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use crate::shaders::*;
use crate::vertex::Vertex;
use std::sync::Arc;
use vulkano::command_buffer::DynamicState;
use vulkano::device::{Device, DeviceExtensions, Queue};
use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, RenderPassAbstract, Subpass};
use vulkano::image::SwapchainImage;
use vulkano::instance::{Instance, PhysicalDevice};
use vulkano::pipeline::viewport::Viewport;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::GraphicsPipelineAbstract;
use vulkano::swapchain::*;
use vulkano::swapchain::{PresentMode, SurfaceTransform, Swapchain};
use vulkano::sync;
use vulkano::sync::GpuFuture;
use vulkano_win::VkSurfaceBuild;
use winit::dpi::LogicalSize;
use winit::EventsLoop;
use winit::{Window, WindowBuilder};
pub struct Preper {
    pub device: Arc<Device>,
    pub queue: Arc<Queue>,
    pub surface: Arc<Surface<Window>>,
    pub swapchain: Arc<Swapchain<Window>>,
    pub images: Vec<Arc<SwapchainImage<Window>>>,
    pub render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,
    pub fill_pipeline: Arc<dyn GraphicsPipelineAbstract + Send + Sync>,
    pub tex_pipeline: Arc<dyn GraphicsPipelineAbstract + Send + Sync>,
    pub stroke_pipeline: Arc<dyn GraphicsPipelineAbstract + Send + Sync>,
    pub dynamic_state: DynamicState,
    pub framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
    pub recreate_swapchain: bool,
    pub previous_frame_end: Option<Box<dyn GpuFuture>>,
//    pub tex_future:CommandBufferExecFuture<NowFuture, AutoCommandBuffer>,
  //  pub texture:Arc<ImmutableImage<Format>>
}
pub fn init(w: u16, h: u16) -> (Preper, EventsLoop) {
    let instance = {
        let extensions = vulkano_win::required_extensions();
        Instance::new(None, &extensions, None).unwrap()
    };
    let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
    let events_loop = EventsLoop::new();
    let surface = WindowBuilder::new()
        .with_dimensions(LogicalSize {
            width: w as f64,
            height: h as f64,
        })
        .build_vk_surface(&events_loop, instance.clone())
        .unwrap();
    let window = surface.window();
    let queue_family = physical
        .queue_families()
        .find(|&q| q.supports_graphics() && surface.is_supported(q).unwrap_or(false))
        .unwrap();
    let device_ext = DeviceExtensions {
        khr_swapchain: true,
        ..DeviceExtensions::none()
    };
    let (device, mut queues) = Device::new(
        physical,
        physical.supported_features(),
        &device_ext,
        [(queue_family, 0.5)].iter().cloned(),
    )
    .unwrap();
    let queue = queues.next().unwrap();
    let (swapchain, images) = {
        let caps = surface.capabilities(physical).unwrap();
        let usage = caps.supported_usage_flags;
        let alpha = caps.supported_composite_alpha.iter().next().unwrap();
        let format = caps.supported_formats[0].0;
        let initial_dimensions = {
            // convert to physical pixels
            let dimensions: (u32, u32) = window
                .get_inner_size()
                .unwrap()
                .to_physical(window.get_hidpi_factor())
                .into();
            [dimensions.0, dimensions.1]
        };
        Swapchain::new(
            device.clone(),
            surface.clone(),
            caps.min_image_count,
            format,
            initial_dimensions,
            1,
            usage,
            &queue,
            SurfaceTransform::Identity,
            alpha,
            PresentMode::Fifo,
            true,
            None,
        )
        .unwrap()
    };
    let render_pass = Arc::new(
        vulkano::single_pass_renderpass!(
            device.clone(),
            attachments: {
                color: {
                    load:Clear,
                    store: Store,
                    format: swapchain.format(),
                    samples: 1,
                }
            },
            pass: {
                color: [color],
                depth_stencil: {}
            }
        )
        .unwrap(),
    );
    let vs = vs::Shader::load(device.clone()).unwrap();
    let fs = fs::Shader::load(device.clone()).unwrap();
    let fsimg = fsimg::Shader::load(device.clone()).unwrap();
    let fill_pipeline = Arc::new(
        GraphicsPipeline::start()
            .vertex_input_single_buffer::<Vertex>()
            .vertex_shader(vs.main_entry_point(), ())
            .triangle_list()
            .line_width_dynamic()
            .viewports_dynamic_scissors_irrelevant(1)
            .fragment_shader(fs.main_entry_point(), ())
            .blend_alpha_blending()
            .render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
            .build(device.clone())
            .unwrap(),
    );
    let tex_pipeline = Arc::new(
        GraphicsPipeline::start()
            .vertex_input_single_buffer::<Vertex>()
            .vertex_shader(vs.main_entry_point(), ())
            .triangle_list()
            .line_width_dynamic()
            .viewports_dynamic_scissors_irrelevant(1)
            .fragment_shader(fsimg.main_entry_point(), ())
            .blend_alpha_blending()
            .render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
            .build(device.clone())
            .unwrap(),
    );
    let stroke_pipeline = Arc::new(
        GraphicsPipeline::start()
            .vertex_input_single_buffer::<Vertex>()
            .vertex_shader(vs.main_entry_point(), ())
            .line_list()
            .line_width_dynamic()
            .viewports_dynamic_scissors_irrelevant(1)
            .fragment_shader(fs.main_entry_point(), ())
            .render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
            .build(device.clone())
            .unwrap(),
    );
    let mut dynamic_state = DynamicState {
        line_width: None,
        viewports: None,
        scissors: None,
        compare_mask: None,
        write_mask: None,
        reference: None,
    };
    let framebuffers =
        window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state);
    let recreate_swapchain = false;
    let previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<dyn GpuFuture>);
    (
        Preper {
            device,
            queue,
            surface,
            swapchain,
            images,
            render_pass,
            fill_pipeline,
            tex_pipeline,
            stroke_pipeline,
            dynamic_state,
            framebuffers,
            recreate_swapchain,
            previous_frame_end,
        },
        events_loop,
    )
}
pub fn window_size_dependent_setup(
    images: &[Arc<SwapchainImage<Window>>],
    render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,
    dynamic_state: &mut DynamicState,
) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
    let dimensions = images[0].dimensions();

    let viewport = Viewport {
        origin: [0.0, 0.0],
        dimensions: [dimensions[0] as f32, dimensions[1] as f32],
        depth_range: 0.0..1.0,
    };
    dynamic_state.viewports = Some(vec![viewport]);

    images
        .iter()
        .map(|image| {
            Arc::new(
                Framebuffer::start(render_pass.clone())
                    .add(image.clone())
                    .unwrap()
                    .build()
                    .unwrap(),
            ) as Arc<dyn FramebufferAbstract + Send + Sync>
        })
        .collect::<Vec<_>>()
}