#ifndef _TCUTEXTUREUTIL_HPP
#define _TCUTEXTUREUTIL_HPP
/*-------------------------------------------------------------------------
 * drawElements Quality Program Tester Core
 * ----------------------------------------
 *
 * Copyright 2014 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 *
 *//*!
 * \file
 * \brief Texture utilities.
 *//*--------------------------------------------------------------------*/

#include "tcuDefs.hpp"
#include "tcuTexture.hpp"

namespace tcu
{

// PixelBufferAccess utilities.
PixelBufferAccess		getSubregion				(const PixelBufferAccess& access, int x, int y, int z, int width, int height, int depth);
ConstPixelBufferAccess	getSubregion				(const ConstPixelBufferAccess& access, int x, int y, int z, int width, int height, int depth);

PixelBufferAccess		getSubregion				(const PixelBufferAccess& access, int x, int y, int width, int height);
ConstPixelBufferAccess	getSubregion				(const ConstPixelBufferAccess& access, int x, int y, int width, int height);

PixelBufferAccess		flipYAccess					(const PixelBufferAccess& access);
ConstPixelBufferAccess	flipYAccess					(const ConstPixelBufferAccess& access);

bool					isCombinedDepthStencilType	(TextureFormat::ChannelType type);
bool					hasStencilComponent			(TextureFormat::ChannelOrder order);
bool					hasDepthComponent			(TextureFormat::ChannelOrder order);

// sRGB - linear conversion.
Vec4					sRGBToLinear				(const Vec4& cs);
Vec4					sRGB8ToLinear				(const UVec4& cs);
Vec4					sRGBA8ToLinear				(const UVec4& cs);
Vec4					linearToSRGB				(const Vec4& cl);
bool					isSRGB						(TextureFormat format);

/*--------------------------------------------------------------------*//*!
 * \brief Color channel storage type
 *//*--------------------------------------------------------------------*/
enum TextureChannelClass
{
	TEXTURECHANNELCLASS_SIGNED_FIXED_POINT = 0,
	TEXTURECHANNELCLASS_UNSIGNED_FIXED_POINT,
	TEXTURECHANNELCLASS_SIGNED_INTEGER,
	TEXTURECHANNELCLASS_UNSIGNED_INTEGER,
	TEXTURECHANNELCLASS_FLOATING_POINT,

	TEXTURECHANNELCLASS_LAST
};

TextureChannelClass		getTextureChannelClass		(TextureFormat::ChannelType channelType);

/*--------------------------------------------------------------------*//*!
 * \brief Texture access type
 *//*--------------------------------------------------------------------*/
enum TextureAccessType
{
	TEXTUREACCESSTYPE_FLOAT	= 0,		//!< Read (getPixel) or write as floating-point data
	TEXTUREACCESSTYPE_SIGNED_INT,		//!< Read (getPixelInt) or write as signed integer data
	TEXTUREACCESSTYPE_UNSIGNED_INT,		//!< Read (getPixelUint) or write as unsigned integer data

	TEXTUREACCESSTYPE_LAST
};

bool					isAccessValid				(TextureFormat format, TextureAccessType type);

/*--------------------------------------------------------------------*//*!
 * \brief Standard parameters for texture format testing
 *//*--------------------------------------------------------------------*/
struct TextureFormatInfo
{
	Vec4	valueMin;
	Vec4	valueMax;
	Vec4	lookupScale;
	Vec4	lookupBias;

	TextureFormatInfo (const Vec4& valueMin_, const Vec4& valueMax_, const Vec4& lookupScale_, const Vec4& lookupBias_)
		: valueMin		(valueMin_)
		, valueMax		(valueMax_)
		, lookupScale	(lookupScale_)
		, lookupBias	(lookupBias_)
	{
	}
} DE_WARN_UNUSED_TYPE;

TextureFormatInfo	getTextureFormatInfo				(const TextureFormat& format);
IVec4				getTextureFormatBitDepth			(const TextureFormat& format);
IVec4				getTextureFormatMantissaBitDepth	(const TextureFormat& format);
BVec4				getTextureFormatChannelMask			(const TextureFormat& format);

IVec4				getFormatMinIntValue				(const TextureFormat& format);
IVec4				getFormatMaxIntValue				(const TextureFormat& format);

UVec4				getFormatMaxUintValue				(const TextureFormat& format);

// Texture fill.
void	clear							(const PixelBufferAccess& access, const Vec4& color);
void	clear							(const PixelBufferAccess& access, const IVec4& color);
void	clear							(const PixelBufferAccess& access, const UVec4& color);
void	clearDepth						(const PixelBufferAccess& access, float depth);
void	clearStencil					(const PixelBufferAccess& access, int stencil);
void	fillWithComponentGradients		(const PixelBufferAccess& access, const Vec4& minVal, const Vec4& maxVal);
void	fillWithGrid					(const PixelBufferAccess& access, int cellSize, const Vec4& colorA, const Vec4& colorB);
void	fillWithRepeatableGradient		(const PixelBufferAccess& access, const Vec4& colorA, const Vec4& colorB);
void	fillWithMetaballs				(const PixelBufferAccess& access, int numMetaballs, deUint32 seed);
void	fillWithRGBAQuads				(const PixelBufferAccess& access);

//! Copies contents of src to dst. If formats of dst and src are equal, a bit-exact copy is made.
void	copy							(const PixelBufferAccess& dst, const ConstPixelBufferAccess& src);

void	scale							(const PixelBufferAccess& dst, const ConstPixelBufferAccess& src, Sampler::FilterMode filter);

void	estimatePixelValueRange			(const ConstPixelBufferAccess& access, Vec4& minVal, Vec4& maxVal);
void	computePixelScaleBias			(const ConstPixelBufferAccess& access, Vec4& scale, Vec4& bias);

int		getCubeArrayFaceIndex			(CubeFace face);

//! FP32->U8 with RTE rounding (extremely fast, always accurate).
inline deUint8 floatToU8 (float fv)
{
	union { float fv; deUint32 uv; deInt32 iv; } v;
	v.fv = fv;

	const deUint32	e	= (deUint32)(126-(v.iv>>23));
	deUint32		m	= v.uv;

	m &= 0x00ffffffu;
	m |= 0x00800000u;
	m  = (m << 8) - m;
	m  = 0x00800000u + (m >> e);

	if (e > 8)
		m = e;

	return (deUint8)(m>>24);
}

deUint32 packRGB999E5 (const tcu::Vec4& color);

/*--------------------------------------------------------------------*//*!
 * \brief Depth-stencil utilities
 *//*--------------------------------------------------------------------*/

TextureFormat				getEffectiveDepthStencilTextureFormat	(const TextureFormat& baseFormat, Sampler::DepthStencilMode mode);

//! returns the currently effective access to an access with a given sampler mode, e.g.
//! for combined depth stencil accesses and for sampler set to sample stencil returns
//! stencil access. Identity for non-combined formats.
PixelBufferAccess			getEffectiveDepthStencilAccess			(const PixelBufferAccess& baseAccess, Sampler::DepthStencilMode mode);
ConstPixelBufferAccess		getEffectiveDepthStencilAccess			(const ConstPixelBufferAccess& baseAccess, Sampler::DepthStencilMode mode);

//! returns the currently effective view to an texture with a given sampler mode. Uses
//! storage for access storage storage

tcu::Texture1DView			getEffectiveTextureView					(const tcu::Texture1DView&			src, std::vector<tcu::ConstPixelBufferAccess>& storage, const tcu::Sampler& sampler);
tcu::Texture2DView			getEffectiveTextureView					(const tcu::Texture2DView&			src, std::vector<tcu::ConstPixelBufferAccess>& storage, const tcu::Sampler& sampler);
tcu::Texture3DView			getEffectiveTextureView					(const tcu::Texture3DView&			src, std::vector<tcu::ConstPixelBufferAccess>& storage, const tcu::Sampler& sampler);
tcu::Texture1DArrayView		getEffectiveTextureView					(const tcu::Texture1DArrayView&		src, std::vector<tcu::ConstPixelBufferAccess>& storage, const tcu::Sampler& sampler);
tcu::Texture2DArrayView		getEffectiveTextureView					(const tcu::Texture2DArrayView&		src, std::vector<tcu::ConstPixelBufferAccess>& storage, const tcu::Sampler& sampler);
tcu::TextureCubeView		getEffectiveTextureView					(const tcu::TextureCubeView&		src, std::vector<tcu::ConstPixelBufferAccess>& storage, const tcu::Sampler& sampler);
tcu::TextureCubeArrayView	getEffectiveTextureView					(const tcu::TextureCubeArrayView&	src, std::vector<tcu::ConstPixelBufferAccess>& storage, const tcu::Sampler& sampler);

template <typename ScalarType>
tcu::Vector<ScalarType, 4>	sampleTextureBorder						(const TextureFormat& format, const Sampler& sampler);

} // tcu

#endif // _TCUTEXTUREUTIL_HPP