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    // Copyright (c) 2016 The vulkano developers
    // Licensed under the Apache License, Version 2.0
    // <LICENSE-APACHE or
    // http://www.apache.org/licenses/LICENSE-2.0> or the MIT
    // license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
    // at your option. All files in the project carrying such
    // notice may not be copied, modified, or distributed except
    // according to those terms.

    //! Commands that the GPU will execute (includes draw commands).
    //!
    //! With Vulkan, before the GPU can do anything you must create a `CommandBuffer`. A command buffer
    //! is a list of commands that will executed by the GPU. Once a command buffer is created, you can
    //! execute it. A command buffer must always be created even for the most simple tasks.
    //!
    //! # Primary and secondary command buffers.
    //!
    //! There are three types of command buffers:
    //!
    //! - **Primary command buffers**. They can contain any command. They are the only type of command
    //!   buffer that can be submitted to a queue.
    //! - **Secondary "graphics" command buffers**. They can only contain draw and clear commands.
    //!   They can only be called from a primary command buffer when inside a render pass.
    //! - **Secondary "compute" command buffers**. They can only contain non-render-pass-related
    //!   commands (ie. everything but drawing, clearing, etc.) and cannot enter a render pass. They
    //!   can only be called from a primary command buffer outside of a render pass.
    //!
    //! Using secondary command buffers leads to slightly lower performance on the GPU, but they have
    //! two advantages on the CPU side:
    //!
    //! - Building a command buffer is a single-threaded operation, but by using secondary command
    //!   buffers you can build multiple secondary command buffers in multiple threads simultaneously.
    //! - Secondary command buffers can be kept alive between frames. When you always repeat the same
    //!   operations, it might be a good idea to build a secondary command buffer once at
    //!   initialization and then reuse it afterwards.
    //!
    //! # The `AutoCommandBufferBuilder`
    //!
    //! The most basic (and recommended) way to create a command buffer is to create a
    //! [`AutoCommandBufferBuilder`](struct.AutoCommandBufferBuilder.html). Then use the
    //! [`CommandBufferBuilder` trait](trait.CommandBufferBuilder.html) to add commands to it.
    //! When you are done adding commands, use
    //! [the `CommandBufferBuild` trait](trait.CommandBufferBuild.html) to obtain a
    //! `AutoCommandBuffer`.
    //!
    //! Once built, use [the `CommandBuffer` trait](trait.CommandBuffer.html) to submit the command
    //! buffer. Submitting a command buffer returns an object that implements the `GpuFuture` trait and
    //! that represents the moment when the execution will end on the GPU.
    //!
    //! ```
    //! use vulkano::command_buffer::AutoCommandBufferBuilder;
    //! use vulkano::command_buffer::CommandBuffer;
    //!
    //! # let device: std::sync::Arc<vulkano::device::Device> = return;
    //! # let queue: std::sync::Arc<vulkano::device::Queue> = return;
    //! let cb = AutoCommandBufferBuilder::new(device.clone(), queue.family()).unwrap()
    //!     // TODO: add an actual command to this example
    //!     .build().unwrap();
    //!
    //! let _future = cb.execute(queue.clone());
    //! ```
    //!
    //! # Internal architecture of vulkano
    //!
    //! The `commands_raw` and `commands_extra` modules contain structs that correspond to various
    //! commands that can be added to command buffer builders. A command can be added to a command
    //! buffer builder by using the `AddCommand<C>` trait, where `C` is the command struct.
    //!
    //! The `AutoCommandBufferBuilder` internally uses a `UnsafeCommandBufferBuilder` wrapped around
    //! multiple layers. See the `cb` module for more information.
    //!
    //! Command pools are automatically handled by default, but vulkano also allows you to use
    //! alternative command pool implementations and use them. See the `pool` module for more
    //! information.

    pub use self::auto::AutoCommandBuffer;
    pub use self::auto::AutoCommandBufferBuilder;
    pub use self::auto::AutoCommandBufferBuilderContextError;
    pub use self::auto::BeginRenderPassError;
    pub use self::auto::BlitImageError;
    pub use self::auto::BuildError;
    pub use self::auto::ClearColorImageError;
    pub use self::auto::CopyBufferError;
    pub use self::auto::CopyBufferImageError;
    pub use self::auto::CopyImageError;
    pub use self::auto::DispatchError;
    pub use self::auto::DrawError;
    pub use self::auto::DrawIndexedError;
    pub use self::auto::DrawIndexedIndirectError;
    pub use self::auto::DrawIndirectError;
    pub use self::auto::ExecuteCommandsError;
    pub use self::auto::FillBufferError;
    pub use self::auto::UpdateBufferError;
    pub use self::state_cacher::StateCacher;
    pub use self::state_cacher::StateCacherOutcome;
    pub use self::traits::CommandBuffer;
    pub use self::traits::CommandBufferExecError;
    pub use self::traits::CommandBufferExecFuture;

    use pipeline::viewport::Scissor;
    use pipeline::viewport::Viewport;
    use pipeline::depth_stencil::DynamicStencilValue;
    use pipeline::depth_stencil::Stencil;

    pub mod pool;
    pub mod submit;
    pub mod synced;
    pub mod sys;
    pub mod validity;

    mod auto;
    mod state_cacher;
    mod traits;

    #[repr(C)]
    #[derive(Debug, Copy, Clone, PartialEq, Eq)]
    pub struct DrawIndirectCommand {
        pub vertex_count: u32,
        pub instance_count: u32,
        pub first_vertex: u32,
        pub first_instance: u32,
    }

    #[repr(C)]
    #[derive(Debug, Copy, Clone, PartialEq, Eq)]
    pub struct DrawIndexedIndirectCommand {
        pub index_count: u32,
        pub instance_count: u32,
        pub first_index: u32,
        pub vertex_offset: u32,
        pub first_instance: u32,
    }

    #[repr(C)]
    #[derive(Debug, Copy, Clone, PartialEq, Eq)]
    pub struct DispatchIndirectCommand {
        pub x: u32,
        pub y: u32,
        pub z: u32,
    }

    /// The dynamic state to use for a draw command.
    // TODO: probably not the right location
    #[derive(Debug, Clone)]
    pub struct DynamicState {
        pub line_width: Option<f32>,
        pub viewports: Option<Vec<Viewport>>,
        pub scissors: Option<Vec<Scissor>>,
        pub compare_mask: Option<DynamicStencilValue>,
        pub write_mask: Option<DynamicStencilValue>,
        pub reference: Option<DynamicStencilValue>,

    }

    impl DynamicState {
        #[inline]
        pub fn none() -> DynamicState {
            DynamicState {
                line_width: None,
                viewports: None,
                scissors: None,
                compare_mask: None,
                write_mask: None,
                reference: None
            }
        }
    }

    impl Default for DynamicState {
        #[inline]
        fn default() -> DynamicState {
            DynamicState::none()
        }
    }

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