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    use vulkano::pipeline::GraphicsPipelineAbstract;
    use std::sync::Arc;
    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, ShaderInterfaceDef};
    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, VertexDefinition, Vertex};
    use shade_runner as sr;
    use vulkano::memory::pool::PotentialDedicatedAllocation::Generic;
    use vulkano::SafeDeref;
    use crate::canvas::managed::shader::shader_common::{ShaderType, CompiledShaderResources, CompiledShader};
    use crate::canvas::managed::handles::CompiledShaderHandle;
    use crate::canvas::managed::shader::dynamic_vertex::RuntimeVertexDef;
    use crate::canvas::managed::ShaderSpecializationConstants;
    use crate::util::vertex::{VertexTypes, ColorVertex3D};

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

        handle: Arc<CompiledShaderHandle>,
        name: String,

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

    impl GenericShader {
    }

    /// Gives CanvasShader the resource functions
    impl CompiledShaderResources for GenericShader {}

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

        /// This will explode when the shader does not want to compile
        fn new<V: Vertex>(filename: String,
               device: Arc<Device>,
               handle: Arc<CompiledShaderHandle>,
               render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {

            let compiled_vertex = GenericShader::compile(
                GenericShader::get_path(filename.clone(), ShaderType::VERTEX),
                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 vertex_definition = RuntimeVertexDef::from_primitive(0);

            GenericShader {
                graphics_pipeline:
                Some(Arc::new(GraphicsPipeline::start()

                    .vertex_input(SingleBufferDefinition::<V>::new())
                    //.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_simple_depth()

                    // 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<CompiledShaderHandle> {
            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<V: Vertex>(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
            GenericShader::new::<V>(self.name,
                               self.device,
                               self.handle,
                               render_pass.clone())
        }
    }

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