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export const description = `
Execution tests for the 'textureNumSamples' builtin function

Returns the number samples per texel in a multisampled texture.
`;

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

import { executeTextureQueryAndExpectResult, kSampleTypeInfo } from './texture_utils.js';

export const g = makeTestGroup(AllFeaturesMaxLimitsGPUTest);

g.test('sampled')
  .specURL('https://www.w3.org/TR/WGSL/#texturenumsamples')
  .desc(
    `
T, a sampled type.

fn textureNumSamples(t: texture_multisampled_2d<T>) -> u32

Parameters
 * t The multisampled texture.
`
  )
  .params(u =>
    u
      .beginSubcases()
      .combine('stage', kShaderStages)
      .combine('sampled_type', ['f32', 'i32', 'u32'] as const)
  )
  .fn(t => {
    const { stage, sampled_type } = t.params;
    const { format } = kSampleTypeInfo[sampled_type];

    t.skipIfTextureFormatNotMultisampled(format);

    const sampleCount = 4;
    const texture = t.createTextureTracked({
      format,
      usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
      size: [1, 1, 1],
      sampleCount,
    });

    const code = `
@group(0) @binding(0) var t: texture_multisampled_2d<${sampled_type}>;
@group(0) @binding(1) var<storage, read_write> result: u32;
fn getValue() -> u32 {
  return textureNumSamples(t);
}
    `;

    const expected = [sampleCount];
    executeTextureQueryAndExpectResult(t, stage, code, texture, {}, expected);
  });

g.test('depth')
  .specURL('https://www.w3.org/TR/WGSL/#texturenumsamples')
  .desc(
    `
fn textureNumSamples(t: texture_depth_multisampled_2d) -> u32

Parameters
 * t The multisampled texture.
`
  )
  .params(u => u.beginSubcases().combine('stage', kShaderStages))
  .fn(t => {
    const { stage } = t.params;
    const sampleCount = 4;
    const texture = t.createTextureTracked({
      format: 'depth32float',
      usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
      size: [1, 1, 1],
      sampleCount,
    });

    const code = `
@group(0) @binding(0) var t: texture_depth_multisampled_2d;
@group(0) @binding(1) var<storage, read_write> result: u32;
fn getValue() -> u32 {
  return textureNumSamples(t);
}
    `;

    const expected = [sampleCount];
    executeTextureQueryAndExpectResult(t, stage, code, texture, {}, expected);
  });