// Copyright 2018 Google Inc.
// Copyright 2020 Yevhenii Reizner
//
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

/*!
A high precision raster pipeline implementation.

Unlike lowp, this one implements all stages.

Just like Skia, this pipeline is implemented using f32x8.

For some reason, we are almost 2x slower. Maybe because Skia uses clang's vector extensions
and we're using a manual implementation.
*/

use ruisa_path::ScreenIntRect;

use crate::{PremultipliedColorU8, SpreadMode, CanvasRef};

use crate::canvas::SubCanvasMut;
use crate::wide::{f32x8, i32x8, u32x8};

pub const STAGE_WIDTH: usize = 8;

pub type StageFn = fn(p: &mut Pipeline);

pub struct Pipeline<'a, 'b: 'a> {
    index: usize,
    functions: &'a [StageFn],
    canvas_src: CanvasRef<'a>,
    canvas_dst: &'a mut SubCanvasMut<'b>,
    ctx: &'a mut super::Context, // TODO: remove mut
    mask_ctx: super::MaskCtx<'a>,
    aa_mask_ctx: super::AAMaskCtx,
    r: f32x8,
    g: f32x8,
    b: f32x8,
    a: f32x8,
    dr: f32x8,
    dg: f32x8,
    db: f32x8,
    da: f32x8,
    tail: usize,
    dx: usize,
    dy: usize,
}

impl Pipeline<'_, '_> {
    #[inline(always)]
    fn next_stage(&mut self) {
        let next: fn(&mut Self) = self.functions[self.index];
        self.index += 1;
        next(self);
    }
}

// Must be in the same order as raster_pipeline::Stage
pub const STAGES: &[StageFn; super::STAGES_COUNT] = &[
    move_source_to_destination,
    move_destination_to_source,
    clamp_0,
    clamp_a,
    premultiply,
    uniform_color,
    seed_shader,
    load_dst,
    store,
    load_dst_u8,
    store_u8,
    gather,
    load_mask_u8,
    mask_u8,
    scale_u8,
    lerp_u8,
    scale_1_float,
    lerp_1_float,
    destination_atop,
    destination_in,
    destination_out,
    destination_over,
    source_atop,
    source_in,
    source_out,
    source_over,
    clear,
    modulate,
    multiply,
    plus,
    screen,
    xor,
    color_burn,
    color_dodge,
    darken,
    difference,
    exclusion,
    hard_light,
    lighten,
    overlay,
    soft_light,
    hue,
    saturation,
    color,
    luminosity,
    source_over_rgba,
    transform,
    reflect,
    repeat,
    bilinear,
    bicubic,
    pad_x1,
    reflect_x1,
    repeat_x1,
    gradient,
    evenly_spaced_2_stop_gradient,
    xy_to_radius,
    xy_to_2pt_conical_focal_on_circle,
    xy_to_2pt_conical_well_behaved,
    xy_to_2pt_conical_greater,
    mask_2pt_conical_degenerates,
    apply_vector_mask,
];

pub fn fn_ptr(f: StageFn) -> *const () {
    f as *const ()
}

#[inline(never)]
pub fn start(
    functions: &[StageFn],
    functions_tail: &[StageFn],
    rect: &ScreenIntRect,
    aa_mask_ctx: super::AAMaskCtx,
    mask_ctx: super::MaskCtx,
    ctx: &mut super::Context,
    canvas_src: CanvasRef,
    canvas_dst: &mut SubCanvasMut,
) {
    let mut p = Pipeline {
        index: 0,
        functions: &[],
        canvas_src,
        canvas_dst,
        mask_ctx,
        aa_mask_ctx,
        ctx,
        r: f32x8::default(),
        g: f32x8::default(),
        b: f32x8::default(),
        a: f32x8::default(),
        dr: f32x8::default(),
        dg: f32x8::default(),
        db: f32x8::default(),
        da: f32x8::default(),
        tail: 0,
        dx: 0,
        dy: 0,
    };

    for y in rect.y()..rect.bottom() {
        let mut x = rect.x() as usize;
        let end = rect.right() as usize;

        p.functions = functions;
        while x + STAGE_WIDTH <= end {
            p.index = 0;
            p.dx = x;
            p.dy = y as usize;
            p.tail = STAGE_WIDTH;
            p.next_stage();
            x += STAGE_WIDTH;
        }

        if x != end {
            p.index = 0;
            p.functions = functions_tail;
            p.dx = x;
            p.dy = y as usize;
            p.tail = end - x;
            p.next_stage();
        }
    }
}

fn move_source_to_destination(p: &mut Pipeline) {
    p.dr = p.r;
    p.dg = p.g;
    p.db = p.b;
    p.da = p.a;

    p.next_stage();
}

fn premultiply(p: &mut Pipeline) {
    p.r *= p.a;
    p.g *= p.a;
    p.b *= p.a;

    p.next_stage();
}

fn move_destination_to_source(p: &mut Pipeline) {
    p.r = p.dr;
    p.g = p.dg;
    p.b = p.db;
    p.a = p.da;

    p.next_stage();
}

fn clamp_0(p: &mut Pipeline) {
    p.r = p.r.max(f32x8::default());
    p.g = p.g.max(f32x8::default());
    p.b = p.b.max(f32x8::default());
    p.a = p.a.max(f32x8::default());

    p.next_stage();
}

fn clamp_a(p: &mut Pipeline) {
    p.r = p.r.min(f32x8::splat(1.0));
    p.g = p.g.min(f32x8::splat(1.0));
    p.b = p.b.min(f32x8::splat(1.0));
    p.a = p.a.min(f32x8::splat(1.0));

    p.next_stage();
}

fn uniform_color(p: &mut Pipeline) {
    let ctx = &p.ctx.uniform_color;
    p.r = f32x8::splat(ctx.r);
    p.g = f32x8::splat(ctx.g);
    p.b = f32x8::splat(ctx.b);
    p.a = f32x8::splat(ctx.a);

    p.next_stage();
}

fn seed_shader(p: &mut Pipeline) {
    let iota = f32x8::from([0.5, 1.5, 2.5, 3.5, 4.5, 5.5, 6.5, 7.5]);

    p.r = f32x8::splat(p.dx as f32) + iota;
    p.g = f32x8::splat(p.dy as f32 + 0.5);
    p.b = f32x8::splat(1.0);
    p.a = f32x8::default();

    p.dr = f32x8::default();
    p.dg = f32x8::default();
    p.db = f32x8::default();
    p.da = f32x8::default();

    p.next_stage();
}

pub fn load_dst(p: &mut Pipeline) {
    load_8888(p.canvas_dst.slice4_at_xy(p.dx, p.dy), &mut p.dr, &mut p.dg, &mut p.db, &mut p.da);
    p.next_stage();
}

pub fn load_dst_tail(p: &mut Pipeline) {
    load_8888_tail(p.tail, p.canvas_dst.slice_at_xy(p.dx, p.dy), &mut p.dr, &mut p.dg, &mut p.db, &mut p.da);
    p.next_stage();
}

pub fn store(p: &mut Pipeline) {
    store_8888(&p.r, &p.g, &p.b, &p.a, p.canvas_dst.slice4_at_xy(p.dx, p.dy));
    p.next_stage();
}

pub fn store_tail(p: &mut Pipeline) {
    store_8888_tail(&p.r, &p.g, &p.b, &p.a, p.tail, p.canvas_dst.slice_at_xy(p.dx, p.dy));
    p.next_stage();
}

// Currently, all mask/A8 canvass are handled by lowp.
pub fn load_dst_u8(_: &mut Pipeline) {
    // unreachable
}

pub fn load_dst_u8_tail(_: &mut Pipeline) {
    // unreachable
}

pub fn store_u8(_: &mut Pipeline) {
    // unreachable
}

pub fn store_u8_tail(_: &mut Pipeline) {
    // unreachable
}

pub fn gather(p: &mut Pipeline) {
    let ix = gather_ix(p.canvas_src, p.r, p.g);
    load_8888(&p.canvas_src.gather(ix), &mut p.r, &mut p.g, &mut p.b, &mut p.a);

    p.next_stage();
}

#[inline(always)]
fn gather_ix(canvas: CanvasRef, mut x: f32x8, mut y: f32x8) -> u32x8 {
    // Exclusive -> inclusive.
    let w = ulp_sub(canvas.width() as f32);
    let h = ulp_sub(canvas.height() as f32);
    x = x.max(f32x8::default()).min(f32x8::splat(w));
    y = y.max(f32x8::default()).min(f32x8::splat(h));

    (y.trunc_int() * i32x8::splat(canvas.width() as i32) + x.trunc_int()).to_u32x8_bitcast()
}

#[inline(always)]
fn ulp_sub(v: f32) -> f32 {
    // Somewhat similar to v - f32::EPSILON
    bytemuck::cast::<u32, f32>(bytemuck::cast::<f32, u32>(v) - 1)
}

fn load_mask_u8(_: &mut Pipeline) {
    // unreachable
}

fn mask_u8(p: &mut Pipeline) {
    let offset = p.mask_ctx.offset(p.dx, p.dy);
    let mut c = [0.0; 8];
    for i in 0..p.tail {
        c[i] = p.mask_ctx.data[offset + i] as f32;
    }
    let c = f32x8::from(c) / f32x8::splat(255.0);

    if c == f32x8::default() {
        return;
    }

    p.r *= c;
    p.g *= c;
    p.b *= c;
    p.a *= c;

    p.next_stage();
}

fn scale_u8(p: &mut Pipeline) {
    // Load u8xTail and cast it to f32x8.
    let data = p.aa_mask_ctx.copy_at_xy(p.dx, p.dy, p.tail);
    let c = f32x8::from([data[0] as f32, data[1] as f32, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0]);
    let c = c / f32x8::splat(255.0);

    p.r *= c;
    p.g *= c;
    p.b *= c;
    p.a *= c;

    p.next_stage();
}

fn lerp_u8(p: &mut Pipeline) {
    // Load u8xTail and cast it to f32x8.
    let data = p.aa_mask_ctx.copy_at_xy(p.dx, p.dy, p.tail);
    let c = f32x8::from([data[0] as f32, data[1] as f32, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0]);
    let c = c / f32x8::splat(255.0);

    p.r = lerp(p.dr, p.r, c);
    p.g = lerp(p.dg, p.g, c);
    p.b = lerp(p.db, p.b, c);
    p.a = lerp(p.da, p.a, c);

    p.next_stage();
}

fn scale_1_float(p: &mut Pipeline) {
    let c = f32x8::splat(p.ctx.current_coverage);
    p.r *= c;
    p.g *= c;
    p.b *= c;
    p.a *= c;

    p.next_stage();
}

fn lerp_1_float(p: &mut Pipeline) {
    let c = f32x8::splat(p.ctx.current_coverage);
    p.r = lerp(p.dr, p.r, c);
    p.g = lerp(p.dg, p.g, c);
    p.b = lerp(p.db, p.b, c);
    p.a = lerp(p.da, p.a, c);

    p.next_stage();
}

macro_rules! blend_fn {
    ($name:ident, $f:expr) => {
        fn $name(p: &mut Pipeline) {
            p.r = $f(p.r, p.dr, p.a, p.da);
            p.g = $f(p.g, p.dg, p.a, p.da);
            p.b = $f(p.b, p.db, p.a, p.da);
            p.a = $f(p.a, p.da, p.a, p.da);

            p.next_stage();
        }
    };
}

blend_fn!(clear,            |_, _,  _,  _| f32x8::default());
blend_fn!(source_atop,      |s, d, sa, da| s * da + d * inv(sa));
blend_fn!(destination_atop, |s, d, sa, da| d * sa + s * inv(da));
blend_fn!(source_in,        |s, _,  _, da| s * da);
blend_fn!(destination_in,   |_, d, sa,  _| d * sa);
blend_fn!(source_out,       |s, _,  _, da| s * inv(da));
blend_fn!(destination_out,  |_, d, sa,  _| d * inv(sa));
blend_fn!(source_over,      |s, d, sa,  _| mad(d, inv(sa), s));
blend_fn!(destination_over, |s, d,  _, da| mad(s, inv(da), d));
blend_fn!(modulate,         |s, d,  _,  _| s * d);
blend_fn!(multiply,         |s, d, sa, da| s * inv(da) + d * inv(sa) + s * d);
blend_fn!(screen,           |s, d,  _,  _| s + d - s * d);
blend_fn!(xor,              |s, d, sa, da| s * inv(da) + d * inv(sa));

// Wants a type for some reason.
blend_fn!(plus, |s: f32x8, d: f32x8, _, _| (s + d).min(f32x8::splat(1.0)));

macro_rules! blend_fn2 {
    ($name:ident, $f:expr) => {
        fn $name(p: &mut Pipeline) {
            // The same logic applied to color, and source_over for alpha.
            p.r = $f(p.r, p.dr, p.a, p.da);
            p.g = $f(p.g, p.dg, p.a, p.da);
            p.b = $f(p.b, p.db, p.a, p.da);
            p.a = mad(p.da, inv(p.a), p.a);

            p.next_stage();
        }
    };
}

blend_fn2!(darken,      |s: f32x8, d, sa, da: f32x8| s + d - (s * da).max(d * sa));
blend_fn2!(lighten,     |s: f32x8, d, sa, da: f32x8| s + d - (s * da).min(d * sa));
blend_fn2!(difference,  |s: f32x8, d, sa, da: f32x8| s + d - two((s * da).min(d * sa)));
blend_fn2!(exclusion,   |s: f32x8, d,  _,  _| s + d - two(s * d));

blend_fn2!(color_burn, |s: f32x8, d: f32x8, sa: f32x8, da: f32x8|
    d.cmp_eq(da).blend(
        d + s * inv(da),
        s.cmp_eq(f32x8::default()).blend(
            d * inv(sa),
            sa * (da - da.min((da - d) * sa * s.recip_fast())) + s * inv(da) + d * inv(sa)
        )
    )
);

blend_fn2!(color_dodge, |s: f32x8, d: f32x8, sa: f32x8, da: f32x8|
    d.cmp_eq(f32x8::default()).blend(
        s * inv(da),
        s.cmp_eq(sa).blend(
            s + d * inv(sa),
            sa * da.min((d * sa) * (sa - s).recip_fast()) + s * inv(da) + d * inv(sa)
        )
    )
);

blend_fn2!(hard_light, |s: f32x8, d: f32x8, sa, da|
    s * inv(da) + d * inv(sa) + two(s).cmp_le(sa).blend(
        two(s * d),
        sa * da - two((da - d) * (sa - s))
    )
);

blend_fn2!(overlay, |s: f32x8, d: f32x8, sa, da|
    s * inv(da) + d * inv(sa) + two(d).cmp_le(da).blend(
        two(s * d),
        sa * da - two((da - d) * (sa - s))
    )
);

blend_fn2!(soft_light, |s: f32x8, d: f32x8, sa: f32x8, da: f32x8| {
    let m  = da.cmp_gt(f32x8::default()).blend(d / da, f32x8::default());
    let s2 = two(s);
    let m4 = two(two(m));

    // The logic forks three ways:
    //    1. dark src?
    //    2. light src, dark dst?
    //    3. light src, light dst?
    let dark_src = d * (sa + (s2 - sa) * (f32x8::splat(1.0) - m));
    let dark_dst = (m4 * m4 + m4) * (m - f32x8::splat(1.0)) + f32x8::splat(7.0) * m;
    let lite_dst = m.sqrt() - m;
    let lite_src = d * sa + da * (s2 - sa)
        * two(two(d)).cmp_le(da).blend(dark_dst, lite_dst); // 2 or 3?

    s * inv(da) + d * inv(sa) + s2.cmp_le(sa).blend(dark_src, lite_src) // 1 or (2 or 3)?
});

// We're basing our implementation of non-separable blend modes on
//   https://www.w3.org/TR/compositing-1/#blendingnonseparable.
// and
//   https://www.khronos.org/registry/OpenGL/specs/es/3.2/es_spec_3.2.pdf
// They're equivalent, but ES' math has been better simplified.
//
// Anything extra we add beyond that is to make the math work with premul inputs.

macro_rules! blend_fn3 {
    ($name:ident, $f:expr) => {
        fn $name(p: &mut Pipeline) {
            let (tr, tg, tb, ta) = $f(p.r, p.g, p.b, p.a, p.dr, p.dg, p.db, p.da);
            p.r = tr;
            p.g = tg;
            p.b = tb;
            p.a = ta;

            p.next_stage();
        }
    };
}

blend_fn3!(hue, hue_k);

#[inline(always)]
fn hue_k(
    r: f32x8, g: f32x8, b: f32x8, a: f32x8,
    dr: f32x8, dg: f32x8, db: f32x8, da: f32x8,
) -> (f32x8, f32x8, f32x8, f32x8) {
    let rr = &mut (r * a);
    let gg = &mut (g * a);
    let bb = &mut (b * a);

    set_sat(rr, gg, bb, sat(dr, dg, db) * a);
    set_lum(rr, gg, bb, lum(dr, dg, db) * a);
    clip_color(rr, gg, bb, a * da);

    let r = r * inv(da) + dr * inv(a) + *rr;
    let g = g * inv(da) + dg * inv(a) + *gg;
    let b = b * inv(da) + db * inv(a) + *bb;
    let a = a + da - a * da;

    (r, g, b, a)
}

blend_fn3!(saturation, saturation_k);

#[inline(always)]
fn saturation_k(
    r: f32x8, g: f32x8, b: f32x8, a: f32x8,
    dr: f32x8, dg: f32x8, db: f32x8, da: f32x8,
) -> (f32x8, f32x8, f32x8, f32x8) {
    let rr = &mut (dr * a);
    let gg = &mut (dg * a);
    let bb = &mut (db * a);

    set_sat(rr, gg, bb, sat(r, g, b) * da);
    set_lum(rr, gg, bb, lum(dr, dg, db) * a); // (This is not redundant.)
    clip_color(rr, gg, bb, a * da);

    let r = r * inv(da) + dr * inv(a) + *rr;
    let g = g * inv(da) + dg * inv(a) + *gg;
    let b = b * inv(da) + db * inv(a) + *bb;
    let a = a + da - a * da;

    (r, g, b, a)
}

blend_fn3!(color, color_k);

#[inline(always)]
fn color_k(
    r: f32x8, g: f32x8, b: f32x8, a: f32x8,
    dr: f32x8, dg: f32x8, db: f32x8, da: f32x8,
) -> (f32x8, f32x8, f32x8, f32x8) {
    let rr = &mut (r * da);
    let gg = &mut (g * da);
    let bb = &mut (b * da);

    set_lum(rr, gg, bb, lum(dr, dg, db) * a);
    clip_color(rr, gg, bb, a * da);

    let r = r * inv(da) + dr * inv(a) + *rr;
    let g = g * inv(da) + dg * inv(a) + *gg;
    let b = b * inv(da) + db * inv(a) + *bb;
    let a = a + da - a * da;

    (r, g, b, a)
}

blend_fn3!(luminosity, luminosity_k);

#[inline(always)]
fn luminosity_k(
    r: f32x8, g: f32x8, b: f32x8, a: f32x8,
    dr: f32x8, dg: f32x8, db: f32x8, da: f32x8,
) -> (f32x8, f32x8, f32x8, f32x8) {
    let rr = &mut (dr * a);
    let gg = &mut (dg * a);
    let bb = &mut (db * a);

    set_lum(rr, gg, bb, lum(r, g, b) * da);
    clip_color(rr, gg, bb, a * da);

    let r = r * inv(da) + dr * inv(a) + *rr;
    let g = g * inv(da) + dg * inv(a) + *gg;
    let b = b * inv(da) + db * inv(a) + *bb;
    let a = a + da - a * da;

    (r, g, b, a)
}

#[inline(always)]
fn sat(r: f32x8, g: f32x8, b: f32x8) -> f32x8 {
    r.max(g.max(b)) - r.min(g.min(b))
}

#[inline(always)]
fn lum(r: f32x8, g: f32x8, b: f32x8) -> f32x8 {
    r * f32x8::splat(0.30) + g * f32x8::splat(0.59) + b * f32x8::splat(0.11)
}

#[inline(always)]
fn set_sat(r: &mut f32x8, g: &mut f32x8, b: &mut f32x8, s: f32x8) {
    let mn  = r.min(g.min(*b));
    let mx  = r.max(g.max(*b));
    let sat = mx - mn;

    // Map min channel to 0, max channel to s, and scale the middle proportionally.
    let scale = |c| sat.cmp_eq(f32x8::default())
                       .blend(f32x8::default(), (c - mn) * s / sat);

    *r = scale(*r);
    *g = scale(*g);
    *b = scale(*b);
}

#[inline(always)]
fn set_lum(r: &mut f32x8, g: &mut f32x8, b: &mut f32x8, l: f32x8) {
    let diff = l - lum(*r, *g, *b);
    *r += diff;
    *g += diff;
    *b += diff;
}

#[inline(always)]
fn clip_color(r: &mut f32x8, g: &mut f32x8, b: &mut f32x8, a: f32x8) {
    let mn = r.min(g.min(*b));
    let mx = r.max(g.max(*b));
    let l  = lum(*r, *g, *b);

    let clip = |mut c| {
        c = mx.cmp_ge(f32x8::default()).blend(c, l + (c - l) * l / (l - mn));
        c = mx.cmp_gt(a).blend(l + (c - l) * (a - l) / (mx - l), c);
        c = c.max(f32x8::default()); // Sometimes without this we may dip just a little negative.
        c
    };

    *r = clip(*r);
    *g = clip(*g);
    *b = clip(*b);
}

pub fn source_over_rgba(p: &mut Pipeline) {
    let pixels = p.canvas_dst.slice4_at_xy(p.dx, p.dy);
    load_8888(pixels, &mut p.dr, &mut p.dg, &mut p.db, &mut p.da);
    p.r = mad(p.dr, inv(p.a), p.r);
    p.g = mad(p.dg, inv(p.a), p.g);
    p.b = mad(p.db, inv(p.a), p.b);
    p.a = mad(p.da, inv(p.a), p.a);
    store_8888(&p.r, &p.g, &p.b, &p.a, pixels);

    p.next_stage();
}

pub fn source_over_rgba_tail(p: &mut Pipeline) {
    let pixels = p.canvas_dst.slice_at_xy(p.dx, p.dy);
    load_8888_tail(p.tail, pixels, &mut p.dr, &mut p.dg, &mut p.db, &mut p.da);
    p.r = mad(p.dr, inv(p.a), p.r);
    p.g = mad(p.dg, inv(p.a), p.g);
    p.b = mad(p.db, inv(p.a), p.b);
    p.a = mad(p.da, inv(p.a), p.a);
    store_8888_tail(&p.r, &p.g, &p.b, &p.a, p.tail, pixels);

    p.next_stage();
}

fn transform(p: &mut Pipeline) {
    let ts = &p.ctx.transform;

    let tr = mad(p.r, f32x8::splat(ts.sx), mad(p.g, f32x8::splat(ts.kx), f32x8::splat(ts.tx)));
    let tg = mad(p.r, f32x8::splat(ts.ky), mad(p.g, f32x8::splat(ts.sy), f32x8::splat(ts.ty)));
    p.r = tr;
    p.g = tg;

    p.next_stage();
}

// Tile x or y to [0,limit) == [0,limit - 1 ulp] (think, sampling from images).
// The gather stages will hard clamp the output of these stages to [0,limit)...
// we just need to do the basic repeat or mirroring.

fn reflect(p: &mut Pipeline) {
    let ctx = &p.ctx.limit_x;
    p.r = exclusive_reflect(p.r, ctx.scale, ctx.inv_scale);

    let ctx = &p.ctx.limit_y;
    p.g = exclusive_reflect(p.g, ctx.scale, ctx.inv_scale);

    p.next_stage();
}

#[inline(always)]
fn exclusive_reflect(v: f32x8, limit: f32, inv_limit: f32) -> f32x8 {
    let limit = f32x8::splat(limit);
    let inv_limit = f32x8::splat(inv_limit);
    ((v - limit) - (limit + limit)
        * ((v - limit) * (inv_limit * f32x8::splat(0.5))).floor() - limit).abs()
}

fn repeat(p: &mut Pipeline) {
    let ctx = &p.ctx.limit_x;
    p.r = exclusive_repeat(p.r, ctx.scale, ctx.inv_scale);

    let ctx = &p.ctx.limit_y;
    p.g = exclusive_repeat(p.g, ctx.scale, ctx.inv_scale);

    p.next_stage();
}

#[inline(always)]
fn exclusive_repeat(v: f32x8, limit: f32, inv_limit: f32) -> f32x8 {
    v - (v * f32x8::splat(inv_limit)).floor() * f32x8::splat(limit)
}

fn bilinear(p: &mut Pipeline) {
    let x = p.r;
    let fx = (x + f32x8::splat(0.5)).fract();
    let y = p.g;
    let fy = (y + f32x8::splat(0.5)).fract();
    let one = f32x8::splat(1.0);
    let wx = [one - fx, fx];
    let wy = [one - fy, fy];

    sampler_2x2(p.canvas_src, &p.ctx.sampler, x, y, &wx, &wy, &mut p.r, &mut p.g, &mut p.b, &mut p.a);

    p.next_stage();
}

fn bicubic(p: &mut Pipeline) {
    let x = p.r;
    let fx = (x + f32x8::splat(0.5)).fract();
    let y = p.g;
    let fy = (y + f32x8::splat(0.5)).fract();
    let one = f32x8::splat(1.0);
    let wx = [bicubic_far(one - fx), bicubic_near(one - fx), bicubic_near(fx), bicubic_far(fx)];
    let wy = [bicubic_far(one - fy), bicubic_near(one - fy), bicubic_near(fy), bicubic_far(fy)];

    sampler_4x4(p.canvas_src, &p.ctx.sampler, x, y, &wx, &wy, &mut p.r, &mut p.g, &mut p.b, &mut p.a);

    p.next_stage();
}

// In bicubic interpolation, the 16 pixels and +/- 0.5 and +/- 1.5 offsets from the sample
// pixel center are combined with a non-uniform cubic filter, with higher values near the center.
//
// We break this function into two parts, one for near 0.5 offsets and one for far 1.5 offsets.

#[inline(always)]
fn bicubic_near(t: f32x8) -> f32x8 {
    // 1/18 + 9/18t + 27/18t^2 - 21/18t^3 == t ( t ( -21/18t + 27/18) + 9/18) + 1/18
    mad(
        t,
        mad(t,
            mad(
                f32x8::splat(-21.0/18.0),
                t,
                f32x8::splat(27.0/18.0),
            ),
            f32x8::splat(9.0/18.0),
        ),
        f32x8::splat(1.0/18.0),
    )
}

#[inline(always)]
fn bicubic_far(t: f32x8) -> f32x8 {
    // 0/18 + 0/18*t - 6/18t^2 + 7/18t^3 == t^2 (7/18t - 6/18)
    (t * t) * mad(f32x8::splat(7.0/18.0), t, f32x8::splat(-6.0/18.0))
}

#[inline(always)]
fn sampler_2x2(
    canvas: CanvasRef,
    ctx: &super::SamplerCtx,
    cx: f32x8, cy: f32x8,
    wx: &[f32x8; 2], wy: &[f32x8; 2],
    r: &mut f32x8, g: &mut f32x8, b: &mut f32x8, a: &mut f32x8,
) {
    *r = f32x8::default();
    *g = f32x8::default();
    *b = f32x8::default();
    *a = f32x8::default();

    let one = f32x8::splat(1.0);
    let start = -0.5;
    let mut y = cy + f32x8::splat(start);
    for j in 0..2 {
        let mut x = cx + f32x8::splat(start);
        for i in 0..2 {
            let mut rr = f32x8::default();
            let mut gg = f32x8::default();
            let mut bb = f32x8::default();
            let mut aa = f32x8::default();
            sample(canvas, ctx, x,y, &mut rr, &mut gg, &mut bb, &mut aa);

            let w = wx[i] * wy[j];
            *r = mad(w, rr, *r);
            *g = mad(w, gg, *g);
            *b = mad(w, bb, *b);
            *a = mad(w, aa, *a);

            x += one;
        }

        y += one;
    }
}

#[inline(always)]
fn sampler_4x4(
    canvas: CanvasRef,
    ctx: &super::SamplerCtx,
    cx: f32x8, cy: f32x8,
    wx: &[f32x8; 4], wy: &[f32x8; 4],
    r: &mut f32x8, g: &mut f32x8, b: &mut f32x8, a: &mut f32x8,
) {
    *r = f32x8::default();
    *g = f32x8::default();
    *b = f32x8::default();
    *a = f32x8::default();

    let one = f32x8::splat(1.0);
    let start = -1.5;
    let mut y = cy + f32x8::splat(start);
    for j in 0..4 {
        let mut x = cx + f32x8::splat(start);
        for i in 0..4 {
            let mut rr = f32x8::default();
            let mut gg = f32x8::default();
            let mut bb = f32x8::default();
            let mut aa = f32x8::default();
            sample(canvas, ctx, x,y, &mut rr, &mut gg, &mut bb, &mut aa);

            let w = wx[i] * wy[j];
            *r = mad(w, rr, *r);
            *g = mad(w, gg, *g);
            *b = mad(w, bb, *b);
            *a = mad(w, aa, *a);

            x += one;
        }

        y += one;
    }
}

#[inline(always)]
fn sample(
    canvas: CanvasRef, ctx: &super::SamplerCtx, mut x: f32x8, mut y: f32x8,
    r: &mut f32x8, g: &mut f32x8, b: &mut f32x8, a: &mut f32x8,
) {
    x = tile(x, ctx.spread_mode, canvas.width() as f32, ctx.inv_width);
    y = tile(y, ctx.spread_mode, canvas.height() as f32, ctx.inv_height);

    let ix = gather_ix(canvas, x, y);
    load_8888(&canvas.gather(ix), r, g, b, a);
}

#[inline(always)]
fn tile(v: f32x8, mode: SpreadMode, limit: f32, inv_limit: f32) -> f32x8 {
    match mode {
        SpreadMode::Pad => v,
        SpreadMode::Repeat => exclusive_repeat(v, limit, inv_limit),
        SpreadMode::Reflect => exclusive_reflect(v, limit, inv_limit),
    }
}

fn pad_x1(p: &mut Pipeline) {
    p.r = p.r.normalize();

    p.next_stage();
}

fn reflect_x1(p: &mut Pipeline) {
    p.r = (
        (p.r - f32x8::splat(1.0))
            - two(((p.r - f32x8::splat(1.0)) * f32x8::splat(0.5)).floor())
            - f32x8::splat(1.0)
    ).abs().normalize();

    p.next_stage();
}

fn repeat_x1(p: &mut Pipeline) {
    p.r = (p.r - p.r.floor()).normalize();

    p.next_stage();
}

fn gradient(p: &mut Pipeline) {
    let ctx = &p.ctx.gradient;

    // N.B. The loop starts at 1 because idx 0 is the color to use before the first stop.
    let t: [f32; 8] = p.r.into();
    let mut idx = u32x8::default();
    for i in 1..ctx.len {
        let tt = ctx.t_values[i].get();
        let n: u32x8 = bytemuck::cast([
            (t[0] >= tt) as u32,
            (t[1] >= tt) as u32,
            (t[2] >= tt) as u32,
            (t[3] >= tt) as u32,
            (t[4] >= tt) as u32,
            (t[5] >= tt) as u32,
            (t[6] >= tt) as u32,
            (t[7] >= tt) as u32,
        ]);
        idx = idx + n;
    }
    gradient_lookup(ctx, &idx, p.r, &mut p.r, &mut p.g, &mut p.b, &mut p.a);

    p.next_stage();
}

fn gradient_lookup(
    ctx: &super::GradientCtx, idx: &u32x8, t: f32x8,
    r: &mut f32x8, g: &mut f32x8, b: &mut f32x8, a: &mut f32x8,
) {
    let idx: [u32; 8] = bytemuck::cast(*idx);

    macro_rules! gather {
        ($d:expr, $c:ident) => {
            // Surprisingly, but bound checking doesn't affect the performance.
            // And since `idx` can contain any number, we should leave it in place.
            f32x8::from([
                $d[idx[0] as usize].$c,
                $d[idx[1] as usize].$c,
                $d[idx[2] as usize].$c,
                $d[idx[3] as usize].$c,
                $d[idx[4] as usize].$c,
                $d[idx[5] as usize].$c,
                $d[idx[6] as usize].$c,
                $d[idx[7] as usize].$c,
            ])
        };
    }

    let fr = gather!(&ctx.factors, r);
    let fg = gather!(&ctx.factors, g);
    let fb = gather!(&ctx.factors, b);
    let fa = gather!(&ctx.factors, a);

    let br = gather!(&ctx.biases, r);
    let bg = gather!(&ctx.biases, g);
    let bb = gather!(&ctx.biases, b);
    let ba = gather!(&ctx.biases, a);

    *r = mad(t, fr, br);
    *g = mad(t, fg, bg);
    *b = mad(t, fb, bb);
    *a = mad(t, fa, ba);
}

fn evenly_spaced_2_stop_gradient(p: &mut Pipeline) {
    let ctx = &p.ctx.evenly_spaced_2_stop_gradient;

    let t = p.r;
    p.r = mad(t, f32x8::splat(ctx.factor.r), f32x8::splat(ctx.bias.r));
    p.g = mad(t, f32x8::splat(ctx.factor.g), f32x8::splat(ctx.bias.g));
    p.b = mad(t, f32x8::splat(ctx.factor.b), f32x8::splat(ctx.bias.b));
    p.a = mad(t, f32x8::splat(ctx.factor.a), f32x8::splat(ctx.bias.a));

    p.next_stage();
}

fn xy_to_radius(p: &mut Pipeline) {
    let x2 = p.r * p.r;
    let y2 = p.g * p.g;
    p.r = (x2 + y2).sqrt();

    p.next_stage();
}

fn xy_to_2pt_conical_focal_on_circle(p: &mut Pipeline) {
    let x = p.r;
    let y = p.g;
    p.r = x + y * y / x;

    p.next_stage();
}

fn xy_to_2pt_conical_well_behaved(p: &mut Pipeline) {
    let ctx = &p.ctx.two_point_conical_gradient;

    let x = p.r;
    let y = p.g;
    p.r = (x * x + y * y).sqrt() - x * f32x8::splat(ctx.p0);

    p.next_stage();
}

fn xy_to_2pt_conical_greater(p: &mut Pipeline) {
    let ctx = &p.ctx.two_point_conical_gradient;

    let x = p.r;
    let y = p.g;
    p.r = (x * x - y * y).sqrt() - x * f32x8::splat(ctx.p0);

    p.next_stage();
}

fn mask_2pt_conical_degenerates(p: &mut Pipeline) {
    let ctx = &mut p.ctx.two_point_conical_gradient;

    let t = p.r;
    let is_degenerate = t.cmp_le(f32x8::default()) | t.cmp_ne(t);
    p.r = is_degenerate.blend(f32x8::default(), t);

    let is_not_degenerate = !is_degenerate.to_u32x8_bitcast();
    let is_not_degenerate: [u32; 8] = bytemuck::cast(is_not_degenerate);
    ctx.mask = bytemuck::cast([
        if is_not_degenerate[0] != 0 { !0 } else { 0 },
        if is_not_degenerate[1] != 0 { !0 } else { 0 },
        if is_not_degenerate[2] != 0 { !0 } else { 0 },
        if is_not_degenerate[3] != 0 { !0 } else { 0 },
        if is_not_degenerate[4] != 0 { !0 } else { 0 },
        if is_not_degenerate[5] != 0 { !0 } else { 0 },
        if is_not_degenerate[6] != 0 { !0 } else { 0 },
        if is_not_degenerate[7] != 0 { !0 } else { 0 },
    ]);

    p.next_stage();
}

fn apply_vector_mask(p: &mut Pipeline) {
    let ctx = &p.ctx.two_point_conical_gradient;

    p.r = (p.r.to_u32x8_bitcast() & ctx.mask).to_f32x8_bitcast();
    p.g = (p.g.to_u32x8_bitcast() & ctx.mask).to_f32x8_bitcast();
    p.b = (p.b.to_u32x8_bitcast() & ctx.mask).to_f32x8_bitcast();
    p.a = (p.a.to_u32x8_bitcast() & ctx.mask).to_f32x8_bitcast();

    p.next_stage();
}

pub fn just_return(_: &mut Pipeline) {
    // Ends the loop.
}

#[inline(always)]
fn load_8888(
    data: &[PremultipliedColorU8; STAGE_WIDTH],
    r: &mut f32x8, g: &mut f32x8, b: &mut f32x8, a: &mut f32x8,
) {
    // Surprisingly, `f32 * FACTOR` is way faster than `f32x8 * f32x8::splat(FACTOR)`.

    const FACTOR: f32 = 1.0 / 255.0;

    *r = f32x8::from([
        data[0].red() as f32 * FACTOR, data[1].red() as f32 * FACTOR,
        data[2].red() as f32 * FACTOR, data[3].red() as f32 * FACTOR,
        data[4].red() as f32 * FACTOR, data[5].red() as f32 * FACTOR,
        data[6].red() as f32 * FACTOR, data[7].red() as f32 * FACTOR,
    ]);

    *g = f32x8::from([
        data[0].green() as f32 * FACTOR, data[1].green() as f32 * FACTOR,
        data[2].green() as f32 * FACTOR, data[3].green() as f32 * FACTOR,
        data[4].green() as f32 * FACTOR, data[5].green() as f32 * FACTOR,
        data[6].green() as f32 * FACTOR, data[7].green() as f32 * FACTOR,
    ]);

    *b = f32x8::from([
        data[0].blue() as f32 * FACTOR, data[1].blue() as f32 * FACTOR,
        data[2].blue() as f32 * FACTOR, data[3].blue() as f32 * FACTOR,
        data[4].blue() as f32 * FACTOR, data[5].blue() as f32 * FACTOR,
        data[6].blue() as f32 * FACTOR, data[7].blue() as f32 * FACTOR,
    ]);

    *a = f32x8::from([
        data[0].alpha() as f32 * FACTOR, data[1].alpha() as f32 * FACTOR,
        data[2].alpha() as f32 * FACTOR, data[3].alpha() as f32 * FACTOR,
        data[4].alpha() as f32 * FACTOR, data[5].alpha() as f32 * FACTOR,
        data[6].alpha() as f32 * FACTOR, data[7].alpha() as f32 * FACTOR,
    ]);
}

#[inline(always)]
fn load_8888_tail(
    tail: usize, data: &[PremultipliedColorU8],
    r: &mut f32x8, g: &mut f32x8, b: &mut f32x8, a: &mut f32x8,
) {
    // Fill a dummy array with `tail` values. `tail` is always in a 1..STAGE_WIDTH-1 range.
    // This way we can reuse the `load_8888_` method and remove any branches.
    let mut tmp = [PremultipliedColorU8::TRANSPARENT; STAGE_WIDTH];
    tmp[0..tail].copy_from_slice(&data[0..tail]);
    load_8888(&tmp, r, g, b, a);
}

#[inline(always)]
fn store_8888(
    r: &f32x8, g: &f32x8, b: &f32x8, a: &f32x8,
    data: &mut [PremultipliedColorU8; STAGE_WIDTH],
) {
    let r: [i32; 8] = unnorm(r).into();
    let g: [i32; 8] = unnorm(g).into();
    let b: [i32; 8] = unnorm(b).into();
    let a: [i32; 8] = unnorm(a).into();

    let conv = |rr, gg, bb, aa|
        PremultipliedColorU8::from_rgba_unchecked(rr as u8, gg as u8, bb as u8, aa as u8);

    data[0] = conv(r[0], g[0], b[0], a[0]);
    data[1] = conv(r[1], g[1], b[1], a[1]);
    data[2] = conv(r[2], g[2], b[2], a[2]);
    data[3] = conv(r[3], g[3], b[3], a[3]);
    data[4] = conv(r[4], g[4], b[4], a[4]);
    data[5] = conv(r[5], g[5], b[5], a[5]);
    data[6] = conv(r[6], g[6], b[6], a[6]);
    data[7] = conv(r[7], g[7], b[7], a[7]);
}

#[inline(always)]
fn store_8888_tail(
    r: &f32x8, g: &f32x8, b: &f32x8, a: &f32x8,
    tail: usize, data: &mut [PremultipliedColorU8],
) {
    let r: [i32; 8] = unnorm(r).into();
    let g: [i32; 8] = unnorm(g).into();
    let b: [i32; 8] = unnorm(b).into();
    let a: [i32; 8] = unnorm(a).into();

    // This is better than `for i in 0..tail`, because this way the compiler
    // knows that we have only 4 steps and slices access is guarantee to be valid.
    // This removes bounds checking and a possible panic call.
    for i in 0..STAGE_WIDTH {
        data[i] = PremultipliedColorU8::from_rgba_unchecked(
            r[i] as u8, g[i] as u8, b[i] as u8, a[i] as u8,
        );

        if i + 1 == tail {
            break;
        }
    }
}

#[inline(always)]
fn unnorm(v: &f32x8) -> i32x8 {
    (v.max(f32x8::default()).min(f32x8::splat(1.0)) * f32x8::splat(255.0)).round_int()
}

#[inline(always)]
fn inv(v: f32x8) -> f32x8 {
    f32x8::splat(1.0) - v
}

#[inline(always)]
fn two(v: f32x8) -> f32x8 {
    v + v
}

#[inline(always)]
fn mad(f: f32x8, m: f32x8, a: f32x8) -> f32x8 {
    f * m + a
}

#[inline(always)]
fn lerp(from: f32x8, to: f32x8, t: f32x8) -> f32x8 {
    mad(to - from, t, from)
}
