// Copyright 2024 The Ebitengine Authors
//
// 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.

package graphicscommand_test

import (
	"image"
	"testing"

	"github.com/hajimehoshi/ebiten/v2/internal/graphics"
	"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
)

func BenchmarkPrependPreservedUniforms(b *testing.B) {
	var uniforms [graphics.PreservedUniformUint32Count]uint32
	dst := graphicscommand.NewImage(16, 16, false, "")
	src := graphicscommand.NewImage(16, 16, false, "")
	dr := image.Rect(0, 0, 16, 16)
	sr := image.Rect(0, 0, 16, 16)
	for i := 0; i < b.N; i++ {
		graphicscommand.PrependPreservedUniforms(uniforms[:], nearestFilterShader, dst, [graphics.ShaderSrcImageCount]*graphicscommand.Image{src}, dr, [graphics.ShaderSrcImageCount]image.Rectangle{sr})
	}
}
