEPTH_COMPONENT24, c_dimSize,
                          c_dimSize, GL_TRUE);

  //
  glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, msaaColorBuffer_, 0);
  glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, msaaDepthBuffer_, 0);

  // verify all resource allocations are well.
  GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  if (GL_FRAMEBUFFER_COMPLETE != status) {
    return false;
  }
  // set up gl state machine
  glViewport(0, 0, c_dimSize, c_dimSize);  // Reset The Current Viewport
  glMatrixMode(GL_PROJECTION);             // Select The Projection Matrix
  glLoadIdentity();                        // Reset The Projection Matrix
  gluPerspective(30.0f, (GLfloat)c_dimSize / (GLfloat)c_dimSize, 0.1f, 100.0f);
  glMatrixMode(GL_MODELVIEW);  // Select The Modelview Matrix
  glLoadIdentity();
  glEnable(GL_DEPTH_TEST);
  // The Type Of Depth Testing To Do
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  // Clear Screen And Depth Buffer
  glBegin(GL_QUADS);                                   // Draw A Quad
  glVertex3f(-1.0f, 1.0f, -6.0f);                      // Top Left
  glVertex3f(1.0f, 1.0f, -6.0f);                       // Top Right
  glVertex3f(1.0f, -1.0f, -3.0f);                      // Bottom Right
  glVertex3f(-1.0f, -1.0f, -3.0f);                     // Bottom Left
  glEnd();

  glFinish();
  cl_int error;
  clOutputBuffer_ = _wrapper->clCreateBuffer(context_, CL_MEM_WRITE_ONLY, bufferSize, NULL, &error);
  if (CL_SUCCESS != error) return false;

  clMsaa_ = _wrapper->clCreateFromGLTexture(context_, CL_MEM_READ_WRITE, GL_TEXTURE_2D_MULTISAMPLE,
                                            0, msaaColorBuffer_, &error);
  if (CL_SUCCESS != error) return false;

  GLsizei samples;
  error = _wrapper->clGetGLTextureInfo(clMsaa_, CL_GL_NUM_SAMPLES, sizeof(samples), &samples, NULL);

  error = _wrapper->clEnqueueAcquireGLObjects(cmdQueues_[_deviceId], 1, &clMsaa_, 0, NULL, NULL);
  if (CL_SUCCESS != error) return false;

  _wrapper->clSetKernelArg(kernel_, 0, sizeof(cl_mem), &clOutputBuffer_);

  _wrapper->clSetKernelArg(kernel_, 1, sizeof(cl_mem), &clMsaa_);

  _wrapper->clSetKernelArg(kernel_, 2, sizeof(unsigned int), &numSamples);

  _wrapper->clEnqueueNDRangeKernel(cmdQueues_[_deviceId], kernel_, 2, NULL, dimSizes, NULL, 0, NULL,
                                   NULL);

  _wrapper->clEnqueueReleaseGLObjects(cmdQueues_[_deviceId], 1, &clMsaa_, 0, NULL, NULL);

  pGLOutput_ = (unsigned int*)malloc(bufferSize);
  pCLOutput_ = (unsigned int*)malloc(bufferSize);

  _wrapper->clEnqueueReadBuffer(cmdQueues_[_deviceId], clOutputBuffer_, CL_TRUE, 0, bufferSize,
                                pCLOutput_, 0, NULL, NULL);

  // down sample
  glBindFramebuffer(GL_FRAMEBUFFER, 0);
  glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaColorBuffer_);
  glUseProgram(glprogram_);

  glUniform1i(glGetUniformLocation(glprogram_, "numSamples"), numSamples);
  glUniform2i(glGetUniformLocation(glprogram_, "resolution"), c_dimSize, c_dimSize);
  glUniform1i(glGetUniformLocation(glprogram_, "MsaaTex"), 0);

  // printOpenGLError();

  glBegin(GL_QUADS);
  glVertex2f(-1.0f, 1.0f);
  glTexCoord2f(1.0f, 0.0f);
  glVertex2f(1.0f, 1.0f);
  glTexCoord2f(1.0f, 1.0f);
  glVertex2f(1.0f, -1.0f);
  glTexCoord2f(0.0f, 1.0f);
  glVertex2f(-1.0f, -1.0f);
  glTexCoord2f(0.0f, 0.0f);
  glEnd();

  glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
  glUseProgram(0);

  glReadPixels(0, 0, c_dimSize, c_dimSize, GL_BGRA, GL_UNSIGNED_BYTE, pGLOutput_);

  if (absDiff(pGLOutput_, pCLOutput_, c_dimSize)) retVal = true;

  return retVal;
}

bool OCLGLMsaaTexture::absDiff(unsigned int* pGLBuffer, unsigned int* pCLBuffer,
                               const unsigned int c_dimSize) {
  bool retVal = true;
  for (unsigned int i = 0; i < c_dimSize * c_dimSize; i++) {
    char clPixel[4];
    char glPixel[4];
    char diff[4] = {0};
    memcpy(clPixel, &(pCLBuffer[i]), sizeof(clPixel));
    memcpy(glPixel, &(pGLBuffer[i]), sizeof(glPixel));

    for (int j = 0; j < 4; j++) {
      diff[j] = abs(clPixel[j] - glPixel[i]);
      if (diff[j] > 10) retVal = false;
    }
  }
  return retVal;
}
