import math
import sys
import time
import numpy as np
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GL.shaders import compileProgram, compileShader

# ==========================================================
# RX 480 SPECIFICATIONS
# ==========================================================
VRAM_BYTES = 8 * 1024**3        # 8 GB VRAM
FLOPS_CAP  = 5.1e12             # 5.1 TFLOPs
SLOTS      = 256                # per instance
HARMONICS  = 32                 # recursive harmonics
BYTES_PER_SLOT = 8 * HARMONICS  # RGBA16F (8 bytes per harmonic slot)
BYTES_PER_INSTANCE = SLOTS * BYTES_PER_SLOT

FLOPS_PER_ELEMENT = 3           # 1 mul + 1 add + 1 fetch
FLOPS_PER_INSTANCE = SLOTS * HARMONICS * FLOPS_PER_ELEMENT

# ==========================================================
# AUTO-SATURATION LOGIC
# ==========================================================
def estimate_capacity():
    # VRAM ceiling
    max_instances_vram = VRAM_BYTES // BYTES_PER_INSTANCE
    
    # FLOPS ceiling
    max_instances_flops = FLOPS_CAP // FLOPS_PER_INSTANCE
    
    return int(max_instances_vram), int(max_instances_flops)

# ==========================================================
# OPENGL SHADER SETUP
# ==========================================================
VERT_SHADER = """
#version 330 core
layout(location = 0) in vec2 aPos;
void main() {
    gl_Position = vec4(aPos, 0.0, 1.0);
}
"""

FRAG_SHADER = """
#version 330 core
out vec4 FragColor;
uniform float time;
uniform sampler2D stateTex;

void main() {
    // Simple recursive harmonic propagation
    vec2 uv = gl_FragCoord.xy / vec2(1920, 1080);
    vec4 state = texture(stateTex, uv);

    // Prismatic recursion analog
    float phi = 1.6180339887;
    float omega = sin(time) * 0.5 + 0.5;
    float recursive = sqrt(phi * state.r * 2.0 * omega);

    FragColor = vec4(recursive, state.g, state.b, 1.0);
}
"""

def init_shader():
    shader = compileProgram(
        compileShader(VERT_SHADER, GL_VERTEX_SHADER),
        compileShader(FRAG_SHADER, GL_FRAGMENT_SHADER)
    )
    return shader

# ==========================================================
# MAIN
# ==========================================================
if __name__ == "__main__":
    vram_cap, flops_cap = estimate_capacity()
    
    print("===================================================")
    print(" RX 480 Auto-Saturation Report")
    print("===================================================")
    print(f"VRAM capacity (8 GB): {vram_cap:,} instances max")
    print(f"FLOPs capacity (5.1 TFLOPs): {flops_cap:,} instances max")
    
    # Choose limiting factor
    bottleneck = "VRAM" if vram_cap < flops_cap else "FLOPs"
    max_instances = min(vram_cap, flops_cap)
    print(f"\nBottleneck: {bottleneck}")
    print(f"Safe max instances: {max_instances:,}")
    
    # FLOPs estimate at this point
    ops = max_instances * FLOPS_PER_INSTANCE
    print(f"Ops/frame at max: {ops:.2e} FLOPs")
    
    # Trillion-scale elements
    elements = max_instances * SLOTS * HARMONICS
    print(f"Total recursive elements: {elements:.2e}")
    print("===================================================")

    # Optional: boot OpenGL context and test rendering loop
    glutInit(sys.argv)
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA)
    glutInitWindowSize(800, 600)
    glutCreateWindow(b"RX480 Auto Saturation Test")
    shader = init_shader()
    glUseProgram(shader)

    start = time.time()
    while time.time() - start < 5:  # quick sanity run
        glClear(GL_COLOR_BUFFER_BIT)
        glutSwapBuffers()
