//Copyright (c) 2009 The Chromium Authors. All rights reserved.
//Use of this source code is governed by a BSD-style license that can be
//found in the LICENSE file.

// Various functions for helping debug WebGL apps.

WebGLDebugUtils = function() {

/**
 * Wrapped logging function.
 * @param {string} msg Message to log.
 */
var log = function(msg) {
  if (window.console && window.console.log) {
    window.console.log(msg);
  }
};

/**
 * Which arguements are enums.
 * @type {!Object.<number, string>}
 */
var glValidEnumContexts = {

  // Generic setters and getters

  'enable': { 0:true },
  'disable': { 0:true },
  'getParameter': { 0:true },

  // Rendering

  'drawArrays': { 0:true },
  'drawElements': { 0:true, 2:true },

  // Shaders

  'createShader': { 0:true },
  'getShaderParameter': { 1:true },
  'getProgramParameter': { 1:true },

  // Vertex attributes

  'getVertexAttrib': { 1:true },
  'vertexAttribPointer': { 2:true },

  // Textures

  'bindTexture': { 0:true },
  'activeTexture': { 0:true },
  'getTexParameter': { 0:true, 1:true },
  'texParameterf': { 0:true, 1:true },
  'texParameteri': { 0:true, 1:true, 2:true },
  'texImage2D': { 0:true, 2:true, 6:true, 7:true },
  'texSubImage2D': { 0:true, 6:true, 7:true },
  'copyTexImage2D': { 0:true, 2:true },
  'copyTexSubImage2D': { 0:true },
  'generateMipmap': { 0:true },

  // Buffer objects

  'bindBuffer': { 0:true },
  'bufferData': { 0:true, 2:true },
  'bufferSubData': { 0:true },
  'getBufferParameter': { 0:true, 1:true },

  // Renderbuffers and framebuffers

  'pixelStorei': { 0:true, 1:true },
  'readPixels': { 4:true, 5:true },
  'bindRenderbuffer': { 0:true },
  'bindFramebuffer': { 0:true },
  'checkFramebufferStatus': { 0:true },
  'framebufferRenderbuffer': { 0:true, 1:true, 2:true },
  'framebufferTexture2D': { 0:true, 1:true, 2:true },
  'getFramebufferAttachmentParameter': { 0:true, 1:true, 2:true },
  'getRenderbufferParameter': { 0:true, 1:true },
  'renderbufferStorage': { 0:true, 1:true },

  // Frame buffer operations (clear, blend, depth test, stencil)

  'clear': { 0:true },
  'depthFunc': { 0:true },
  'blendFunc': { 0:true, 1:true },
  'blendFuncSeparate': { 0:true, 1:true, 2:true, 3:true },
  'blendEquation': { 0:true },
  'blendEquationSeparate': { 0:true, 1:true },
  'stencilFunc': { 0:true },
  'stencilFuncSeparate': { 0:true, 1:true },
  'stencilMaskSeparate': { 0:true },
  'stencilOp': { 0:true, 1:true, 2:true },
  'stencilOpSeparate': { 0:true, 1:true, 2:true, 3:true },

  // Culling

  'cullFace': { 0:true },
  'frontFace': { 0:true },
};

/**
 * Map of numbers to names.
 * @type {Object}
 */
var glEnums = null;

/**
 * Initializes this module. Safe to call more than once.
 * @param {!WebGLRenderingContext} ctx A WebGL context. If
 *    you have more than one context it doesn't matter which one
 *    you pass in, it is only used to pull out constants.
 */
function init(ctx) {
  if (glEnums == null) {
    glEnums = { };
    for (var propertyName in ctx) {
      if (typeof ctx[propertyName] == 'number') {
        glEnums[ctx[propertyName]] = propertyName;
      }
    }
  }
}

/**
 * Checks the utils have been initialized.
 */
function checkInit() {
  if (glEnums == null) {
    throw 'WebGLDebugUtils.init(ctx) not called';
  }
}

/**
 * Returns true or false if value matches any WebGL enum
 * @param {*} value Value to check if it might be an enum.
 * @return {boolean} True if value matches one of the WebGL defined enums
 */
function mightBeEnum(value) {
  checkInit();
  return (glEnums[value] !== undefined);
}

/**
 * Gets an string version of an WebGL enum.
 *
 * Example:
 *   var str = WebGLDebugUtil.glEnumToString(ctx.getError());
 *
 * @param {number} value Value to return an enum for
 * @return {string} The string version of the enum.
 */
function glEnumToString(value) {
  checkInit();
  var name = glEnums[value];
  return (name !== undefined) ? name :
      ("*UNKNOWN WebGL ENUM (0x" + value.toString(16) + ")");
}

/**
 * Returns the string version of a WebGL argument.
 * Attempts to convert enum arguments to strings.
 * @param {string} functionName the name of the WebGL function.
 * @param {number} argumentIndx the index of the argument.
 * @param {*} value The value of the argument.
 * @return {string} The value as a string.
 */
function glFunctionArgToString(functionName, argumentIndex, value) {
  var funcInfo = glValidEnumContexts[functionName];
  if (funcInfo !== undefined) {
    if (funcInfo[argumentIndex]) {
      return glEnumToString(value);
    }
  }
  return value.toString();
}

function makePropertyWrapper(wrapper, original, propertyName) {
  //log("wrap prop: " + propertyName);
  wrapper.__defineGetter__(propertyName, function() {
    return original[propertyName];
  });
  // TODO(gmane): this needs to handle properties that take more than
  // one value?
  wrapper.__defineSetter__(propertyName, function(value) {
    //log("set: " + propertyName);
    original[propertyName] = value;
  });
}

// Makes a function that calls a function on another object.
function makeFunctionWrapper(original, functionName) {
  //log("wrap fn: " + functionName);
  var f = original[functionName];
  return function() {
    //log("call: " + functionName);
    var result = f.apply(original, arguments);
    return result;
  };
}

/**
 * Given a WebGL context returns a wrapped context that calls
 * gl.getError after every command and calls a function if the
 * result is not gl.NO_ERROR.
 *
 * @param {!WebGLRenderingContext} ctx The webgl context to
 *        wrap.
 * @param {!function(err, funcName, args): void} opt_onErrorFunc
 *        The function to call when gl.getError returns an
 *        error. If not specified the default function calls
 *        console.log with a message.
 */
function makeDebugContext(ctx, opt_onErrorFunc) {
  init(ctx);
  opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
        // apparently we can't do args.join(",");
        var argStr = "";
        for (var ii = 0; ii < args.length; ++ii) {
          argStr += ((ii == 0) ? '' : ', ') +
              glFunctionArgToString(functionName, ii, args[ii]);
        }
        log("WebGL error "+ glEnumToString(err) + " in "+ functionName +
            "(" + argStr + ")");
      };

  // Holds booleans for each GL error so after we get the error ourselves
  // we can still return it to the client app.
  var glErrorShadow = { };

  // Makes a function that calls a WebGL function and then calls getError.
  function makeErrorWrapper(ctx, functionName) {
    return function() {
      var result = ctx[functionName].apply(ctx, arguments);
      var err = ctx.getError();
      if (err != 0) {
        glErrorShadow[err] = true;
        opt_onErrorFunc(err, functionName, arguments);
      }
      return result;
    };
  }

  // Make a an object that has a copy of every property of the WebGL context
  // but wraps all functions.
  var wrapper = {};
  for (var propertyName in ctx) {
    if (typeof ctx[propertyName] == 'function') {
       wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
     } else {
       makePropertyWrapper(wrapper, ctx, propertyName);
     }
  }

  // Override the getError function with one that returns our saved results.
  wrapper.getError = function() {
    for (var err in glErrorShadow) {
      if (glErrorShadow[err]) {
        glErrorShadow[err] = false;
        return err;
      }
    }
    return ctx.NO_ERROR;
  };

  return wrapper;
}

function resetToInitialState(ctx) {
  var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
  var tmp = ctx.createBuffer();
  ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
  for (var ii = 0; ii < numAttribs; ++ii) {
    ctx.disableVertexAttribArray(ii);
    ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
    ctx.vertexAttrib1f(ii, 0);
  }
  ctx.deleteBuffer(tmp);

  var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
  for (var ii = 0; ii < numTextureUnits; ++ii) {
    ctx.activeTexture(ctx.TEXTURE0 + ii);
    ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);
    ctx.bindTexture(ctx.TEXTURE_2D, null);
  }

  ctx.activeTexture(ctx.TEXTURE0);
  ctx.useProgram(null);
  ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
  ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
  ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);
  ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);
  ctx.disable(ctx.BLEND);
  ctx.disable(ctx.CULL_FACE);
  ctx.disable(ctx.DEPTH_TEST);
  ctx.disable(ctx.DITHER);
  ctx.disable(ctx.SCISSOR_TEST);
  ctx.blendColor(0, 0, 0, 0);
  ctx.blendEquation(ctx.FUNC_ADD);
  ctx.blendFunc(ctx.ONE, ctx.ZERO);
  ctx.clearColor(0, 0, 0, 0);
  ctx.clearDepth(1);
  ctx.clearStencil(-1);
  ctx.colorMask(true, true, true, true);
  ctx.cullFace(ctx.BACK);
  ctx.depthFunc(ctx.LESS);
  ctx.depthMask(true);
  ctx.depthRange(0, 1);
  ctx.frontFace(ctx.CCW);
  ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);
  ctx.lineWidth(1);
  ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);
  ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);
  ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);
  ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
  // TODO: Delete this IF.
  if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {
    ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);
  }
  ctx.polygonOffset(0, 0);
  ctx.sampleCoverage(1, false);
  ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);
  ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF);
  ctx.stencilMask(0xFFFFFFFF);
  ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);
  ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
  ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);

  // TODO: This should NOT be needed but Firefox fails with 'hint'
  while(ctx.getError());
}

function makeLostContextSimulatingCanvas(canvas) {
  var unwrappedContext_;
  var wrappedContext_;
  var onLost_ = [];
  var onRestored_ = [];
  var wrappedContext_ = {};
  var contextId_ = 1;
  var contextLost_ = false;
  var resourceId_ = 0;
  var resourceDb_ = [];
  var numCallsToLoseContext_ = 0;
  var numCalls_ = 0;
  var canRestore_ = false;
  var restoreTimeout_ = 0;

  // Holds booleans for each GL error so can simulate errors.
  var glErrorShadow_ = { };

  canvas.getContext = function(f) {
    return function() {
      var ctx = f.apply(canvas, arguments);
      // Did we get a context and is it a WebGL context?
      if (ctx instanceof WebGLRenderingContext) {
        if (ctx != unwrappedContext_) {
          if (unwrappedContext_) {
            throw "got different context"
          }
          unwrappedContext_ = ctx;
          wrappedContext_ = makeLostContextSimulatingContext(unwrappedContext_);
        }
        return wrappedContext_;
      }
      return ctx;
    }
  }(canvas.getContext);

  function wrapEvent(listener) {
    if (typeof(listener) == "function") {
      return listener;
    } else {
      return function(info) {
        listener.handleEvent(info);
      }
    }
  }

  var addOnContextLostListener = function(listener) {
    onLost_.push(wrapEvent(listener));
  };

  var addOnContextRestoredListener = function(listener) {
    onRestored_.push(wrapEvent(listener));
  };


  function wrapAddEventListener(canvas) {
    var f = canvas.addEventListener;
    canvas.addEventListener = function(type, listener, bubble) {
      switch (type) {
        case 'webglcontextlost':
          addOnContextLostListener(listener);
          break;
        case 'webglcontextrestored':
          addOnContextRestoredListener(listener);
          break;
        default:
          f.apply(canvas, arguments);
      }
    };
  }

  wrapAddEventListener(canvas);

  canvas.loseContext = function() {
    if (!contextLost_) {
      contextLost_ = true;
      numCallsToLoseContext_ = 0;
      ++contextId_;
      while (unwrappedContext_.getError());
      clearErrors();
      glErrorShadow_[unwrappedContext_.CONTEXT_LOST_WEBGL] = true;
      var event = makeWebGLContextEvent("context lost");
      var callbacks = onLost_.slice();
      setTimeout(function() {
          //log("numCallbacks:" + callbacks.length);
          for (var ii = 0; ii < callbacks.length; ++ii) {
            //log("calling callback:" + ii);
            callbacks[ii](event);
          }
          if (restoreTimeout_ >= 0) {
            setTimeout(function() {
                canvas.restoreContext();
              }, restoreTimeout_);
          }
        }, 0);
    }
  };

  canvas.restoreContext = function() {
    if (contextLost_) {
      if (onRestored_.length) {
        setTimeout(function() {
            if (!canRestore_) {
              throw "can not restore. webglcontestlost listener did not call event.preventDefault";
            }
            freeResources();
            resetToInitialState(unwrappedContext_);
            contextLost_ = false;
            numCalls_ = 0;
            canRestore_ = false;
            var callbacks = onRestored_.slice();
            var event = makeWebGLContextEvent("context restored");
            for (var ii = 0; ii < callbacks.length; ++ii) {
              callbacks[ii](event);
            }
          }, 0);
      }
    }
  };

  canvas.loseContextInNCalls = function(numCalls) {
    if (contextLost_) {
      throw "You can not ask a lost contet to be lost";
    }
    numCallsToLoseContext_ = numCalls_ + numCalls;
  };

  canvas.getNumCalls = function() {
    return numCalls_;
  };

  function isWebGLObject(obj) {
    //return false;
    return (obj instanceof WebGLBuffer ||
            obj instanceof WebGLFramebuffer ||
            obj instanceof WebGLProgram ||
            obj instanceof WebGLRenderbuffer ||
            obj instanceof WebGLShader ||
            obj instanceof WebGLTexture);
  }

  function checkResources(args) {
    for (var ii = 0; ii < args.length; ++ii) {
      var arg = args[ii];
      if (isWebGLObject(arg)) {
        return arg.__webglDebugContextLostId__ == contextId_;
      }
    }
    return true;
  }

  function clearErrors() {
    var k = Object.keys(glErrorShadow_);
    for (var ii = 0; ii < k.length; ++ii) {
      delete glErrorShadow_[k];
    }
  }

  function loseContextIfTime() {
    ++numCalls_;
    if (!contextLost_) {
      if (numCallsToLoseContext_ == numCalls_) {
        canvas.loseContext();
      }
    }
  }

  // Makes a function that simulates WebGL when out of context.
  function makeLostContextFunctionWrapper(ctx, functionName) {
    var f = ctx[functionName];
    return function() {
      // log("calling:" + functionName);
      // Only call the functions if the context is not lost.
      loseContextIfTime();
      if (!contextLost_) {
        //if (!checkResources(arguments)) {
        //  glErrorShadow_[wrappedContext_.INVALID_OPERATION] = true;
        //  return;
        //}
        var result = f.apply(ctx, arguments);
        return result;
      }
    };
  }

  function freeResources() {
    for (var ii = 0; ii < resourceDb_.length; ++ii) {
      var resource = resourceDb_[ii];
      if (resource instanceof WebGLBuffer) {
        unwrappedContext_.deleteBuffer(resource);
      } else if (resource instanceof WebGLFramebuffer) {
        unwrappedContext_.deleteFramebuffer(resource);
      } else if (resource instanceof WebGLProgram) {
        unwrappedContext_.deleteProgram(resource);
      } else if (resource instanceof WebGLRenderbuffer) {
        unwrappedContext_.deleteRenderbuffer(resource);
      } else if (resource instanceof WebGLShader) {
        unwrappedContext_.deleteShader(resource);
      } else if (resource instanceof WebGLTexture) {
        unwrappedContext_.deleteTexture(resource);
      }
    }
  }

  function makeWebGLContextEvent(statusMessage) {
    return {
      statusMessage: statusMessage,
      preventDefault: function() {
          canRestore_ = true;
        }
    };
  }

  return canvas;

  function makeLostContextSimulatingContext(ctx) {
    // copy all functions and properties to wrapper
    for (var propertyName in ctx) {
      if (typeof ctx[propertyName] == 'function') {
         wrappedContext_[propertyName] = makeLostContextFunctionWrapper(
             ctx, propertyName);
       } else {
         makePropertyWrapper(wrappedContext_, ctx, propertyName);
       }
    }

    // Wrap a few functions specially.
    wrappedContext_.getError = function() {
      loseContextIfTime();
      if (!contextLost_) {
        var err;
        while (err = unwrappedContext_.getError()) {
          glErrorShadow_[err] = true;
        }
      }
      for (var err in glErrorShadow_) {
        if (glErrorShadow_[err]) {
          delete glErrorShadow_[err];
          return err;
        }
      }
      return wrappedContext_.NO_ERROR;
    };

    var creationFunctions = [
      "createBuffer",
      "createFramebuffer",
      "createProgram",
      "createRenderbuffer",
      "createShader",
      "createTexture"
    ];
    for (var ii = 0; ii < creationFunctions.length; ++ii) {
      var functionName = creationFunctions[ii];
      wrappedContext_[functionName] = function(f) {
        return function() {
          loseContextIfTime();
          if (contextLost_) {
            return null;
          }
          var obj = f.apply(ctx, arguments);
          obj.__webglDebugContextLostId__ = contextId_;
          resourceDb_.push(obj);
          return obj;
        };
      }(ctx[functionName]);
    }

    var functionsThatShouldReturnNull = [
      "getActiveAttrib",
      "getActiveUniform",
      "getBufferParameter",
      "getContextAttributes",
      "getAttachedShaders",
      "getFramebufferAttachmentParameter",
      "getParameter",
      "getProgramParameter",
      "getProgramInfoLog",
      "getRenderbufferParameter",
      "getShaderParameter",
      "getShaderInfoLog",
      "getShaderSource",
      "getTexParameter",
      "getUniform",
      "getUniformLocation",
      "getVertexAttrib"
    ];
    for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {
      var functionName = functionsThatShouldReturnNull[ii];
      wrappedContext_[functionName] = function(f) {
        return function() {
          loseContextIfTime();
          if (contextLost_) {
            return null;
          }
          return f.apply(ctx, arguments);
        }
      }(wrappedContext_[functionName]);
    }

    var isFunctions = [
      "isBuffer",
      "isEnabled",
      "isFramebuffer",
      "isProgram",
      "isRenderbuffer",
      "isShader",
      "isTexture"
    ];
    for (var ii = 0; ii < isFunctions.length; ++ii) {
      var functionName = isFunctions[ii];
      wrappedContext_[functionName] = function(f) {
        return function() {
          loseContextIfTime();
          if (contextLost_) {
            return false;
          }
          return f.apply(ctx, arguments);
        }
      }(wrappedContext_[functionName]);
    }

    wrappedContext_.checkFramebufferStatus = function(f) {
      return function() {
        loseContextIfTime();
        if (contextLost_) {
          return wrappedContext_.FRAMEBUFFER_UNSUPPORTED;
        }
        return f.apply(ctx, arguments);
      };
    }(wrappedContext_.checkFramebufferStatus);

    wrappedContext_.getAttribLocation = function(f) {
      return function() {
        loseContextIfTime();
        if (contextLost_) {
          return -1;
        }
        return f.apply(ctx, arguments);
      };
    }(wrappedContext_.getAttribLocation);

    wrappedContext_.getVertexAttribOffset = function(f) {
      return function() {
        loseContextIfTime();
        if (contextLost_) {
          return 0;
        }
        return f.apply(ctx, arguments);
      };
    }(wrappedContext_.getVertexAttribOffset);

    wrappedContext_.isContextLost = function() {
      return contextLost_;
    };

    return wrappedContext_;
  }
}

return {
    /**
     * Initializes this module. Safe to call more than once.
     * @param {!WebGLRenderingContext} ctx A WebGL context. If
    }
   *    you have more than one context it doesn't matter which one
   *    you pass in, it is only used to pull out constants.
   */
  'init': init,

  /**
   * Returns true or false if value matches any WebGL enum
   * @param {*} value Value to check if it might be an enum.
   * @return {boolean} True if value matches one of the WebGL defined enums
   */
  'mightBeEnum': mightBeEnum,

  /**
   * Gets an string version of an WebGL enum.
   *
   * Example:
   *   WebGLDebugUtil.init(ctx);
   *   var str = WebGLDebugUtil.glEnumToString(ctx.getError());
   *
   * @param {number} value Value to return an enum for
   * @return {string} The string version of the enum.
   */
  'glEnumToString': glEnumToString,

  /**
   * Converts the argument of a WebGL function to a string.
   * Attempts to convert enum arguments to strings.
   *
   * Example:
   *   WebGLDebugUtil.init(ctx);
   *   var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 0, gl.TEXTURE_2D);
   *
   * would return 'TEXTURE_2D'
   *
   * @param {string} functionName the name of the WebGL function.
   * @param {number} argumentIndx the index of the argument.
   * @param {*} value The value of the argument.
   * @return {string} The value as a string.
   */
  'glFunctionArgToString': glFunctionArgToString,

  /**
   * Given a WebGL context returns a wrapped context that calls
   * gl.getError after every command and calls a function if the
   * result is not NO_ERROR.
   *
   * You can supply your own function if you want. For example, if you'd like
   * an exception thrown on any GL error you could do this
   *
   *    function throwOnGLError(err, funcName, args) {
   *      throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to" +
   *            funcName;
   *    };
   *
   *    ctx = WebGLDebugUtils.makeDebugContext(
   *        canvas.getContext("webgl"), throwOnGLError);
   *
   * @param {!WebGLRenderingContext} ctx The webgl context to wrap.
   * @param {!function(err, funcName, args): void} opt_onErrorFunc The function
   *     to call when gl.getError returns an error. If not specified the default
   *     function calls console.log with a message.
   */
  'makeDebugContext': makeDebugContext,

  /**
   * Given a canvas element returns a wrapped canvas element that will
   * simulate lost context. The canvas returned adds the following functions.
   *
   * loseContext:
   *   simulates a lost context event.
   *
   * restoreContext:
   *   simulates the context being restored.
   *
   * lostContextInNCalls:
   *   loses the context after N gl calls.
   *
   * getNumCalls:
   *   tells you how many gl calls there have been so far.
   *
   * setRestoreTimeout:
   *   sets the number of milliseconds until the context is restored
   *   after it has been lost. Defaults to 0. Pass -1 to prevent
   *   automatic restoring.
   *
   * @param {!Canvas} canvas The canvas element to wrap.
   */
  'makeLostContextSimulatingCanvas': makeLostContextSimulatingCanvas,

  /**
   * Resets a context to the initial state.
   * @param {!WebGLRenderingContext} ctx The webgl context to
   *     reset.
   */
  'resetToInitialState': resetToInitialState
};

}();

