use librashader_common::{FilterMode, WrapMode};
use librashader_preprocess::PreprocessError;
use librashader_presets::ParsePresetError;
use librashader_reflect::error::{ShaderCompileError, ShaderReflectError};
use librashader_runtime::image::ImageError;
use objc2::rc::Retained;
use objc2_foundation::NSError;
use thiserror::Error;
#[derive(Error, Debug)]
#[non_exhaustive]
pub enum FilterChainError {
#[error("shader preset parse error: {0}")]
ShaderPresetError(#[from] ParsePresetError),
#[error("shader preprocess error: {0}")]
ShaderPreprocessError(#[from] PreprocessError),
#[error("shader compile error: {0}")]
ShaderCompileError(#[from] ShaderCompileError),
#[error("shader reflect error: {0}")]
ShaderReflectError(#[from] ShaderReflectError),
#[error("lut loading error: {0}")]
LutLoadError(#[from] ImageError),
#[error("sampler create error")]
SamplerError(WrapMode, FilterMode, FilterMode),
#[error("buffer creation error")]
BufferError,
#[error("metal error: {0}")]
MetalError(#[from] Retained<NSError>),
#[error("couldn't find entry for shader")]
ShaderWrongEntryName,
#[error("couldn't create render pass")]
FailedToCreateRenderPass,
#[error("couldn't create texture")]
FailedToCreateTexture,
#[error("couldn't create command buffer")]
FailedToCreateCommandBuffer,
#[error("unreachable")]
Infallible(#[from] std::convert::Infallible),
}
pub type Result<T> = std::result::Result<T, FilterChainError>;