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use vulkano::pipeline::GraphicsPipelineAbstract;
use std::sync::Arc;
use crate::canvas::shader::common::{ShaderType, CompiledGraphicsPipeline};
use std::collections::{HashSet, HashMap};
use vulkano::device::Device;
use vulkano::framebuffer::{RenderPassAbstract, Subpass};
use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::shader::{GraphicsEntryPoint, ShaderModule, GraphicsShaderType, GeometryShaderExecutionMode, ShaderInterfaceDef};
use crate::canvas::shader::ShaderSpecializationConstants;
use shade_runner::{Input, Output, Layout, Entry};
use std::ffi::CStr;
use std::marker::PhantomData;
use vulkano::pipeline::depth_stencil::{DepthStencil, Compare, DepthBounds, Stencil, StencilOp};
use vulkano::pipeline::vertex::{SingleBufferDefinition, VertexDefinition};
use crate::util::vertex_3d::Vertex3D;
use shade_runner as sr;
use crate::canvas::shader::common::CompiledGraphicsPipelineResources;
use vulkano::memory::pool::PotentialDedicatedAllocation::Generic;
use vulkano::SafeDeref;
use crate::canvas::shader::dynamic_vertex::RuntimeVertexDef;
use crate::canvas::CompiledGraphicsPipelineHandle;

/// CanvasShader holds the pipeline and render pass for the input shader source
#[derive(Clone)]
pub struct GenericShader {
    graphics_pipeline: Option<Arc<dyn GraphicsPipelineAbstract + Sync + Send>>,

    handle: Arc<CompiledGraphicsPipelineHandle>,
    name: String,

    device: Arc<Device>,
    renderpass: Arc<dyn RenderPassAbstract + Send + Sync>,
}


impl GenericShader {}

/// Gives CanvasShader the resource functions
impl CompiledGraphicsPipelineResources for GenericShader {}

/// Convenience interface so we don't have to juggle shader types
impl CompiledGraphicsPipeline for GenericShader {

    /// This will explode when the shader does not want to compile
    fn new(filename: String,
               device: Arc<Device>,
               handle: Arc<CompiledGraphicsPipelineHandle>,
               render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {

        let compiled_vertex = GenericShader::compile(
            GenericShader::get_path(filename.clone(), ShaderType::VERTEX),
            device.clone(), ShaderType::VERTEX
        );

        let vertex_entry_point = unsafe {
            Some(compiled_vertex.1.graphics_entry_point(
                &CStr::from_bytes_with_nul_unchecked(b"main\0"),
                compiled_vertex.0.input.unwrap(),
                compiled_vertex.0.output.unwrap(),
                compiled_vertex.0.layout,
                GenericShader::convert_vk(ShaderType::VERTEX)
            )).unwrap()
        };

        let compiled_fragment = GenericShader::compile(
            GenericShader::get_path(filename.clone(), ShaderType::FRAGMENT).into(),
            device.clone(), ShaderType::FRAGMENT
        );

        let fragment_entry_point = unsafe {
            Some(compiled_fragment.1.graphics_entry_point(
                &CStr::from_bytes_with_nul_unchecked(b"main\0"),
                compiled_fragment.0.input.unwrap(),
                compiled_fragment.0.output.unwrap(),
                compiled_fragment.0.layout,
                GenericShader::convert_vk(ShaderType::FRAGMENT)
            )).unwrap()
        };

        let vertex_definition = RuntimeVertexDef::from_primitive(0);

        GenericShader {
            graphics_pipeline:
            Some(Arc::new(GraphicsPipeline::start()

                //SingleBufferDefinition::<Vertex3D>
                .vertex_input(vertex_definition)

                .vertex_shader(vertex_entry_point.clone(), ShaderSpecializationConstants {
                    first_constant: 0,
                    second_constant: 0,
                    third_constant: 0.0,
                })

                .triangle_list()
                // Use a resizable viewport set to draw over the entire window
                .viewports_dynamic_scissors_irrelevant(1)

                .fragment_shader(fragment_entry_point.clone(), ShaderSpecializationConstants {
                    first_constant: 0,
                    second_constant: 0,
                    third_constant: 0.0,
                })

                .depth_stencil_simple_depth()

                // We have to indicate which subpass of which render pass this pipeline is going to be used
                // in. The pipeline will only be usable from this particular subpass.
                .render_pass(Subpass::from(render_pass.clone(), 0).unwrap())

                .build(device.clone())
                .unwrap())),

            device: device,
            handle: handle.clone(),
            name: filename.clone(),
            renderpass: render_pass.clone(),
        }
    }

    fn get_name(&self) -> String {
        self.name.clone()
    }

    fn get_handle(&self) -> Arc<CompiledGraphicsPipelineHandle> {
        self.handle.clone()
    }

    fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send> {
        self.graphics_pipeline.clone().unwrap()
    }

    fn get_renderpass(&self) -> Arc<dyn RenderPassAbstract + Send + Sync> {
        self.renderpass.clone()
    }

    fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
        GenericShader::new(self.name,
                           self.device,
                           self.handle,
                           render_pass.clone())
    }
}