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    use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
    use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
    use vulkano::instance::{Instance, PhysicalDevice};
    use vulkano::sync::{GpuFuture, FlushError, NowFuture};
    use vulkano::sync::now;
    use vulkano::sync;
    use std::sync::Arc;
    use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError, Capabilities};
    use vulkano::image::swapchain::SwapchainImage;
    use winit::Window;
    use crate::compute::compu_state::CompuState;
    use vulkano::image::ImageUsage;
    use crate::compute::compu_frame::CompuFrame;
    use crate::canvas::canvas_frame::{CanvasFrame};
    use std::time::Duration;
    use vulkano::pipeline::depth_stencil::{DynamicStencilValue, StencilFaceFlags};
    use vulkano::pipeline::vertex::{OneVertexOneInstanceDefinition, SingleBufferDefinition};
    use crate::canvas::canvas_state::CanvasState;
    use crate::canvas::managed::shader::generic_shader::GenericShader;
    use crate::canvas::managed::shader::text_shader::TextShader;
    use crate::canvas::managed::handles::{CanvasTextureHandle, CompiledShaderHandle, CanvasFontHandle, CanvasImageHandle};
    use crate::compute::managed::handles::{CompuKernelHandle, CompuBufferHandle};
    use crate::util::vertex::{VertexTypes, ColorVertex3D, TextVertex3D, TextureVertex3D, ImageVertex3D};

    /// VKProcessor holds the vulkan instance information, the swapchain,
    /// and the compute and canvas states
    pub struct VkProcessor<'a> {
        // Vulkan state fields
        pub instance: Arc<Instance>,
        pub physical: PhysicalDevice<'a>,
        pub device: Arc<Device>,
        pub queues: QueuesIter,
        pub queue: Arc<Queue>,

        pub swapchain: Option<Arc<Swapchain<Window>>>,
        pub swapchain_images: Option<Vec<Arc<SwapchainImage<Window>>>>,

        swapchain_recreate_needed: bool,

        /// State holding textures, images, and their related vertex buffers
        canvas_state: CanvasState,
        /// State holding
        compute_state: CompuState,

        capabilities: Capabilities,

    }

    impl<'a> VkProcessor<'a> {

        /// Creates a new VkProcessor from an instance and surface
        /// This includes the physical device, queues, compute and canvas state
        pub fn new(instance: &'a Arc<Instance>, surface: &'a Arc<Surface<Window>>) -> VkProcessor<'a> {

            let physical = PhysicalDevice::enumerate(instance).next().unwrap();

            let queue_family = physical.queue_families().find(|&q| {
                // We take the first queue that supports drawing to our window.
                q.supports_graphics() &&
                    surface.is_supported(q).unwrap_or(false) &&
                    q.supports_compute()
            }).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 capabilities = surface.capabilities(physical).unwrap();

            VkProcessor {
                instance: instance.clone(),
                physical: physical.clone(),
                device: device.clone(),
                queue: queue.clone(),
                queues: queues,
                swapchain: None,
                swapchain_images: None,
                swapchain_recreate_needed: false,
                compute_state: CompuState::new(),
                capabilities: capabilities.clone(),
                canvas_state: CanvasState::new(queue, device, physical, capabilities),
            }
        }

        /// VKProcessor controls the window. So it will let the main loop know when it is done
        pub fn is_open(&mut self) -> bool {
           // self.surface
            true
        }

        /// Using the surface, we calculate the surface capabilities and create the swapchain and swapchain images
        pub fn create_swapchain(&mut self, surface: &'a Arc<Surface<Window>>) {
            let (mut swapchain, images) = {
                let capabilities = surface.capabilities(self.physical).unwrap();
                let usage = capabilities.supported_usage_flags;
                let alpha = capabilities.supported_composite_alpha.iter().next().unwrap();
                // Choosing the internal format that the images will have.
                let format = capabilities.supported_formats[0].0;

                // Set the swapchains window dimensions
                let initial_dimensions = if let Some(dimensions) = surface.window().get_inner_size() {
                    // convert to physical pixels
                    let dimensions: (u32, u32) = dimensions.to_physical(surface.window().get_hidpi_factor()).into();
                    [dimensions.0, dimensions.1]
                } else {
                    // The window no longer exists so exit the application.
                    panic!("window closed");
                };

                Swapchain::new(self.device.clone(),
                               surface.clone(),
                               capabilities.min_image_count, // number of attachment images
                               format,
                               initial_dimensions,
                               1, // Layers
                               usage,
                               &self.queue,
                               SurfaceTransform::Identity,
                               alpha,
                               PresentMode::Immediate, true, None).unwrap()
            };

            self.swapchain = Some(swapchain);
            self.swapchain_images = Some(images);
        }

        /// On screen resizes, the swapchain and images must be recreated
        pub fn recreate_swapchain(&mut self, surface: &'a Arc<Surface<Window>>) {
            let dimensions = if let Some(dimensions) = surface.window().get_inner_size() {
                let dimensions: (u32, u32) = dimensions.to_physical(surface.window().get_hidpi_factor()).into();
                [dimensions.0, dimensions.1]
            } else {
                return;
            };

            let (new_swapchain, new_images) = match self.swapchain.clone().unwrap().clone().recreate_with_dimension(dimensions) {
                Ok(r) => r,
                // This error tends to happen when the user is manually resizing the window.
                // Simply restarting the loop is the easiest way to fix this issue.
                Err(SwapchainCreationError::UnsupportedDimensions) => panic!("Uh oh"),
                Err(err) => panic!("{:?}", err)
            };

            self.swapchain = Some(new_swapchain);
            self.swapchain_images = Some(new_images);
        }

        /// A hardcoded list of textures which can be preloaded from this function
        pub fn preload_textures(&mut self) {
            self.canvas_state.load_texture(String::from("funky-bird.jpg"));
            self.canvas_state.load_texture(String::from("button.png"));
            self.canvas_state.load_texture(String::from("background.jpg"));
            self.canvas_state.load_texture(String::from("test2.png"));
            self.canvas_state.load_texture(String::from("sfml.png"));
        }

        /// A hardcoded list of kernels which can be preloaded from this function
        pub fn preload_kernels(&mut self) {
            self.compute_state.new_kernel(String::from("simple-homogenize.compute"), self.device.clone());
            self.compute_state.new_kernel(String::from("simple-edge.compute"), self.device.clone());
        }

        /// A hardcoded list of shaders which can be preloaded from this function
        pub fn preload_shaders(&mut self) {
            self.canvas_state.load_shader::<GenericShader, ColorVertex3D>(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
            self.canvas_state.load_shader::<GenericShader, TextureVertex3D>(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
            self.canvas_state.load_shader::<GenericShader, ImageVertex3D>(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
        //    self.canvas_state.load_shader::<TextShader, TextVertex3D>(String::from("simple_text"), self.physical.clone(), self.capabilities.clone());
        }

        /// A hardcoded list of shaders which can be proloaded from this function
        pub fn preload_fonts(&mut self) {
            self.canvas_state.load_font(String::from("sansation.ttf"));
        }

        /// O(n) Lookup for the matching texture string
        pub fn get_texture_handle(&self, texture_name: String) -> Option<Arc<CanvasTextureHandle>> {
            self.canvas_state.get_texture_handle(texture_name)
        }

        /// O(n) Lookup for the matching kernel string
        pub fn get_kernel_handle(&self, kernel_name: String) -> Option<Arc<CompuKernelHandle>> {
            self.compute_state.get_kernel_handle(kernel_name)
        }

        /// O(n) Lookup for the matching shader string
        pub fn get_shader_handle(&self, shader_name: String) -> Option<Arc<CompiledShaderHandle>> {
            self.canvas_state.get_shader_handle(shader_name)
        }

        pub fn get_font_handle(&self, font_name: String) -> Option<Arc<CanvasFontHandle>> {
            self.canvas_state.get_font_handle(font_name)
        }

        /// Create a new image which has the transfer usage
        pub fn new_swap_image(&mut self, dimensions: (u32, u32)) -> Arc<CanvasImageHandle> {
            let mut usage = ImageUsage::none();
            usage.transfer_destination = true;
            usage.storage = true;

            self.canvas_state.create_image(dimensions, usage)
        }

        /// Builds a compute buffer and returns it's handle
        pub fn new_compute_buffer(&mut self, data: Vec<u8>, dimensions: (u32, u32), stride: u32) -> Arc<CompuBufferHandle> {
            self.compute_state.new_compute_buffer(data, dimensions, stride, self.device.clone())
        }

        /// Takes a compute buffer handle and returns the read data
        pub fn read_compute_buffer(&mut self, handle: Arc<CompuBufferHandle>) -> Vec<u8> {
            self.compute_state.read_compute_buffer(handle)
        }

        /// Takes a compute buffer handle and writes the received data
        pub fn write_compute_buffer(&self, handle: Arc<CompuBufferHandle>, data: Vec<u8>) {
            self.compute_state.write_compute_buffer(handle, data)
        }

        /// Run the VKprocessor for a single frame, consuming the Canvas/Compu Frames
        pub fn run(&mut self,
                   surface: &'a Arc<Surface<Window>>,
                   canvas_frame: CanvasFrame,
                   compute_frame: CompuFrame,
        ) {

            {
                let g = hprof::enter("Waiting at queue");
                self.queue.wait();
            }

            let g = hprof::enter("Frame buffer, future, swapchain recreate");
            let mut framebuffers =
                self.canvas_state.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());

            // Whenever the window resizes we need to recreate everything dependent on the window size.
            // In this example that includes the swapchain, the framebuffers and the dynamic state viewport.
            if self.swapchain_recreate_needed {
                self.recreate_swapchain(surface);
                framebuffers =
                    self.canvas_state.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
                self.swapchain_recreate_needed = false;
            }

            // This function can block if no image is available. The parameter is an optional timeout
            // after which the function call will return an error.
            let (image_num, acquire_future) =
                match vulkano::swapchain::acquire_next_image(
                    self.swapchain.clone().unwrap().clone(),
                    None,
                ) {
                    Ok(r) => r,
                    Err(AcquireError::OutOfDate) => {
                        self.swapchain_recreate_needed = true;
                        return;
                    }
                    Err(err) => panic!("{:?}", err)
                };

            drop(g);

            let allocated_buffers = {
                // take the canvas frame and create the vertex buffers
                // TODO: This performs gpu buffer creation. Shouldn't be in hotpath??
                let g = hprof::enter("Canvas creates GPU buffers");
                self.canvas_state.allocate(canvas_frame)
            };

            let mut command_buffer =
                AutoCommandBufferBuilder::primary_one_time_submit(self.device.clone(), self.queue.family()).unwrap();

            let g = hprof::enter("Push compute commands to command buffer");
            // Add the compute commands
            let mut command_buffer = self.compute_state.compute_commands(compute_frame, command_buffer, &self.canvas_state);
            drop(g);

            let g = hprof::enter("Push draw commands to command buffer");

            // Add the draw commands
            //let mut command_buffer = self.canvas_state.draw_commands(command_buffer, framebuffers, image_num);
            let mut command_buffer =
                self.canvas_state.draw_commands(command_buffer, framebuffers, image_num, allocated_buffers);

            // And build
            let command_buffer = command_buffer.build().unwrap();
            drop(g);

            // Wait on the previous frame, then execute the command buffer and present the image
            {

                let g = hprof::enter("Joining on the framebuffer");
                let mut future = sync::now(self.device.clone())
                    .join(acquire_future);
                drop(g);

                let g = hprof::enter("Running the kernel and waiting on the future");

                let future = future
                    .then_execute(self.queue.clone(), command_buffer).unwrap()
                    .then_swapchain_present(self.queue.clone(), self.swapchain.clone().unwrap().clone(), image_num)
                    .then_signal_fence_and_flush();

                match future {
                    Ok(future) => {
                        future.wait(None).unwrap();
                    }
                    Err(FlushError::OutOfDate) => {
                        self.swapchain_recreate_needed = true;
                    }
                    Err(e) => {
                        println!("{:?}", e);
                    }
                }
            }
        }
    }

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