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export const description = `
ShaderModule CompilationInfo tests.
`;

import { makeTestGroup } from '../../../../common/framework/test_group.js';
import { assert } from '../../../../common/util/util.js';
import { AllFeaturesMaxLimitsGPUTest } from '../../../gpu_test.js';

export const g = makeTestGroup(AllFeaturesMaxLimitsGPUTest);

const kValidShaderSources = [
  {
    valid: true,
    name: 'ascii',
    _code: `
      @vertex fn main() -> @builtin(position) vec4<f32> {
        return vec4<f32>(0.0, 0.0, 0.0, 1.0);
      }`,
  },
  {
    valid: true,
    name: 'unicode',
    _code: `
      // 頂点シェーダー πŸ‘©β€πŸ’»
      @vertex fn main() -> @builtin(position) vec4<f32> {
        return vec4<f32>(0.0, 0.0, 0.0, 1.0);
      }`,
  },
];

const kInvalidShaderSources = [
  {
    valid: false,
    name: 'ascii',
    _errorLine: 4,
    _code: `
      @vertex fn main() -> @builtin(position) vec4<f32> {
        // Expected Error: unknown function 'unknown'
        return unknown(0.0, 0.0, 0.0, 1.0);
      }`,
  },
  {
    valid: false,
    name: 'unicode',
    _errorLine: 5,
    _code: `
      // 頂点シェーダー πŸ‘©β€πŸ’»
      @vertex fn main() -> @builtin(position) vec4<f32> {
        // Expected Error: unknown function 'unknown'
        return unknown(0.0, 0.0, 0.0, 1.0);
      }`,
  },
  {
    valid: false,
    name: 'carriage-return',
    _errorLine: 5,
    _code:
      `
      @vertex fn main() -> @builtin(position) vec4<f32> {` +
      '\r\n' +
      `
        // Expected Error: unknown function 'unknown'
        return unknown(0.0, 0.0, 0.0, 1.0);
      }`,
  },
  {
    valid: false,
    name: 'unicode-multi-byte-characters',
    _errorLine: 1,
    // This shader is simplistic enough to always result in the same error position.
    // Generally, various backends may choose to report the error at different positions within the
    // line, so it's difficult to meaningfully validate them.
    _errorLinePos: 19,
    _code: `/*🐈🐈🐈🐈🐈🐈🐈*/?
// Expected Error: invalid character found`,
  },
];

const kAllShaderSources = [...kValidShaderSources, ...kInvalidShaderSources];

g.test('getCompilationInfo_returns')
  .desc(
    `
    Test that getCompilationInfo() can be called on any ShaderModule.

    - Test for both valid and invalid shader modules.
    - Test for shader modules containing only ASCII and those containing unicode characters.
    - Test that the compilation info for valid shader modules contains no errors.
    - Test that the compilation info for invalid shader modules contains at least one error.`
  )
  .params(u => u.combineWithParams(kAllShaderSources))
  .fn(async t => {
    const { _code, valid } = t.params;

    const shaderModule = t.expectGPUError(
      'validation',
      () => {
        return t.device.createShaderModule({ code: _code });
      },
      !valid
    );

    const info = await shaderModule.getCompilationInfo();

    t.expect(
      info instanceof GPUCompilationInfo,
      'Expected a GPUCompilationInfo object to be returned'
    );

    // Expect that we get zero error messages from a valid shader.
    // Message types other than errors are OK.
    let errorCount = 0;
    for (const message of info.messages) {
      if (message.type === 'error') {
        errorCount++;
      }
    }
    if (valid) {
      t.expect(errorCount === 0, "Expected zero GPUCompilationMessages of type 'error'");
    } else {
      t.expect(errorCount > 0, "Expected at least one GPUCompilationMessages of type 'error'");
    }
  });

g.test('line_number_and_position')
  .desc(
    `
    Test that line numbers reported by compilationInfo either point at an appropriate line and
    position or at 0:0, indicating an unknown position.

    - Test for invalid shader modules containing containing at least one error.
    - Test for shader modules containing only ASCII and those containing unicode characters.`
  )
  .params(u => u.combineWithParams(kInvalidShaderSources))
  .fn(async t => {
    const { _code, _errorLine, _errorLinePos } = t.params;

    const shaderModule = t.expectGPUError('validation', () => {
      return t.device.createShaderModule({ code: _code });
    });

    const info = await shaderModule.getCompilationInfo();

    let foundAppropriateError = false;
    for (const message of info.messages) {
      if (message.type === 'error') {
        // Some backends may not be able to indicate a precise location for the error. In those
        // cases a line and position of 0 should be reported.
        // If a line is reported, it should point at the correct line (1-based).
        t.expect(
          (message.lineNum === 0) === (message.linePos === 0),
          `Got message.lineNum ${message.lineNum}, .linePos ${message.linePos}, but GPUCompilationMessage should specify both or neither`
        );

        if (message.lineNum === 0) {
          foundAppropriateError = true;
          break;
        }

        if (message.lineNum === _errorLine) {
          foundAppropriateError = true;
          if (_errorLinePos !== undefined) {
            t.expect(
              message.linePos === _errorLinePos,
              `Got message.linePos ${message.linePos}, expected ${_errorLinePos}`
            );
          }
          break;
        }
      }
    }
    t.expect(
      foundAppropriateError,
      'Expected to find an error which corresponded with the erroneous line'
    );
  });

g.test('offset_and_length')
  .desc(
    `Test that message offsets and lengths are valid and align with any reported lineNum and linePos.

    - Test for valid and invalid shader modules.
    - Test for shader modules containing only ASCII and those containing unicode characters.`
  )
  .params(u => u.combineWithParams(kAllShaderSources))
  .fn(async t => {
    const { _code, valid } = t.params;

    const shaderModule = t.expectGPUError(
      'validation',
      () => {
        return t.device.createShaderModule({ code: _code });
      },
      !valid
    );

    const info = await shaderModule.getCompilationInfo();

    for (const message of info.messages) {
      // Any offsets and lengths should reference valid spans of the shader code.
      t.expect(
        message.offset <= _code.length && message.offset + message.length <= _code.length,
        'message.offset and .length should be within the shader source'
      );

      // If a valid line number and position are given, the offset should point the the same
      // location in the shader source.
      if (message.lineNum !== 0 && message.linePos !== 0) {
        let lineOffset = 0;
        for (let i = 0; i < message.lineNum - 1; ++i) {
          lineOffset = _code.indexOf('\n', lineOffset);
          assert(lineOffset !== -1);
          lineOffset += 1;
        }

        const expectedOffset = lineOffset + message.linePos - 1;
        t.expect(
          message.offset === expectedOffset,
          `message.lineNum (${message.lineNum}) and .linePos (${message.linePos}) point to a different offset (${lineOffset} + ${message.linePos} - 1 = ${expectedOffset}) than .offset (${message.offset})`
        );
      }
    }
  });