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    //! The procedural macro for vulkano's shader system.
    //! Manages the compile-time compilation of GLSL into SPIR-V and generation of assosciated rust code.
    //!
    //! # Basic usage
    //!
    //! ```
    //! mod vs {
    //!     vulkano_shaders::shader!{
    //!         ty: "vertex",
    //!         src: "
    //! #version 450
    //!
    //! layout(location = 0) in vec3 position;
    //!
    //! void main() {
    //!     gl_Position = vec4(position, 1.0);
    //! }"
    //!     }
    //! }
    //! # fn main() {}
    //! ```
    //!
    //! # Details
    //!
    //! If you want to take a look at what the macro generates, your best options
    //! are to either read through the code that handles the generation (the
    //! [`reflect`][reflect] function in the `vulkano-shaders` crate) or use a tool
    //! such as [cargo-expand][cargo-expand] to view the expansion of the macro in your
    //! own code. It is unfortunately not possible to provide a `generated_example`
    //! module like some normal macro crates do since derive macros cannot be used from
    //! the crate they are declared in. On the other hand, if you are looking for a
    //! high-level overview, you can see the below section.
    //!
    //! # Generated code overview
    //!
    //! The macro generates the following items of interest:
    //! * The `Shader` struct. This contains a single field, `shader`, which is an
    //! `Arc<ShaderModule>`.
    //! * The `Shader::load` constructor. This method takes an `Arc<Device>`, calls
    //! [`ShaderModule::new`][ShaderModule::new] with the passed-in device and the
    //! shader data provided via the macro, and returns `Result<Shader, OomError>`.
    //! Before doing so, it loops through every capability instruction in the shader
    //! data, verifying that the passed-in `Device` has the appropriate features
    //! enabled. **This function currently panics if a feature required by the shader
    //! is not enabled on the device.** At some point in the future it will return
    //! an error instead.
    //! * The `Shader::module` method. This method simply returns a reference to the
    //! `Arc<ShaderModule>` contained within the `shader` field of the `Shader`
    //! struct.
    //! * Methods for each entry point of the shader module. These construct and
    //! return the various entry point structs that can be found in the
    //! [vulkano::pipeline::shader][pipeline::shader] module.
    //! * A Rust struct translated from each struct contained in the shader data.
    //! * The `Layout` newtype. This contains a [`ShaderStages`][ShaderStages] struct.
    //! An implementation of [`PipelineLayoutDesc`][PipelineLayoutDesc] is also
    //! generated for the newtype.
    //! * The `SpecializationConstants` struct. This contains a field for every
    //! specialization constant found in the shader data. Implementations of
    //! `Default` and [`SpecializationConstants`][SpecializationConstants] are also
    //! generated for the struct.
    //!
    //! All of these generated items will be accessed through the module specified
    //! by `mod_name: foo` If you wanted to store the `Shader` in a struct of your own,
    //! you could do something like this:
    //!
    //! ```
    //! # fn main() {}
    //! # use std::sync::Arc;
    //! # use vulkano::OomError;
    //! # use vulkano::device::Device;
    //! #
    //! # mod vs {
    //! #     vulkano_shaders::shader!{
    //! #         ty: "vertex",
    //! #         src: "
    //! # #version 450
    //! #
    //! # layout(location = 0) in vec3 position;
    //! #
    //! # void main() {
    //! #     gl_Position = vec4(position, 1.0);
    //! # }"
    //! #     }
    //! # }
    //! // various use statements
    //! // `vertex_shader` module with shader derive
    //!
    //! pub struct Shaders {
    //!     pub vs: vs::Shader
    //! }
    //!
    //! impl Shaders {
    //!     pub fn load(device: Arc<Device>) -> Result<Self, OomError> {
    //!         Ok(Self {
    //!             vs: vs::Shader::load(device)?,
    //!         })
    //!     }
    //! }
    //! ```
    //!
    //! # Options
    //!
    //! The options available are in the form of the following attributes:
    //!
    //! ## `ty: "..."`
    //!
    //! This defines what shader type the given GLSL source will be compiled into.
    //! The type can be any of the following:
    //!
    //! * `vertex`
    //! * `fragment`
    //! * `geometry`
    //! * `tess_ctrl`
    //! * `tess_eval`
    //! * `compute`
    //!
    //! For details on what these shader types mean, [see Vulkano's documentation][pipeline].
    //!
    //! ## `src: "..."`
    //!
    //! Provides the raw GLSL source to be compiled in the form of a string. Cannot
    //! be used in conjunction with the `path` field.
    //!
    //! ## `path: "..."`
    //!
    //! Provides the path to the GLSL source to be compiled, relative to `Cargo.toml`.
    //! Cannot be used in conjunction with the `src` field.
    //!
    //! ## `include: ["...", "...", ..., "..."]`
    //!
    //! Specifies the standard include directories to be searched through when using the
    //! `#include <...>` directive within a shader source.
    //! If `path` was specified, relative paths can also be used (`#include "..."`), without the need
    //! to specify one or more standard include directories. Relative paths are relative to the
    //! directory, which contains the source file the `#include "..."` directive is declared in.
    //!
    //! ## `dump: true`
    //!
    //! The crate fails to compile but prints the generated rust code to stdout.
    //!
    //! [reflect]: https://github.com/vulkano-rs/vulkano/blob/master/vulkano-shaders/src/lib.rs#L67
    //! [cargo-expand]: https://github.com/dtolnay/cargo-expand
    //! [ShaderModule::new]: https://docs.rs/vulkano/*/vulkano/pipeline/shader/struct.ShaderModule.html#method.new
    //! [OomError]: https://docs.rs/vulkano/*/vulkano/enum.OomError.html
    //! [pipeline::shader]: https://docs.rs/vulkano/*/vulkano/pipeline/shader/index.html
    //! [descriptor]: https://docs.rs/vulkano/*/vulkano/descriptor/index.html
    //! [ShaderStages]: https://docs.rs/vulkano/*/vulkano/descriptor/descriptor/struct.ShaderStages.html
    //! [PipelineLayoutDesc]: https://docs.rs/vulkano/*/vulkano/descriptor/pipeline_layout/trait.PipelineLayoutDesc.html
    //! [SpecializationConstants]: https://docs.rs/vulkano/*/vulkano/pipeline/shader/trait.SpecializationConstants.html
    //! [pipeline]: https://docs.rs/vulkano/*/vulkano/pipeline/index.html

    #![doc(html_logo_url = "https://raw.githubusercontent.com/vulkano-rs/vulkano/master/logo.png")]

    #![recursion_limit = "1024"]
    #[macro_use] extern crate quote;
    #[macro_use] extern crate syn;
                 extern crate proc_macro;

    use std::env;
    use std::fs::File;
    use std::io::{Read, Result as IoResult};
    use std::path::Path;

    use syn::parse::{Parse, ParseStream, Result};
    use syn::{Ident, LitStr, LitBool};

    mod codegen;
    mod descriptor_sets;
    mod entry_point;
    mod enums;
    mod parse;
    mod spec_consts;
    mod structs;
    mod spirv_search;

    use crate::codegen::ShaderKind;

    enum SourceKind {
        Src(String),
        Path(String),
    }

    struct MacroInput {
        shader_kind: ShaderKind,
        source_kind: SourceKind,
        include_directories: Vec<String>,
        dump: bool,
    }

    impl Parse for MacroInput {
        fn parse(input: ParseStream) -> Result<Self> {
            let mut dump = None;
            let mut shader_kind = None;
            let mut source_kind = None;
            let mut include_directories = Vec::new();

            while !input.is_empty() {
                let name: Ident = input.parse()?;
                input.parse::<Token![:]>()?;

                match name.to_string().as_ref() {
                    "ty" => {
                        if shader_kind.is_some() {
                            panic!("Only one `ty` can be defined")
                        }

                        let ty: LitStr = input.parse()?;
                        let ty = match ty.value().as_ref() {
                            "vertex" => ShaderKind::Vertex,
                            "fragment" => ShaderKind::Fragment,
                            "geometry" => ShaderKind::Geometry,
                            "tess_ctrl" => ShaderKind::TessControl,
                            "tess_eval" => ShaderKind::TessEvaluation,
                            "compute" => ShaderKind::Compute,
                            _ => panic!("Unexpected shader type, valid values: vertex, fragment, geometry, tess_ctrl, tess_eval, compute")
                        };
                        shader_kind = Some(ty);
                    }
                    "src" => {
                        if source_kind.is_some() {
                            panic!("Only one `src` or `path` can be defined")
                        }

                        let src: LitStr = input.parse()?;
                        source_kind = Some(SourceKind::Src(src.value()));
                    }
                    "path" => {
                        if source_kind.is_some() {
                            panic!("Only one `src` or `path` can be defined")
                        }

                        let path: LitStr = input.parse()?;
                        source_kind = Some(SourceKind::Path(path.value()));
                    }
                    "include" => {
                        let in_brackets;
                        bracketed!(in_brackets in input);

                        while !in_brackets.is_empty() {
                            let path: LitStr = in_brackets.parse()?;

                            include_directories.push(path.value());

                            if !in_brackets.is_empty() {
                                in_brackets.parse::<Token![,]>()?;
                            }
                        }
                    }
                    "dump" => {
                        if dump.is_some() {
                            panic!("Only one `dump` can be defined")
                        }
                        let dump_lit: LitBool = input.parse()?;
                        dump = Some(dump_lit.value);
                    }
                    name => panic!(format!("Unknown field name: {}", name))
                }

                if !input.is_empty() {
                    input.parse::<Token![,]>()?;
                }
            }

            let shader_kind = match shader_kind {
                Some(shader_kind) => shader_kind,
                None => panic!("Please provide a shader type e.g. `ty: \"vertex\"`")
            };

            let source_kind = match source_kind {
                Some(source_kind) => source_kind,
                None => panic!("Please provide a source e.g. `path: \"foo.glsl\"` or `src: \"glsl source code here ...\"`")
            };

            let dump = dump.unwrap_or(false);

            Ok(MacroInput { shader_kind, source_kind, include_directories, dump })
        }
    }

    pub(self) fn read_file_to_string(full_path: &Path) -> IoResult<String> {
        let mut buf = String::new();
        File::open(full_path)
            .and_then(|mut file| file.read_to_string(&mut buf))?;
        Ok(buf)
    }

    #[proc_macro]
    pub fn shader(input: proc_macro::TokenStream) -> proc_macro::TokenStream {
        let input = parse_macro_input!(input as MacroInput);

        let (path, source_code) = match input.source_kind {
            SourceKind::Src(source) => (None, source),
            SourceKind::Path(path) => (Some(path.clone()), {
                let root = env::var("CARGO_MANIFEST_DIR").unwrap_or(".".into());
                let full_path = Path::new(&root).join(&path);

                if full_path.is_file() {
                    read_file_to_string(&full_path)
                        .expect(&format!("Error reading source from {:?}", path))
                } else {
                    panic!("File {:?} was not found ; note that the path must be relative to your Cargo.toml", path);
                }
            })
        };

        let content = codegen::compile(path, &source_code, input.shader_kind, &input.include_directories).unwrap();
        codegen::reflect("Shader", content.as_binary(), input.dump).unwrap().into()
    }

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