import arraySlice from "../Core/arraySlice.js";
import Check from "../Core/Check.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import PixelFormat from "../Core/PixelFormat.js";
import PixelDatatype from "../Renderer/PixelDatatype.js";
import Sampler from "../Renderer/Sampler.js";
import Texture from "../Renderer/Texture.js";
import TextureMagnificationFilter from "../Renderer/TextureMagnificationFilter.js";
import TextureMinificationFilter from "../Renderer/TextureMinificationFilter.js";
import TextureWrap from "../Renderer/TextureWrap.js";
import PassThrough from "../Shaders/PostProcessStages/PassThrough.js";
import PostProcessStageLibrary from "./PostProcessStageLibrary.js";
import PostProcessStageTextureCache from "./PostProcessStageTextureCache.js";
import Tonemapper from "./Tonemapper.js";

var stackScratch = [];

/**
 * A collection of {@link PostProcessStage}s and/or {@link PostProcessStageComposite}s.
 * <p>
 * The input texture for each post-process stage is the texture rendered to by the scene or the texture rendered
 * to by the previous stage in the collection.
 * </p>
 * <p>
 * If the ambient occlusion or bloom stages are enabled, they will execute before all other stages.
 * </p>
 * <p>
 * If the FXAA stage is enabled, it will execute after all other stages.
 * </p>
 *
 * @alias PostProcessStageCollection
 * @constructor
 */
function PostProcessStageCollection() {
  var fxaa = PostProcessStageLibrary.createFXAAStage();
  var ao = PostProcessStageLibrary.createAmbientOcclusionStage();
  var bloom = PostProcessStageLibrary.createBloomStage();

  // Auto-exposure is currently disabled because most shaders output a value in [0.0, 1.0].
  // Some shaders, such as the atmosphere and ground atmosphere, output values slightly over 1.0.
  this._autoExposureEnabled = false;
  this._autoExposure = PostProcessStageLibrary.createAutoExposureStage();
  this._tonemapping = undefined;
  this._tonemapper = undefined;

  // set tonemapper and tonemapping
  this.tonemapper = Tonemapper.ACES;

  var tonemapping = this._tonemapping;

  fxaa.enabled = false;
  ao.enabled = false;
  bloom.enabled = false;
  tonemapping.enabled = false; // will be enabled if necessary in update

  var textureCache = new PostProcessStageTextureCache(this);

  var stageNames = {};
  var stack = stackScratch;
  stack.push(fxaa, ao, bloom, tonemapping);
  while (stack.length > 0) {
    var stage = stack.pop();
    stageNames[stage.name] = stage;
    stage._textureCache = textureCache;

    var length = stage.length;
    if (defined(length)) {
      for (var i = 0; i < length; ++i) {
        stack.push(stage.get(i));
      }
    }
  }

  this._stages = [];
  this._activeStages = [];
  this._previousActiveStages = [];

  this._randomTexture = undefined; // For AO

  var that = this;
  ao.uniforms.randomTexture = function () {
    return that._randomTexture;
  };

  this._ao = ao;
  this._bloom = bloom;
  this._fxaa = fxaa;

  this._aoEnabled = undefined;
  this._bloomEnabled = undefined;
  this._tonemappingEnabled = undefined;
  this._fxaaEnabled = undefined;

  this._activeStagesChanged = false;
  this._stagesRemoved = false;
  this._textureCacheDirty = false;

  this._stageNames = stageNames;
  this._textureCache = textureCache;
}

Object.defineProperties(PostProcessStageCollection.prototype, {
  /**
   * Determines if all of the post-process stages in the collection are ready to be executed.
   *
   * @memberof PostProcessStageCollection.prototype
   * @type {Boolean}
   * @readonly
   */
  ready: {
    get: function () {
      var readyAndEnabled = false;
      var stages = this._stages;
      var length = stages.length;
      for (var i = length - 1; i >= 0; --i) {
        var stage = stages[i];
        readyAndEnabled = readyAndEnabled || (stage.ready && stage.enabled);
      }

      var fxaa = this._fxaa;
      var ao = this._ao;
      var bloom = this._bloom;
      var tonemapping = this._tonemapping;

      readyAndEnabled = readyAndEnabled || (fxaa.ready && fxaa.enabled);
      readyAndEnabled = readyAndEnabled || (ao.ready && ao.enabled);
      readyAndEnabled = readyAndEnabled || (bloom.ready && bloom.enabled);
      readyAndEnabled =
        readyAndEnabled || (tonemapping.ready && tonemapping.enabled);

      return readyAndEnabled;
    },
  },
  /**
   * A post-process stage for Fast Approximate Anti-aliasing.
   * <p>
   * When enabled, this stage will execute after all others.
   * </p>
   *
   * @memberof PostProcessStageCollection.prototype
   * @type {PostProcessStage}
   * @readonly
   */
  fxaa: {
    get: function () {
      return this._fxaa;
    },
  },
  /**
   * A post-process stage that applies Horizon-based Ambient Occlusion (HBAO) to the input texture.
   * <p>
   * Ambient occlusion simulates shadows from ambient light. These shadows would always be present when the
   * surface receives light and regardless of the light's position.
   * </p>
   * <p>
   * The uniforms have the following properties: <code>intensity</code>, <code>bias</code>, <code>lengthCap</code>,
   * <code>stepSize</code>, <code>frustumLength</code>, <code>ambientOcclusionOnly</code>,
   * <code>delta</code>, <code>sigma</code>, and <code>blurStepSize</code>.
   * </p>
   * <ul>
   * <li><code>intensity</code> is a scalar value used to lighten or darken the shadows exponentially. Higher values make the shadows darker. The default value is <code>3.0</code>.</li>
   *
   * <li><code>bias</code> is a scalar value representing an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value,
   * sampling stops in the current direction. This is used to remove shadows from near planar edges. The default value is <code>0.1</code>.</li>
   *
   * <li><code>lengthCap</code> is a scalar value representing a length in meters. If the distance from the current sample to first sample is greater than this value,
   * sampling stops in the current direction. The default value is <code>0.26</code>.</li>
   *
   * <li><code>stepSize</code> is a scalar value indicating the distance to the next texel sample in the current direction. The default value is <code>1.95</code>.</li>
   *
   * <li><code>frustumLength</code> is a scalar value in meters. If the current fragment has a distance from the camera greater than this value, ambient occlusion is not computed for the fragment.
   * The default value is <code>1000.0</code>.</li>
   *
   * <li><code>ambientOcclusionOnly</code> is a boolean value. When <code>true</code>, only the shadows generated are written to the output. When <code>false</code>, the input texture is modulated
   * with the ambient occlusion. This is a useful debug option for seeing the effects of changing the uniform values. The default value is <code>false</code>.</li>
   * </ul>
   * <p>
   * <code>delta</code>, <code>sigma</code>, and <code>blurStepSize</code> are the same properties as {@link PostProcessStageLibrary#createBlurStage}.
   * The blur is applied to the shadows generated from the image to make them smoother.
   * </p>
   * <p>
   * When enabled, this stage will execute before all others.
   * </p>
   *
   * @memberof PostProcessStageCollection.prototype
   * @type {PostProcessStageComposite}
   * @readonly
   */
  ambientOcclusion: {
    get: function () {
      return this._ao;
    },
  },
  /**
   * A post-process stage for a bloom effect.
   * <p>
   * A bloom effect adds glow effect, makes bright areas brighter, and dark areas darker.
   * </p>
   * <p>
   * This stage has the following uniforms: <code>contrast</code>, <code>brightness</code>, <code>glowOnly</code>,
   * <code>delta</code>, <code>sigma</code>, and <code>stepSize</code>.
   * </p>
   * <ul>
   * <li><code>contrast</code> is a scalar value in the range [-255.0, 255.0] and affects the contract of the effect. The default value is <code>128.0</code>.</li>
   *
   * <li><code>brightness</code> is a scalar value. The input texture RGB value is converted to hue, saturation, and brightness (HSB) then this value is
   * added to the brightness. The default value is <code>-0.3</code>.</li>
   *
   * <li><code>glowOnly</code> is a boolean value. When <code>true</code>, only the glow effect will be shown. When <code>false</code>, the glow will be added to the input texture.
   * The default value is <code>false</code>. This is a debug option for viewing the effects when changing the other uniform values.</li>
   * </ul>
   * <p>
   * <code>delta</code>, <code>sigma</code>, and <code>stepSize</code> are the same properties as {@link PostProcessStageLibrary#createBlurStage}.
   * The blur is applied to the shadows generated from the image to make them smoother.
   * </p>
   * <p>
   * When enabled, this stage will execute before all others.
   * </p>
   *
   * @memberOf PostProcessStageCollection.prototype
   * @type {PostProcessStageComposite}
   * @readonly
   */
  bloom: {
    get: function () {
      return this._bloom;
    },
  },
  /**
   * The number of post-process stages in this collection.
   *
   * @memberof PostProcessStageCollection.prototype
   * @type {Number}
   * @readonly
   */
  length: {
    get: function () {
      removeStages(this);
      return this._stages.length;
    },
  },
  /**
   * A reference to the last texture written to when executing the post-process stages in this collection.
   *
   * @memberof PostProcessStageCollection.prototype
   * @type {Texture}
   * @readonly
   * @private
   */
  outputTexture: {
    get: function () {
      var fxaa = this._fxaa;
      if (fxaa.enabled && fxaa.ready) {
        return this.getOutputTexture(fxaa.name);
      }

      var stages = this._stages;
      var length = stages.length;
      for (var i = length - 1; i >= 0; --i) {
        var stage = stages[i];
        if (defined(stage) && stage.ready && stage.enabled) {
          return this.getOutputTexture(stage.name);
        }
      }

      var tonemapping = this._tonemapping;
      if (tonemapping.enabled && tonemapping.ready) {
        return this.getOutputTexture(tonemapping.name);
      }

      var bloom = this._bloom;
      if (bloom.enabled && bloom.ready) {
        return this.getOutputTexture(bloom.name);
      }

      var ao = this._ao;
      if (ao.enabled && ao.ready) {
        return this.getOutputTexture(ao.name);
      }

      return undefined;
    },
  },
  /**
   * Whether the collection has a stage that has selected features.
   *
   * @memberof PostProcessStageCollection.prototype
   * @type {Boolean}
   * @readonly
   * @private
   */
  hasSelected: {
    get: function () {
      var stages = arraySlice(this._stages);
      while (stages.length > 0) {
        var stage = stages.pop();
        if (!defined(stage)) {
          continue;
        }
        if (defined(stage.selected)) {
          return true;
        }
        var length = stage.length;
        if (defined(length)) {
          for (var i = 0; i < length; ++i) {
            stages.push(stage.get(i));
          }
        }
      }
      return false;
    },
  },

  /**
   * Gets and sets the tonemapping algorithm used when rendering with high dynamic range.
   *
   * @memberof PostProcessStageCollection.prototype
   * @type {Tonemapper}
   * @private
   */
  tonemapper: {
    get: function () {
      return this._tonemapper;
    },
    set: function (value) {
      if (this._tonemapper === value) {
        return;
      }
      //>>includeStart('debug', pragmas.debug);
      if (!Tonemapper.validate(value)) {
        throw new DeveloperError("tonemapper was set to an invalid value.");
      }
      //>>includeEnd('debug');

      if (defined(this._tonemapping)) {
        delete this._stageNames[this._tonemapping.name];
        this._tonemapping.destroy();
      }

      var useAutoExposure = this._autoExposureEnabled;
      var tonemapper;

      switch (value) {
        case Tonemapper.REINHARD:
          tonemapper = PostProcessStageLibrary.createReinhardTonemappingStage(
            useAutoExposure
          );
          break;
        case Tonemapper.MODIFIED_REINHARD:
          tonemapper = PostProcessStageLibrary.createModifiedReinhardTonemappingStage(
            useAutoExposure
          );
          break;
        case Tonemapper.FILMIC:
          tonemapper = PostProcessStageLibrary.createFilmicTonemappingStage(
            useAutoExposure
          );
          break;
        default:
          tonemapper = PostProcessStageLibrary.createAcesTonemappingStage(
            useAutoExposure
          );
          break;
      }

      if (useAutoExposure) {
        var autoexposure = this._autoExposure;
        tonemapper.uniforms.autoExposure = function () {
          return autoexposure.outputTexture;
        };
      }

      this._tonemapper = value;
      this._tonemapping = tonemapper;

      if (defined(this._stageNames)) {
        this._stageNames[tonemapper.name] = tonemapper;
        tonemapper._textureCache = this._textureCache;
      }

      this._textureCacheDirty = true;
    },
  },
});

function removeStages(collection) {
  if (!collection._stagesRemoved) {
    return;
  }

  collection._stagesRemoved = false;

  var newStages = [];
  var stages = collection._stages;
  var length = stages.length;
  for (var i = 0, j = 0; i < length; ++i) {
    var stage = stages[i];
    if (stage) {
      stage._index = j++;
      newStages.push(stage);
    }
  }

  collection._stages = newStages;
}

/**
 * Adds the post-process stage to the collection.
 *
 * @param {PostProcessStage|PostProcessStageComposite} stage The post-process stage to add to the collection.
 * @return {PostProcessStage|PostProcessStageComposite} The post-process stage that was added to the collection.
 *
 * @exception {DeveloperError} The post-process stage has already been added to the collection or does not have a unique name.
 */
PostProcessStageCollection.prototype.add = function (stage) {
  //>>includeStart('debug', pragmas.debug);
  Check.typeOf.object("stage", stage);
  //>>includeEnd('debug');

  var stageNames = this._stageNames;

  var stack = stackScratch;
  stack.push(stage);
  while (stack.length > 0) {
    var currentStage = stack.pop();
    //>>includeStart('debug', pragmas.debug);
    if (defined(stageNames[currentStage.name])) {
      throw new DeveloperError(
        currentStage.name +
          " has already been added to the collection or does not have a unique name."
      );
    }
    //>>includeEnd('debug');
    stageNames[currentStage.name] = currentStage;
    currentStage._textureCache = this._textureCache;

    var length = currentStage.length;
    if (defined(length)) {
      for (var i = 0; i < length; ++i) {
        stack.push(currentStage.get(i));
      }
    }
  }

  var stages = this._stages;
  stage._index = stages.length;
  stages.push(stage);
  this._textureCacheDirty = true;
  return stage;
};

/**
 * Removes a post-process stage from the collection and destroys it.
 *
 * @param {PostProcessStage|PostProcessStageComposite} stage The post-process stage to remove from the collection.
 * @return {Boolean} Whether the post-process stage was removed.
 */
PostProcessStageCollection.prototype.remove = function (stage) {
  if (!this.contains(stage)) {
    return false;
  }

  var stageNames = this._stageNames;

  var stack = stackScratch;
  stack.push(stage);
  while (stack.length > 0) {
    var currentStage = stack.pop();
    delete stageNames[currentStage.name];

    var length = currentStage.length;
    if (defined(length)) {
      for (var i = 0; i < length; ++i) {
        stack.push(currentStage.get(i));
      }
    }
  }

  this._stages[stage._index] = undefined;
  this._stagesRemoved = true;
  this._textureCacheDirty = true;
  stage._index = undefined;
  stage._textureCache = undefined;
  stage.destroy();
  return true;
};

/**
 * Returns whether the collection contains a post-process stage.
 *
 * @param {PostProcessStage|PostProcessStageComposite} stage The post-process stage.
 * @return {Boolean} Whether the collection contains the post-process stage.
 */
PostProcessStageCollection.prototype.contains = function (stage) {
  return (
    defined(stage) &&
    defined(stage._index) &&
    stage._textureCache === this._textureCache
  );
};

/**
 * Gets the post-process stage at <code>index</code>.
 *
 * @param {Number} index The index of the post-process stage.
 * @return {PostProcessStage|PostProcessStageComposite} The post-process stage at index.
 */
PostProcessStageCollection.prototype.get = function (index) {
  removeStages(this);
  var stages = this._stages;
  //>>includeStart('debug', pragmas.debug);
  var length = stages.length;
  Check.typeOf.number.greaterThanOrEquals("stages length", length, 0);
  Check.typeOf.number.greaterThanOrEquals("index", index, 0);
  Check.typeOf.number.lessThan("index", index, length);
  //>>includeEnd('debug');
  return stages[index];
};

/**
 * Removes all post-process stages from the collection and destroys them.
 */
PostProcessStageCollection.prototype.removeAll = function () {
  var stages = this._stages;
  var length = stages.length;
  for (var i = 0; i < length; ++i) {
    this.remove(stages[i]);
  }
  stages.length = 0;
};

/**
 * Gets a post-process stage in the collection by its name.
 *
 * @param {String} name The name of the post-process stage.
 * @return {PostProcessStage|PostProcessStageComposite} The post-process stage.
 *
 * @private
 */
PostProcessStageCollection.prototype.getStageByName = function (name) {
  return this._stageNames[name];
};

/**
 * Called before the post-process stages in the collection are executed. Calls update for each stage and creates WebGL resources.
 *
 * @param {Context} context The context.
 * @param {Boolean} useLogDepth Whether the scene uses a logarithmic depth buffer.
 *
 * @private
 */
PostProcessStageCollection.prototype.update = function (
  context,
  useLogDepth,
  useHdr
) {
  removeStages(this);

  var previousActiveStages = this._activeStages;
  var activeStages = (this._activeStages = this._previousActiveStages);
  this._previousActiveStages = previousActiveStages;

  var stages = this._stages;
  var length = (activeStages.length = stages.length);

  var i;
  var stage;
  var count = 0;
  for (i = 0; i < length; ++i) {
    stage = stages[i];
    if (stage.ready && stage.enabled && stage._isSupported(context)) {
      activeStages[count++] = stage;
    }
  }

  activeStages.length = count;

  var activeStagesChanged = count !== previousActiveStages.length;
  if (!activeStagesChanged) {
    for (i = 0; i < count; ++i) {
      if (activeStages[i] !== previousActiveStages[i]) {
        activeStagesChanged = true;
        break;
      }
    }
  }

  var ao = this._ao;
  var bloom = this._bloom;
  var autoexposure = this._autoExposure;
  var tonemapping = this._tonemapping;
  var fxaa = this._fxaa;

  tonemapping.enabled = useHdr;

  var aoEnabled = ao.enabled && ao._isSupported(context);
  var bloomEnabled = bloom.enabled && bloom._isSupported(context);
  var tonemappingEnabled =
    tonemapping.enabled && tonemapping._isSupported(context);
  var fxaaEnabled = fxaa.enabled && fxaa._isSupported(context);

  if (
    activeStagesChanged ||
    this._textureCacheDirty ||
    aoEnabled !== this._aoEnabled ||
    bloomEnabled !== this._bloomEnabled ||
    tonemappingEnabled !== this._tonemappingEnabled ||
    fxaaEnabled !== this._fxaaEnabled
  ) {
    // The number of stages to execute has changed.
    // Update dependencies and recreate framebuffers.
    this._textureCache.updateDependencies();

    this._aoEnabled = aoEnabled;
    this._bloomEnabled = bloomEnabled;
    this._tonemappingEnabled = tonemappingEnabled;
    this._fxaaEnabled = fxaaEnabled;
    this._textureCacheDirty = false;
  }

  if (defined(this._randomTexture) && !aoEnabled) {
    this._randomTexture.destroy();
    this._randomTexture = undefined;
  }

  if (!defined(this._randomTexture) && aoEnabled) {
    length = 256 * 256 * 3;
    var random = new Uint8Array(length);
    for (i = 0; i < length; i += 3) {
      random[i] = Math.floor(Math.random() * 255.0);
    }

    this._randomTexture = new Texture({
      context: context,
      pixelFormat: PixelFormat.RGB,
      pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
      source: {
        arrayBufferView: random,
        width: 256,
        height: 256,
      },
      sampler: new Sampler({
        wrapS: TextureWrap.REPEAT,
        wrapT: TextureWrap.REPEAT,
        minificationFilter: TextureMinificationFilter.NEAREST,
        magnificationFilter: TextureMagnificationFilter.NEAREST,
      }),
    });
  }

  this._textureCache.update(context);

  fxaa.update(context, useLogDepth);
  ao.update(context, useLogDepth);
  bloom.update(context, useLogDepth);
  tonemapping.update(context, useLogDepth);

  if (this._autoExposureEnabled) {
    autoexposure.update(context, useLogDepth);
  }

  length = stages.length;
  for (i = 0; i < length; ++i) {
    stages[i].update(context, useLogDepth);
  }

  count = 0;
  for (i = 0; i < length; ++i) {
    stage = stages[i];
    if (stage.ready && stage.enabled && stage._isSupported(context)) {
      count++;
    }
  }

  activeStagesChanged = count !== activeStages.length;
  if (activeStagesChanged) {
    this.update(context, useLogDepth, useHdr);
  }
};

/**
 * Clears all of the framebuffers used by the stages.
 *
 * @param {Context} context The context.
 *
 * @private
 */
PostProcessStageCollection.prototype.clear = function (context) {
  this._textureCache.clear(context);

  if (this._autoExposureEnabled) {
    this._autoExposure.clear(context);
  }
};

function getOutputTexture(stage) {
  while (defined(stage.length)) {
    stage = stage.get(stage.length - 1);
  }
  return stage.outputTexture;
}

/**
 * Gets the output texture of a stage with the given name.
 *
 * @param {String} stageName The name of the stage.
 * @return {Texture|undefined} The texture rendered to by the stage with the given name.
 *
 * @private
 */
PostProcessStageCollection.prototype.getOutputTexture = function (stageName) {
  var stage = this.getStageByName(stageName);
  if (!defined(stage)) {
    return undefined;
  }
  return getOutputTexture(stage);
};

function execute(stage, context, colorTexture, depthTexture, idTexture) {
  if (defined(stage.execute)) {
    stage.execute(context, colorTexture, depthTexture, idTexture);
    return;
  }

  var length = stage.length;
  var i;

  if (stage.inputPreviousStageTexture) {
    execute(stage.get(0), context, colorTexture, depthTexture, idTexture);
    for (i = 1; i < length; ++i) {
      execute(
        stage.get(i),
        context,
        getOutputTexture(stage.get(i - 1)),
        depthTexture,
        idTexture
      );
    }
  } else {
    for (i = 0; i < length; ++i) {
      execute(stage.get(i), context, colorTexture, depthTexture, idTexture);
    }
  }
}

/**
 * Executes all ready and enabled stages in the collection.
 *
 * @param {Context} context The context.
 * @param {Texture} colorTexture The color texture rendered to by the scene.
 * @param {Texture} depthTexture The depth texture written to by the scene.
 * @param {Texture} idTexture The id texture written to by the scene.
 *
 * @private
 */
PostProcessStageCollection.prototype.execute = function (
  context,
  colorTexture,
  depthTexture,
  idTexture
) {
  var activeStages = this._activeStages;
  var length = activeStages.length;
  var fxaa = this._fxaa;
  var ao = this._ao;
  var bloom = this._bloom;
  var autoexposure = this._autoExposure;
  var tonemapping = this._tonemapping;

  var aoEnabled = ao.enabled && ao._isSupported(context);
  var bloomEnabled = bloom.enabled && bloom._isSupported(context);
  var autoExposureEnabled = this._autoExposureEnabled;
  var tonemappingEnabled =
    tonemapping.enabled && tonemapping._isSupported(context);
  var fxaaEnabled = fxaa.enabled && fxaa._isSupported(context);

  if (
    !fxaaEnabled &&
    !aoEnabled &&
    !bloomEnabled &&
    !tonemappingEnabled &&
    length === 0
  ) {
    return;
  }

  var initialTexture = colorTexture;
  if (aoEnabled && ao.ready) {
    execute(ao, context, initialTexture, depthTexture, idTexture);
    initialTexture = getOutputTexture(ao);
  }
  if (bloomEnabled && bloom.ready) {
    execute(bloom, context, initialTexture, depthTexture, idTexture);
    initialTexture = getOutputTexture(bloom);
  }
  if (autoExposureEnabled && autoexposure.ready) {
    execute(autoexposure, context, initialTexture, depthTexture, idTexture);
  }
  if (tonemappingEnabled && tonemapping.ready) {
    execute(tonemapping, context, initialTexture, depthTexture, idTexture);
    initialTexture = getOutputTexture(tonemapping);
  }

  var lastTexture = initialTexture;

  if (length > 0) {
    execute(activeStages[0], context, initialTexture, depthTexture, idTexture);
    for (var i = 1; i < length; ++i) {
      execute(
        activeStages[i],
        context,
        getOutputTexture(activeStages[i - 1]),
        depthTexture,
        idTexture
      );
    }
    lastTexture = getOutputTexture(activeStages[length - 1]);
  }

  if (fxaaEnabled && fxaa.ready) {
    execute(fxaa, context, lastTexture, depthTexture, idTexture);
  }
};

/**
 * Copies the output of all executed stages to the color texture of a framebuffer.
 *
 * @param {Context} context The context.
 * @param {Framebuffer} framebuffer The framebuffer to copy to.
 *
 * @private
 */
PostProcessStageCollection.prototype.copy = function (context, framebuffer) {
  if (!defined(this._copyColorCommand)) {
    var that = this;
    this._copyColorCommand = context.createViewportQuadCommand(PassThrough, {
      uniformMap: {
        colorTexture: function () {
          return that.outputTexture;
        },
      },
      owner: this,
    });
  }

  this._copyColorCommand.framebuffer = framebuffer;
  this._copyColorCommand.execute(context);
};

/**
 * Returns true if this object was destroyed; otherwise, false.
 * <p>
 * If this object was destroyed, it should not be used; calling any function other than
 * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
 * </p>
 *
 * @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
 *
 * @see PostProcessStageCollection#destroy
 */
PostProcessStageCollection.prototype.isDestroyed = function () {
  return false;
};

/**
 * Destroys the WebGL resources held by this object.  Destroying an object allows for deterministic
 * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
 * <p>
 * Once an object is destroyed, it should not be used; calling any function other than
 * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.  Therefore,
 * assign the return value (<code>undefined</code>) to the object as done in the example.
 * </p>
 *
 * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
 *
 * @see PostProcessStageCollection#isDestroyed
 */
PostProcessStageCollection.prototype.destroy = function () {
  this._fxaa.destroy();
  this._ao.destroy();
  this._bloom.destroy();
  this._autoExposure.destroy();
  this._tonemapping.destroy();
  this.removeAll();
  this._textureCache = this._textureCache && this._textureCache.destroy();
  return destroyObject(this);
};
export default PostProcessStageCollection;
