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// Taken from: https://github.com/nodeca/glur

/*
* The MIT License (MIT)
* 
* Copyright (c) 2014 Andrei Tupitcyn
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/

// Calculate Gaussian blur of an image using IIR filter
// The method is taken from Intel's white paper and code example attached to it:
// https://software.intel.com/en-us/articles/iir-gaussian-blur-filter
// -implementation-using-intel-advanced-vector-extensions

var a0, a1, a2, a3, b1, b2, left_corner, right_corner;

function gaussCoef(sigma) {
  if (sigma < 0.5) {
    sigma = 0.5;
  }

  var a = Math.exp(0.726 * 0.726) / sigma,
      g1 = Math.exp(-a),
      g2 = Math.exp(-2 * a),
      k = (1 - g1) * (1 - g1) / (1 + 2 * a * g1 - g2);

  a0 = k;
  a1 = k * (a - 1) * g1;
  a2 = k * (a + 1) * g1;
  a3 = -k * g2;
  b1 = 2 * g1;
  b2 = -g2;
  left_corner = (a0 + a1) / (1 - b1 - b2);
  right_corner = (a2 + a3) / (1 - b1 - b2);

  // Attempt to force type to FP32.
  return new Float32Array([ a0, a1, a2, a3, b1, b2, left_corner, right_corner ]);
}

function convolveRGBA(src, out, line, coeff, width, height) {
  // takes src image and writes the blurred and transposed result into out

  var rgba;
  var prev_src_r, prev_src_g, prev_src_b, prev_src_a;
  var curr_src_r, curr_src_g, curr_src_b, curr_src_a;
  var curr_out_r, curr_out_g, curr_out_b, curr_out_a;
  var prev_out_r, prev_out_g, prev_out_b, prev_out_a;
  var prev_prev_out_r, prev_prev_out_g, prev_prev_out_b, prev_prev_out_a;

  var src_index, out_index, line_index;
  var i, j;
  var coeff_a0, coeff_a1, coeff_b1, coeff_b2;

  for (i = 0; i < height; i++) {
    src_index = i * width;
    out_index = i;
    line_index = 0;

    // left to right
    rgba = src[src_index];

    prev_src_r = rgba & 0xff;
    prev_src_g = (rgba >> 8) & 0xff;
    prev_src_b = (rgba >> 16) & 0xff;
    prev_src_a = (rgba >> 24) & 0xff;

    prev_prev_out_r = prev_src_r * coeff[6];
    prev_prev_out_g = prev_src_g * coeff[6];
    prev_prev_out_b = prev_src_b * coeff[6];
    prev_prev_out_a = prev_src_a * coeff[6];

    prev_out_r = prev_prev_out_r;
    prev_out_g = prev_prev_out_g;
    prev_out_b = prev_prev_out_b;
    prev_out_a = prev_prev_out_a;

    coeff_a0 = coeff[0];
    coeff_a1 = coeff[1];
    coeff_b1 = coeff[4];
    coeff_b2 = coeff[5];

    for (j = 0; j < width; j++) {
      rgba = src[src_index];
      curr_src_r = rgba & 0xff;
      curr_src_g = (rgba >> 8) & 0xff;
      curr_src_b = (rgba >> 16) & 0xff;
      curr_src_a = (rgba >> 24) & 0xff;

      curr_out_r = curr_src_r * coeff_a0 + prev_src_r * coeff_a1 + prev_out_r * coeff_b1 + prev_prev_out_r * coeff_b2;
      curr_out_g = curr_src_g * coeff_a0 + prev_src_g * coeff_a1 + prev_out_g * coeff_b1 + prev_prev_out_g * coeff_b2;
      curr_out_b = curr_src_b * coeff_a0 + prev_src_b * coeff_a1 + prev_out_b * coeff_b1 + prev_prev_out_b * coeff_b2;
      curr_out_a = curr_src_a * coeff_a0 + prev_src_a * coeff_a1 + prev_out_a * coeff_b1 + prev_prev_out_a * coeff_b2;

      prev_prev_out_r = prev_out_r;
      prev_prev_out_g = prev_out_g;
      prev_prev_out_b = prev_out_b;
      prev_prev_out_a = prev_out_a;

      prev_out_r = curr_out_r;
      prev_out_g = curr_out_g;
      prev_out_b = curr_out_b;
      prev_out_a = curr_out_a;

      prev_src_r = curr_src_r;
      prev_src_g = curr_src_g;
      prev_src_b = curr_src_b;
      prev_src_a = curr_src_a;

      line[line_index] = prev_out_r;
      line[line_index + 1] = prev_out_g;
      line[line_index + 2] = prev_out_b;
      line[line_index + 3] = prev_out_a;
      line_index += 4;
      src_index++;
    }

    src_index--;
    line_index -= 4;
    out_index += height * (width - 1);

    // right to left
    rgba = src[src_index];

    prev_src_r = rgba & 0xff;
    prev_src_g = (rgba >> 8) & 0xff;
    prev_src_b = (rgba >> 16) & 0xff;
    prev_src_a = (rgba >> 24) & 0xff;

    prev_prev_out_r = prev_src_r * coeff[7];
    prev_prev_out_g = prev_src_g * coeff[7];
    prev_prev_out_b = prev_src_b * coeff[7];
    prev_prev_out_a = prev_src_a * coeff[7];

    prev_out_r = prev_prev_out_r;
    prev_out_g = prev_prev_out_g;
    prev_out_b = prev_prev_out_b;
    prev_out_a = prev_prev_out_a;

    curr_src_r = prev_src_r;
    curr_src_g = prev_src_g;
    curr_src_b = prev_src_b;
    curr_src_a = prev_src_a;

    coeff_a0 = coeff[2];
    coeff_a1 = coeff[3];

    for (j = width - 1; j >= 0; j--) {
      curr_out_r = curr_src_r * coeff_a0 + prev_src_r * coeff_a1 + prev_out_r * coeff_b1 + prev_prev_out_r * coeff_b2;
      curr_out_g = curr_src_g * coeff_a0 + prev_src_g * coeff_a1 + prev_out_g * coeff_b1 + prev_prev_out_g * coeff_b2;
      curr_out_b = curr_src_b * coeff_a0 + prev_src_b * coeff_a1 + prev_out_b * coeff_b1 + prev_prev_out_b * coeff_b2;
      curr_out_a = curr_src_a * coeff_a0 + prev_src_a * coeff_a1 + prev_out_a * coeff_b1 + prev_prev_out_a * coeff_b2;

      prev_prev_out_r = prev_out_r;
      prev_prev_out_g = prev_out_g;
      prev_prev_out_b = prev_out_b;
      prev_prev_out_a = prev_out_a;

      prev_out_r = curr_out_r;
      prev_out_g = curr_out_g;
      prev_out_b = curr_out_b;
      prev_out_a = curr_out_a;

      prev_src_r = curr_src_r;
      prev_src_g = curr_src_g;
      prev_src_b = curr_src_b;
      prev_src_a = curr_src_a;

      rgba = src[src_index];
      curr_src_r = rgba & 0xff;
      curr_src_g = (rgba >> 8) & 0xff;
      curr_src_b = (rgba >> 16) & 0xff;
      curr_src_a = (rgba >> 24) & 0xff;

      rgba = ((line[line_index] + prev_out_r) << 0) +
        ((line[line_index + 1] + prev_out_g) << 8) +
        ((line[line_index + 2] + prev_out_b) << 16) +
        ((line[line_index + 3] + prev_out_a) << 24);

      out[out_index] = rgba;

      src_index--;
      line_index -= 4;
      out_index -= height;
    }
  }
}


function blurRGBA(src, width, height, radius) {
  // Quick exit on zero radius
  if (!radius) { return; }

  // Unify input data type, to keep convolver calls isomorphic
  var src32 = new Uint32Array(src.buffer);

  var out      = new Uint32Array(src32.length),
      tmp_line = new Float32Array(Math.max(width, height) * 4);

  var coeff = gaussCoef(radius);

  convolveRGBA(src32, out, tmp_line, coeff, width, height, radius);
  convolveRGBA(out, src32, tmp_line, coeff, height, width, radius);
}

class Benchmark {
    constructor() {
        this.width = 800;
        this.height = 450;
        this.radius = 15;

        const randUint32 = (function() {
            let seed = 49734321;
            return function() {
                // Robert Jenkins' 32 bit integer hash function.
                seed = ((seed + 0x7ed55d16) + (seed << 12))  & 0xffffffff;
                seed = ((seed ^ 0xc761c23c) ^ (seed >>> 19)) & 0xffffffff;
                seed = ((seed + 0x165667b1) + (seed << 5))   & 0xffffffff;
                seed = ((seed + 0xd3a2646c) ^ (seed << 9))   & 0xffffffff;
                seed = ((seed + 0xfd7046c5) + (seed << 3))   & 0xffffffff;
                seed = ((seed ^ 0xb55a4f09) ^ (seed >>> 16)) & 0xffffffff;
                return (seed & 0xfffffff);
            };
        })();

        const buffer = new Uint32Array(this.width * this.height);
        for (let i = 0; i < buffer.length; ++i)
            buffer[i] = randUint32();

        this.buffer = buffer;
    }

    runIteration() {
         blurRGBA(this.buffer, this.width, this.height, this.radius);
    }
}