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    use vulkano::pipeline::GraphicsPipelineAbstract;
    use std::sync::Arc;
    use crate::canvas::shader::common::{ShaderType, CompiledGraphicsPipeline, CompiledGraphicsPipelineResources};
    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};
    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, OneVertexOneInstanceDefinition};
    use crate::util::vertex_3d::Vertex3D;
    use crate::canvas::shader::generic_shader::GenericShader;
    use shade_runner as sr;
    use crate::canvas::shader::dynamic_vertex::RuntimeVertexDef;
    use crate::canvas::CompiledGraphicsPipelineHandle;

    #[derive(Default, Debug, Clone, Copy)]
    pub struct GlyphInstance {
        pub screen_position: (f32, f32),
        pub atlas_position: (f32, f32),
        pub atlas_size: (f32, f32),
        pub scale: f32,
    }
    vulkano::impl_vertex!(GlyphInstance, screen_position, atlas_position, atlas_size, scale);

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

        handle: Arc<CompiledGraphicsPipelineHandle>,
        name: String,

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

    impl TextShader {}

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

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

        /// 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>) -> TextShader {

            let compiled_vertex = GenericShader::compile(
                GenericShader::get_path(filename.clone(), ShaderType::VERTEX).into(),
                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 stencil = DepthStencil {
                depth_compare: Compare::Less,
                depth_write: true,
                depth_bounds_test: DepthBounds::Disabled,
                stencil_front: Stencil {
                    compare: Compare::Equal,
                    pass_op: StencilOp::IncrementAndWrap,
                    fail_op: StencilOp::DecrementAndClamp,
                    depth_fail_op: StencilOp::Keep,
                    compare_mask: None,
                    write_mask: None,
                    reference: None,
                },
                stencil_back: Stencil {
                    compare: Compare::Equal,
                    pass_op: StencilOp::Invert,
                    fail_op: StencilOp::Zero,
                    depth_fail_op: StencilOp::Zero,
                    compare_mask: None,
                    write_mask: None,
                    reference: None,
                },
            };

            let vertex_definition = RuntimeVertexDef::from_primitive(0);

            TextShader {
                graphics_pipeline:
                Some(Arc::new(GraphicsPipeline::start()
    //OneVertexOneInstanceDefinition::<Vertex3D, GlyphInstance>
                    .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(stencil)

                    // 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>) -> TextShader {
            TextShader::new(self.name,
                            self.device,
                            self.handle,
                            self.renderpass.clone())
        }
    }

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