/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

// https://www.khronos.org/registry/webgl/specs/latest/1.0/webgl.idl
use canvas_traits::webgl::{WebGLCommand, WebGLError, WebGLMsgSender};
use canvas_traits::webgl::{WebGLResult, WebGLSLVersion, WebGLShaderId};
use canvas_traits::webgl::{WebGLVersion, webgl_channel};
use dom::bindings::cell::DomRefCell;
use dom::bindings::codegen::Bindings::WebGLShaderBinding;
use dom::bindings::reflector::reflect_dom_object;
use dom::bindings::root::DomRoot;
use dom::bindings::str::DOMString;
use dom::webgl_extensions::WebGLExtensions;
use dom::webgl_extensions::ext::extshadertexturelod::EXTShaderTextureLod;
use dom::webgl_extensions::ext::oesstandardderivatives::OESStandardDerivatives;
use dom::webglobject::WebGLObject;
use dom::window::Window;
use dom_struct::dom_struct;
use mozangle::shaders::{BuiltInResources, Output, ShaderValidator};
use std::cell::Cell;
use std::sync::{ONCE_INIT, Once};

#[derive(Clone, Copy, Debug, JSTraceable, MallocSizeOf, PartialEq)]
pub enum ShaderCompilationStatus {
    NotCompiled,
    Succeeded,
    Failed,
}

#[dom_struct]
pub struct WebGLShader {
    webgl_object: WebGLObject,
    id: WebGLShaderId,
    gl_type: u32,
    source: DomRefCell<Option<DOMString>>,
    info_log: DomRefCell<Option<String>>,
    is_deleted: Cell<bool>,
    attached_counter: Cell<u32>,
    compilation_status: Cell<ShaderCompilationStatus>,
    #[ignore_malloc_size_of = "Defined in ipc-channel"]
    renderer: WebGLMsgSender,
}

static GLSLANG_INITIALIZATION: Once = ONCE_INIT;

impl WebGLShader {
    fn new_inherited(renderer: WebGLMsgSender,
                     id: WebGLShaderId,
                     shader_type: u32)
                     -> WebGLShader {
        GLSLANG_INITIALIZATION.call_once(|| ::mozangle::shaders::initialize().unwrap());
        WebGLShader {
            webgl_object: WebGLObject::new_inherited(),
            id: id,
            gl_type: shader_type,
            source: DomRefCell::new(None),
            info_log: DomRefCell::new(None),
            is_deleted: Cell::new(false),
            attached_counter: Cell::new(0),
            compilation_status: Cell::new(ShaderCompilationStatus::NotCompiled),
            renderer: renderer,
        }
    }

    pub fn maybe_new(window: &Window,
                     renderer: WebGLMsgSender,
                     shader_type: u32)
                     -> Option<DomRoot<WebGLShader>> {
        let (sender, receiver) = webgl_channel().unwrap();
        renderer.send(WebGLCommand::CreateShader(shader_type, sender)).unwrap();

        let result = receiver.recv().unwrap();
        result.map(|shader_id| WebGLShader::new(window, renderer, shader_id, shader_type))
    }

    pub fn new(window: &Window,
               renderer: WebGLMsgSender,
               id: WebGLShaderId,
               shader_type: u32)
               -> DomRoot<WebGLShader> {
        reflect_dom_object(Box::new(WebGLShader::new_inherited(renderer, id, shader_type)),
                           window,
                           WebGLShaderBinding::Wrap)
    }
}


impl WebGLShader {
    pub fn id(&self) -> WebGLShaderId {
        self.id
    }

    pub fn gl_type(&self) -> u32 {
        self.gl_type
    }

    /// glCompileShader
    pub fn compile(
        &self,
        webgl_version: WebGLVersion,
        glsl_version: WebGLSLVersion,
        ext: &WebGLExtensions,
    ) -> WebGLResult<()> {
        if self.is_deleted.get() && !self.is_attached() {
            return Err(WebGLError::InvalidValue);
        }
        if self.compilation_status.get() != ShaderCompilationStatus::NotCompiled {
            debug!("Compiling already compiled shader {}", self.id);
        }

        let source = self.source.borrow();
        let source = match source.as_ref() {
            Some(source) => source,
            None => return Ok(()),
        };

        let mut params = BuiltInResources::default();
        params.FragmentPrecisionHigh = 1;
        params.OES_standard_derivatives = ext.is_enabled::<OESStandardDerivatives>() as i32;
        params.EXT_shader_texture_lod = ext.is_enabled::<EXTShaderTextureLod>() as i32;
        let validator = match webgl_version {
            WebGLVersion::WebGL1 => {
                let output_format = if cfg!(any(target_os = "android", target_os = "ios")) {
                    Output::Essl
                } else {
                    Output::Glsl
                };
                ShaderValidator::for_webgl(self.gl_type,
                                            output_format,
                                            &params).unwrap()
            },
            WebGLVersion::WebGL2 => {
                let output_format = if cfg!(any(target_os = "android", target_os = "ios")) {
                    Output::Essl
                } else {
                    match (glsl_version.major, glsl_version.minor) {
                        (1, 30) => Output::Glsl130,
                        (1, 40) => Output::Glsl140,
                        (1, 50) => Output::Glsl150Core,
                        (3, 30) => Output::Glsl330Core,
                        (4, 0) => Output::Glsl400Core,
                        (4, 10) => Output::Glsl410Core,
                        (4, 20) => Output::Glsl420Core,
                        (4, 30) => Output::Glsl430Core,
                        (4, 40) => Output::Glsl440Core,
                        (4, _) => Output::Glsl450Core,
                        _ => Output::Glsl140
                    }
                };
                ShaderValidator::for_webgl2(self.gl_type,
                                            output_format,
                                            &params).unwrap()
            },
        };

        match validator.compile_and_translate(&[source]) {
            Ok(translated_source) => {
                debug!("Shader translated: {}", translated_source);
                // NOTE: At this point we should be pretty sure that the compilation in the paint thread
                // will succeed.
                // It could be interesting to retrieve the info log from the paint thread though
                let msg = WebGLCommand::CompileShader(self.id, translated_source);
                self.renderer.send(msg).unwrap();
                self.compilation_status.set(ShaderCompilationStatus::Succeeded);
            },
            Err(error) => {
                self.compilation_status.set(ShaderCompilationStatus::Failed);
                debug!("Shader {} compilation failed: {}", self.id, error);
            },
        }

        *self.info_log.borrow_mut() = Some(validator.info_log());

        // TODO(emilio): More data (like uniform data) should be collected
        // here to properly validate uniforms.
        //
        // This requires a more complex interface with ANGLE, using C++
        // bindings and being extremely cautious about destructing things.
        Ok(())
    }

    /// Mark this shader as deleted (if it wasn't previously)
    /// and delete it as if calling glDeleteShader.
    /// Currently does not check if shader is attached
    pub fn delete(&self) {
        if !self.is_deleted.get() {
            self.is_deleted.set(true);
            let _ = self.renderer.send(WebGLCommand::DeleteShader(self.id));
        }
    }

    pub fn is_deleted(&self) -> bool {
        self.is_deleted.get()
    }

    pub fn is_attached(&self) -> bool {
        self.attached_counter.get() > 0
    }

    pub fn increment_attached_counter(&self) {
        self.attached_counter.set(self.attached_counter.get() + 1);
    }

    pub fn decrement_attached_counter(&self) {
        assert!(self.attached_counter.get() > 0);
        self.attached_counter.set(self.attached_counter.get() - 1);
    }

    /// glGetShaderInfoLog
    pub fn info_log(&self) -> Option<String> {
        self.info_log.borrow().clone()
    }

    /// Get the shader source
    pub fn source(&self) -> Option<DOMString> {
        self.source.borrow().clone()
    }

    /// glShaderSource
    pub fn set_source(&self, source: DOMString) {
        *self.source.borrow_mut() = Some(source);
    }

    pub fn successfully_compiled(&self) -> bool {
        self.compilation_status.get() == ShaderCompilationStatus::Succeeded
    }
}

impl Drop for WebGLShader {
    fn drop(&mut self) {
        assert_eq!(self.attached_counter.get(), 0);
        self.delete();
    }
}