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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL BlitFramebuffer Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script src="../../js/glsl-conformance-test.js"></script>
</head>
<body>
<canvas id="example" width="8" height="8"></canvas>
<div id="description"></div>
<div id="console"></div>

<script>
"use strict";

var wtu = WebGLTestUtils;
description("This test verifies the functionality of blitFramebuffer with sRGB framebuffers.");

var gl = wtu.create3DContext("example", undefined, 2);

function checkPixel(color, expectedColor) {
  var tolerance = 7;
  return (Math.abs(color[0] - expectedColor[0]) <= tolerance &&
          Math.abs(color[1] - expectedColor[1]) <= tolerance &&
          Math.abs(color[2] - expectedColor[2]) <= tolerance &&
          Math.abs(color[3] - expectedColor[3]) <= tolerance);
}

var tex_read = gl.createTexture();
var tex_draw = gl.createTexture();
var fbo_read = gl.createFramebuffer();
var fbo_draw = gl.createFramebuffer();
var size_read = 4;
var size_draw = 0;

function blitframebuffer_helper(readbufferFormat, drawbufferFormat, filter, data) {
    // Create read framebuffer and feed data to read buffer
    gl.bindTexture(gl.TEXTURE_2D, tex_read);
    gl.texImage2D(gl.TEXTURE_2D, 0, readbufferFormat, size_read, size_read, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
    gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
    gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_read, 0);

    // Create draw framebuffer and feed 0 to draw buffer
    gl.bindTexture(gl.TEXTURE_2D, tex_draw);
    gl.texImage2D(gl.TEXTURE_2D, 0, drawbufferFormat, size_draw, size_draw, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
    gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_draw, 0);

    gl.blitFramebuffer(0, 0, size_read, size_read, 0, 0, size_draw, size_draw, gl.COLOR_BUFFER_BIT, filter);

    // Read pixels for comparision
    var pixels = new Uint8Array(size_draw * size_draw * 4);
    gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_draw);
    gl.readPixels(0, 0, size_draw, size_draw, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
    return pixels;
}

function blitframebuffer_filter_srgb(readbufferFormat, drawbufferFormat, filter, minified) {
    debug("");
    debug("Test srgb filtering for blitFramebuffer, the current filter is: " + wtu.glEnumToString(gl, filter));
    var min_mag = minified ? "minified to half the size." : "magnified to double the size.";
    debug("read buffer format is: " + wtu.glEnumToString(gl, readbufferFormat) + ", draw buffer format is: " + wtu.glEnumToString(gl, drawbufferFormat) + ", minify/magnify: " + min_mag);

    // Initiate data to read framebuffer
    var src_buffer = new Uint8Array(size_read * size_read * 4);
    var start = 0;
    for (var ii = 0; ii < size_read * size_read * 4; ii += 4) {
        for (var jj = 0; jj < 3; ++jj) {
          src_buffer[ii + jj] = start;
        }
        src_buffer[ii + 3] = 0xff;
        start += 0x10;
    }

    // We may need to decode srgb to linear for reference data
    var ref_buffer = new Uint8Array(size_read * size_read * 4);
    for (var ii = 0; ii < size_read * size_read * 4; ii += 4) {
        var color = [src_buffer[ii], src_buffer[ii + 1], src_buffer[ii + 2], src_buffer[ii + 3]];
        var ref_color;
        if (readbufferFormat == gl.SRGB8_ALPHA8) {
            ref_color = wtu.sRGBToLinear(color);
        } else {
            ref_color = color;
        }
        for (var jj = 0; jj < 4; ++jj) {
          ref_buffer[ii + jj] = ref_color[jj];
        }
    }

    // Blit framebuffer to filter srgb image, but the reference data is always retrieved by blitFramebuffer against linear image
    size_draw = minified ? size_read / 2 : size_read * 2;
    var pixels = blitframebuffer_helper(readbufferFormat, drawbufferFormat, filter, src_buffer);
    var temp = blitframebuffer_helper(gl.RGBA, gl.RGBA, filter, ref_buffer);

    // We may need to encode linear to srgb for reference data
    var ref_pixels = new Uint8Array(size_draw * size_draw * 4);
    for (var ii = 0; ii < size_draw * size_draw * 4; ii += 4) {
        var color = [temp[ii], temp[ii + 1], temp[ii + 2], temp[ii + 3]];
        var ref_color;
        if (drawbufferFormat == gl.SRGB8_ALPHA8) {
            ref_color = wtu.linearToSRGB(color);
        } else {
            ref_color = color;
        }
        for (var jj = 0; jj < 4; ++jj) {
          ref_pixels[ii + jj] = ref_color[jj];
        }
    }

    // Compare
    for (var ii = 0; ii < size_draw; ++ii) {
        for (var jj = 0; jj < size_draw; ++jj) {
            var index = ii * size_draw * 4 + jj;
            var color = [pixels[index], pixels[index + 1], pixels[index + 2], pixels[index + 3]];
            var expectedColor = [ref_pixels[index], ref_pixels[index + 1], ref_pixels[index + 2], ref_pixels[index + 3]];
            if (checkPixel(color, expectedColor) == true) {
                testPassed("pixel at [" + jj + ", " + ii + "] is (" + color + "). It is correct!");
            } else {
                testFailed("pixel at [" + jj + ", " + ii + "] should be (" + expectedColor + "), but the actual color is (" + color + ")");
            }
        }
    }
}

if (!gl) {
    testFailed("WebGL context does not exist");
} else {
    testPassed("WebGL context exists");
    var filters = [gl.LINEAR, gl.NEAREST];
    for (var ii = 0; ii < filters.length; ++ii) {
        blitframebuffer_filter_srgb(gl.RGBA8, gl.SRGB8_ALPHA8, filters[ii], true);
        blitframebuffer_filter_srgb(gl.RGBA8, gl.SRGB8_ALPHA8, filters[ii], false);
        blitframebuffer_filter_srgb(gl.SRGB8_ALPHA8, gl.RGBA8, filters[ii], true);
        blitframebuffer_filter_srgb(gl.SRGB8_ALPHA8, gl.RGBA8, filters[ii], false);
        blitframebuffer_filter_srgb(gl.SRGB8_ALPHA8, gl.SRGB8_ALPHA8, filters[ii], true);
        blitframebuffer_filter_srgb(gl.SRGB8_ALPHA8, gl.SRGB8_ALPHA8, filters[ii], false);
    }
}

gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
gl.deleteFramebuffer(fbo_read);
gl.deleteFramebuffer(fbo_draw);
gl.deleteTexture(tex_read);
gl.deleteTexture(tex_draw);

var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>

</body>
</html>
