/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @author       Felipe Alfonso <@bitnenfer>
 * @author       Matthew Groves <@doormat>
 * @copyright    2022 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Renderer.WebGL.Utils
 * @since 3.0.0
 */
module.exports = {

    /**
     * Packs four floats on a range from 0.0 to 1.0 into a single Uint32
     *
     * @function Phaser.Renderer.WebGL.Utils.getTintFromFloats
     * @since 3.0.0
     *
     * @param {number} r - Red component in a range from 0.0 to 1.0
     * @param {number} g - Green component in a range from 0.0 to 1.0
     * @param {number} b - Blue component in a range from 0.0 to 1.0
     * @param {number} a - Alpha component in a range from 0.0 to 1.0
     *
     * @return {number} The packed RGBA values as a Uint32.
     */
    getTintFromFloats: function (r, g, b, a)
    {
        var ur = ((r * 255) | 0) & 0xff;
        var ug = ((g * 255) | 0) & 0xff;
        var ub = ((b * 255) | 0) & 0xff;
        var ua = ((a * 255) | 0) & 0xff;

        return ((ua << 24) | (ur << 16) | (ug << 8) | ub) >>> 0;
    },

    /**
     * Packs a Uint24, representing RGB components, with a Float32, representing
     * the alpha component, with a range between 0.0 and 1.0 and return a Uint32
     *
     * @function Phaser.Renderer.WebGL.Utils.getTintAppendFloatAlpha
     * @since 3.0.0
     *
     * @param {number} rgb - Uint24 representing RGB components
     * @param {number} a - Float32 representing Alpha component
     *
     * @return {number} Packed RGBA as Uint32
     */
    getTintAppendFloatAlpha: function (rgb, a)
    {
        var ua = ((a * 255) | 0) & 0xff;

        return ((ua << 24) | rgb) >>> 0;
    },

    /**
     * Packs a Uint24, representing RGB components, with a Float32, representing
     * the alpha component, with a range between 0.0 and 1.0 and return a
     * swizzled Uint32
     *
     * @function Phaser.Renderer.WebGL.Utils.getTintAppendFloatAlphaAndSwap
     * @since 3.0.0
     *
     * @param {number} rgb - Uint24 representing RGB components
     * @param {number} a - Float32 representing Alpha component
     *
     * @return {number} Packed RGBA as Uint32
     */
    getTintAppendFloatAlphaAndSwap: function (rgb, a)
    {
        var ur = ((rgb >> 16) | 0) & 0xff;
        var ug = ((rgb >> 8) | 0) & 0xff;
        var ub = (rgb | 0) & 0xff;
        var ua = ((a * 255) | 0) & 0xff;

        return ((ua << 24) | (ub << 16) | (ug << 8) | ur) >>> 0;
    },

    /**
     * Unpacks a Uint24 RGB into an array of floats of ranges of 0.0 and 1.0
     *
     * @function Phaser.Renderer.WebGL.Utils.getFloatsFromUintRGB
     * @since 3.0.0
     *
     * @param {number} rgb - RGB packed as a Uint24
     *
     * @return {array} Array of floats representing each component as a float
     */
    getFloatsFromUintRGB: function (rgb)
    {
        var ur = ((rgb >> 16) | 0) & 0xff;
        var ug = ((rgb >> 8) | 0) & 0xff;
        var ub = (rgb | 0) & 0xff;

        return [ ur / 255, ug / 255, ub / 255 ];
    },

    /**
     * Check to see how many texture units the GPU supports in a fragment shader
     * and if the value specific in the game config is allowed.
     *
     * @function Phaser.Renderer.WebGL.Utils.checkShaderMax
     * @since 3.50.0
     *
     * @param {WebGLRenderingContext} gl - The WebGLContext used to create the shaders.
     * @param {number} maxTextures - The Game Config maxTextures value.
     *
     * @return {number} The number of texture units that is supported by this browser and GPU.
     */
    checkShaderMax: function (gl, maxTextures)
    {
        //  Note: This is the maximum number of TIUs that a _fragment_ shader supports
        //  https://www.khronos.org/opengl/wiki/Common_Mistakes#Texture_Unit

        //  Hard-clamp this to 16 to avoid run-away texture counts such as on Android
        var gpuMax = Math.min(16, gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS));

        if (!maxTextures || maxTextures === -1)
        {
            return gpuMax;
        }
        else
        {
            return Math.min(gpuMax, maxTextures);
        }
    },

    /**
     * Checks the given Fragment Shader Source for `%count%` and `%getSampler%` declarations and
     * replaces those with GLSL code for setting `texture = texture2D(uMainSampler[i], outTexCoord)`
     * and injecting the `getSampler` glsl function.
     *
     * @function Phaser.Renderer.WebGL.Utils.parseFragmentShaderMaxTextures
     * @since 3.50.0
     *
     * @param {string} fragmentShaderSource - The Fragment Shader source code to operate on.
     * @param {number} maxTextures - The number of maxTextures value.
     *
     * @return {string} The modified Fragment Shader source.
     */
    parseFragmentShaderMaxTextures: function (fragmentShaderSource, maxTextures)
    {
        if (!fragmentShaderSource)
        {
            return '';
        }

        /*
        var src = 'vec4 getSampler (int index, vec2 uv) {';

        for (var i = 0; i < maxTextures; i++)
        {
            if (i > 0 && i < maxTextures)
            {
                src += '\nelse ';
            }

            src += 'if (index == ' + i + ') { return texture2D(uMainSampler[' + i + '], uv); }';
        }

        src += '\nreturn vec4(0);\n}';

        fragmentShaderSource = fragmentShaderSource.replace(/%getSampler%/gi, src);
        */

        return fragmentShaderSource.replace(/%count%/gi, maxTextures.toString());
    }
};

@@ -3255,32 +3255,123 @@
 allowed.%0A     *%0A
+     * This value is hard-clamped to 16 for performance reasons on Android devices.%0A     *%0A
      * @function

Update Utils.js