      1
      2
      3
      4
      5
      6
      7
      8
      9
     10
     11
     12
     13
     14
     15
     16
     17
     18
     19
     20
     21
     22
     23
     24
     25
     26
     27
     28
     29
     30
     31
     32
     33
     34
     35
     36
     37
     38
     39
     40
     41
     42
     43
     44
     45
     46
     47
     48
     49
     50
     51
     52
     53
     54
     55
     56
     57
     58
     59
     60
     61
     62
     63
     64
     65
     66
     67
     68
     69
     70
     71
     72
     73
     74
     75
     76
     77
     78
     79
     80
     81
     82
     83
     84
     85
     86
     87
     88
     89
     90
     91
     92
     93
     94
     95
     96
     97
     98
     99
    100
    101
    102
    103
    104
    105
    106
    107
    108
    109
    110
    111
    112
    113
    114
    115
    116
    117
    118
    119
    120
    121
    122
    123
    124
    125
    126
    127
    128
    129
    130
    131
    132
    133
    134
    135
    136
    137
    138
    139
    140
    141
    142
    143
    144
    145
    146
    147
    148
    149
    150
    151
    152
    153
    154
    155
    156
    157
    158
    159
    160
    161
    162
    163
    164
    165
    166
    167
    168
    169
    170
    171
    172
    173
    174
    175
    176
    177
    178
    179
    180
    181
    182
    183
    184
    185
    186
    187
    188
    189
    190
    191
    192
    193
    194
    195
    196
    197
    198
    199
    200
    201
    202
    203
    204
    205
    206
    207
    208
    209
    210
    211
    212
    213
    214
    215
    216
    217
    218
    219
    220
    221
    222
    223
    224
    225
    226
    227
    228
    229
    230
    231
    232
    233
    234
    235
    236
    237
    238
    239
    240
    241
    242
    243
    244
    245
    246
    247
    248
    249
    250
    251
    252
    253
    254
    255
    256
    257
    258
    259
    260
    261
    262
    263
    264
    265
    266
    267
    268
    269
    270
    271
    272
    273
    274
    275
    276
    277
    278
    279
    280
    281
    282
    283
    284
    285
    286
    287
    288
    289
    290
    291
    292
    293
    294
    295
    296
    297
    298
    299
    300
    301
    302
    303
    304
    305
    306
    307
    308
    309
    310
    311
    312
    313
    314
    315
    316
    317
    318
    319
    320
    321
    322
    323
    324
    325
    326
    327
    328
    329
    330
    331
    332
    333
    334
    335
    336
    337
    338
    339
    340
    341
    342
    343
    344
    345
    346
    347
    348
    349
    350
    351
    352
    353
    354
    355
    356
    357
    358
    359
    360
    361
    362
    363
    364
    365
    366
    367
    368
    369
    370
    371
    372
    373
    374
    375
    376
    377
    378
    379
    380
    381
    382
    383
    384
    385
    386
    387
    388
    389
    390
    391
    392
    393
    394
    395
    396
    397
    398
    399
    400
    401
    402
    403
    404
    405
    406
    407
    408
    409
    410
    411
    412
    413
    414
    415
    416
    417
    418
    419
    420
    421
    422
    423
    424
    425
    426
    427
    428
    429
    430
    431
    432
    433
    434
    435
    436
    437
    438
    439
    440
    441
    442
    443
    444
    445
    446
    447
    448
    449
    450
    451
    452
    453
    454
    455
    456
    457
    458
    459
    460
    461
    462
    463
    464
    465
    466
    467
    468
    469
    470
    471
    472
    473
    474
    475
    476
    477
    478
    479
    480
    481
    482
    483
    484
    485
    486
    487
    488
    489
    490
    491
    492
    493
    494
    495
    496
    497
    498
    499
    500
    501
    502
    503
    504
    505
    506
    507
    508
    509
    510
    511
    512
    513
    514
    515
    516
    517
    518
    519
    520
    521
    522
    523
    524
    525
    526
    527
    528
    529
    530
    531
    532
    533
    534
    535
    536
    537
    538
    539
    540
    541
    542
    543
    544
    545
    546
    547
    548
    549
    550
    551
    552
    553
    554
    555
    556
    557
    558
    559
    560
    561
    562
    563
    564
    565
    566
    567
    568
    569
    570
    571
    572
    573
    574
    575
    576
    577
    578
    579
    580
    581
    582
    583
    584
    585
    586
    587

    use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
    use std::collections::{HashMap, HashSet};
    use vulkano::buffer::{BufferAccess, BufferUsage, ImmutableBuffer, CpuAccessibleBuffer};
    use std::sync::Arc;
    use vulkano::format::{ClearValue, Format, R8Unorm, ClearValuesTuple};
    use vulkano::framebuffer::{FramebufferAbstract, Framebuffer, RenderPass, RenderPassAbstract};
    use vulkano::device::{Device, Queue};
    use vulkano::instance::PhysicalDevice;
    use vulkano::image::immutable::ImmutableImage;
    use vulkano::image::{Dimensions, ImageAccess, ImageDimensions, SwapchainImage, ImageUsage, AttachmentImage, ImageLayout};
    use vulkano::sampler::{Sampler, SamplerAddressMode, MipmapMode, Filter};
    use vulkano::descriptor::DescriptorSet;
    use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
    use std::path::PathBuf;
    use image::GenericImageView;
    use std::iter::FromIterator;
    use vulkano::swapchain::Capabilities;
    use winit::Window;
    use vulkano::pipeline::viewport::Viewport;
    use vulkano::descriptor::descriptor::DescriptorDescTy::TexelBuffer;
    use crate::canvas::canvas_frame::{CanvasFrame};
    use std::hash::Hash;
    use vulkano::pipeline::depth_stencil::{StencilFaceFlags, DynamicStencilValue};
    use vulkano::memory::pool::PotentialDedicatedAllocation::Generic;
    use std::borrow::Borrow;
    use std::fs::File;
    use std::io::Read;
    use rusttype::{Font, PositionedGlyph, Scale, Rect, point, GlyphId, Line, Curve, Segment};
    use vulkano::pipeline::vertex::{VertexDefinition, Vertex};
    use crate::canvas::managed::shader::dynamic_vertex::RuntimeVertexDef;
    use crate::canvas::managed::handles::{CanvasTextureHandle, CanvasImageHandle, CanvasFontHandle, CompiledShaderHandle, Handle, DrawableHandle};
    use crate::canvas::managed::gpu_buffers::{CanvasImage, CanvasTexture, CanvasFont};
    use crate::canvas::managed::shader::shader_common::CompiledShader;
    use crate::canvas::managed::shader::generic_shader::GenericShader;
    use crate::VertexTypes;
    use crate::util::vertex::{TextVertex3D, TextureVertex3D, ImageVertex3D, ColorVertex3D, CanvasFrameAllocation};
    use shade_runner::Input;

    /// Canvas state is used for storage of texture and image buffers in addition to vertex buffers
    /// Canvas state also contains logic for writing the stored buffers to the command_buffer
    #[derive(Clone)]
    pub struct CanvasState {
        /// Generated during new()
        dynamic_state: DynamicState,
        /// Generated during new()
        sampler: Arc<Sampler>,

        /// hold the image, texture, and Fonts the same was as we do CompuState
        image_buffers: Vec<Arc<CanvasImage>>,
        texture_buffers: Vec<Arc<CanvasTexture>>,
        font_buffers: Vec<Arc<CanvasFont>>,

        /// Compiled Graphics pipelines have a handle which self describe their position in this vector
        shader_buffers: Vec<Arc<Box<dyn CompiledShader>>>,

        /// Looks like we gotta hold onto the queue for managing textures
        queue: Arc<Queue>,
        device: Arc<Device>,
        render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,
    }

    impl CanvasState {
        /// This method is called once during initialization, then again whenever the window is resized
        pub fn window_size_dependent_setup(&mut self, images: &[Arc<SwapchainImage<Window>>])
                                           -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
            let dimensions = images[0].dimensions();

            self.dynamic_state.viewports =
                Some(vec![Viewport {
                    origin: [0.0, 0.0],
                    dimensions: [dimensions.width() as f32, dimensions.height() as f32],
                    depth_range: 0.0..1.0,
                }]);

            let dimensions = [dimensions.width(), dimensions.height()];
            let depth_buffer = AttachmentImage::transient(self.device.clone(), dimensions, Format::D32Sfloat_S8Uint).unwrap();

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

        /// Creates a Canvas State. Which at this point is pretty empty
        pub fn new(queue: Arc<Queue>,
                   device: Arc<Device>,
                   physical: PhysicalDevice,
                   capabilities: Capabilities) -> CanvasState {
            let format = capabilities.supported_formats[0].0;

            let render_pass = Arc::new(vulkano::single_pass_renderpass!(
                device.clone(),

                // Attachments are outgoing like f_color
                attachments: {
                    // `color` is a custom name we give to the first and only attachment.
                    color: {
                        // `load: Clear` means that we ask the GPU to clear the content of this
                        // attachment at the start of the drawing.
                        load: Clear,
                        // `store: Store` means that we ask the GPU to store the output of the draw
                        // in the actual image. We could also ask it to discard the result.
                        store: Store,
                        // `format: <ty>` indicates the type of the format of the image. This has to
                        // be one of the types of the `vulkano::format` module (or alternatively one
                        // of your structs that implements the `FormatDesc` trait). Here we use the
                        // same format as the swapchain.
                        format: format,
                        samples: 1,
                    },

                    depth: {
                        load: Clear,
                        store: DontCare,
                        format: Format::D32Sfloat_S8Uint,
                        samples: 1,
                    }
                },
                pass: {
                    // We use the attachment named `color` as the one and only color attachment.
                    color: [color],
                    // No depth-stencil attachment is indicated with empty brackets.
                    depth_stencil: {depth}
                }
            ).unwrap());

            CanvasState {

                // TODO: Might need to move this
                dynamic_state: DynamicState {
                    line_width: None,
                    viewports: None,
                    scissors: None,
                    compare_mask: Some(DynamicStencilValue {
                        face: StencilFaceFlags::StencilFrontAndBack,
                        value: 0xFF,
                    }),
                    write_mask: Some(DynamicStencilValue {
                        face: StencilFaceFlags::StencilFrontAndBack,
                        value: 0xFF,
                    }),
                    reference: Some(DynamicStencilValue {
                        face: StencilFaceFlags::StencilFrontAndBack,
                        value: 0xFF,
                    }),
                },
                sampler: Sampler::new(device.clone(),
                                      Filter::Linear, Filter::Linear,
                                      MipmapMode::Nearest,
                                      SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
                                      SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap(),
                image_buffers: vec![],
                texture_buffers: vec![],
                shader_buffers: vec![],
                font_buffers: vec![],

                queue: queue.clone(),
                device: device.clone(),
                render_pass: render_pass.clone(),
            }
        }

        /// Using the dimensions and suggested usage, load a CanvasImage and return it's handle
        pub fn create_image(&mut self, dimensions: (u32, u32), usage: ImageUsage) -> Arc<CanvasImageHandle> {
            let handle = Arc::new(CanvasImageHandle { handle: self.image_buffers.len() as u32 });

            let image = CanvasImage {
                handle: handle.clone(),
                buffer: AttachmentImage::with_usage(
                    self.device.clone(),
                    [dimensions.0, dimensions.1],
                    Format::R8G8B8A8Uint,
                    usage).unwrap(),
                size: dimensions,
            };

            self.image_buffers.push(Arc::new(image));

            handle
        }

        /// Return the image buffer from an input image handle
        pub fn get_image(&self, image_handle: Arc<CanvasImageHandle>) -> Arc<AttachmentImage> {
            self.image_buffers.get((*image_handle).clone().get_handle() as usize).unwrap()
                .clone().buffer.clone()
        }

        /// Load a texture buffer from an input filename
        fn get_texture_from_file(&self, image_filename: String) -> Arc<ImmutableImage<Format>> {
            let project_root =
                std::env::current_dir()
                    .expect("failed to get root directory");

            let mut compute_path = project_root.clone();
            compute_path.push(PathBuf::from("resources/images/"));
            compute_path.push(PathBuf::from(image_filename.clone()));

            let img = image::open(compute_path).expect("Couldn't find image");

            let xy = img.dimensions();

            let data_length = xy.0 * xy.1 * 4;
            let pixel_count = img.raw_pixels().len();

            let mut image_buffer = Vec::new();

            if pixel_count != data_length as usize {
                println!("Creating alpha channel for {}", image_filename.clone());
                for i in img.raw_pixels().iter() {
                    if (image_buffer.len() + 1) % 4 == 0 {
                        image_buffer.push(255);
                    }
                    image_buffer.push(*i);
                }
                image_buffer.push(255);
            } else {
                image_buffer = img.raw_pixels();
            }

            let (texture, tex_future) = ImmutableImage::from_iter(
                image_buffer.iter().cloned(),
                Dimensions::Dim2d { width: xy.0, height: xy.1 },
                Format::R8G8B8A8Srgb,
                self.queue.clone(),
            ).unwrap();

            texture
        }

        /// Load a texture using it's filename from a file. Returns the handle of the loaded texture
        pub fn load_texture(&mut self, filename: String) -> Option<Arc<CanvasTextureHandle>> {

            let handle = Arc::new(CanvasTextureHandle {
                handle: self.texture_buffers.len() as u32
            });

            let texture = Arc::new(CanvasTexture {
                handle: handle.clone(),
                buffer: self.get_texture_from_file(filename.clone()),
                name: filename.clone(),
                size: (0, 0),
            });

            self.texture_buffers.push(texture);

            Some(handle)
        }

        /// Load and Compile a shader with the filename at resources/shaders
        /// Takes physical and capabilities as we don't store that in Canvas
        pub fn load_shader<T: 'static, V>(&mut self,
                                       filename: String,
                                       physical: PhysicalDevice,
                                       capabilities: Capabilities) -> Option<Arc<CompiledShaderHandle>>
            where T: CompiledShader, V: Vertex {

            let handle = Arc::new(CompiledShaderHandle {
                handle: self.shader_buffers.len() as u32
            });

            let shader: Box<dyn CompiledShader> = Box::new(T::new::<V>(
                filename.clone(),
                self.device.clone(),
                handle.clone(),
                self.render_pass.clone(),
            ));

            self.shader_buffers.push(Arc::new(shader));

            Some(handle)
        }

        /// Using the dimensions and suggested usage, load a CanvasImage and return it's handle
        pub fn load_font(&mut self, name: String) -> Arc<CanvasFontHandle> {
            let handle = Arc::new(CanvasFontHandle { handle: self.font_buffers.len() as u32 });

            self.font_buffers.push(Arc::new({
                let font = Font::from_bytes({
                    let mut f = File::open("resources/fonts/sansation.ttf").expect("Font file not found");
                    let mut font_data = Vec::new();
                    f.read_to_end(&mut font_data).expect("Dont know");
                    font_data
                }).unwrap();

                let mut current_x = 0;
                let mut current_y = 0;

                let mut accumulator = Vec::new();

                for i in (0..255) {
                    let glyph = font.glyph('d');

                    let s = glyph.scaled(Scale { x: 1.0, y: 1.0 });

                    let shape = s.shape().unwrap();

                    for contour in shape {
                        for segment in contour.segments {
                            match segment {
                                Segment::Line(l) => {
                                    accumulator.push(TextVertex3D {
                                        position: [l.p[0].x as f32, l.p[0].y as f32, 0.0],
                                    });
                                }
                                Segment::Curve(c) => {
                                    accumulator.push(TextVertex3D {
                                        position: [c.p[0].x as f32, c.p[0].y as f32, 0.0],
                                    });
                                }
                            }
                        }
                    }
                }

                CanvasFont {
                    handle: handle.clone(),
                    font: font.clone(),
                    name: name,
                    buffer: ImmutableBuffer::from_iter(
                        accumulator.iter().cloned(),
                        BufferUsage::vertex_buffer(), self.queue.clone()).unwrap().0,
                }
            }));

            handle
        }

        /// Using the texture name, iterates through the stored textures and matches by the name
        pub fn get_texture_handle(&self, texture_name: String)
                                  -> Option<Arc<CanvasTextureHandle>> {
            for i in self.texture_buffers.clone() {
                if i.name == texture_name {
                    return Some(i.handle.clone());
                }
            }
            None
        }

        /// Using the shader name, iterates through the stored shaders and matches by the name
        pub fn get_shader_handle(&self, shader_name: String)
                                 -> Option<Arc<CompiledShaderHandle>> {
            for shader in self.shader_buffers.clone() {
                if shader.get_name() == shader_name {
                    return Some(shader.get_handle().clone());
                }
            }
            None
        }

        /// Using the font name, iterates through the stored fonts and matches by the name
        pub fn get_font_handle(&self, font_name: String) -> Option<Arc<CanvasFontHandle>> {
            for font in self.font_buffers.clone() {
                if font.name == font_name {
                    return Some(font.handle.clone());
                }
            }
            None
        }

        /// Using the texture handle, grab the stored texture and return the buffer
        pub fn get_texture(&self, texture_handle: Arc<CanvasTextureHandle>)
                           -> Arc<ImmutableImage<Format>> {
            let handle = texture_handle.get_handle() as usize;

            if let Some(i) = self.texture_buffers.get(handle) {
                return i.clone().buffer.clone();
            } else {
                panic!("{} : Texture not loaded", handle);
            }
        }

        /// Builds the descriptor set for solid colors using the input kernel (needs to support solid colors)
        fn get_solid_color_descriptor_set(&self, kernel: Arc<GenericShader>) -> Box<dyn DescriptorSet + Send + Sync> {
            let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
                PersistentDescriptorSet::start(
                    kernel.clone().get_pipeline().clone(), 0,
                ).build().unwrap());
            o
        }

        /// Consume and allocate the canvas frame data to the GPU
        pub fn allocate(&mut self, canvas_frame: CanvasFrame) -> CanvasFrameAllocation {

            let mut colored_vertex_buffer: Vec<ColorVertex3D> = Vec::default();
            let mut textured_vertex_buffer: HashMap<Arc<CanvasTextureHandle>, Vec<TextureVertex3D>> = HashMap::new();
            let mut image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Vec<ImageVertex3D>> = HashMap::new();
            let mut text_instances: HashMap<Arc<CanvasFontHandle>, Vec<TextVertex3D>> = HashMap::new();

            for value in canvas_frame.map {
                match value {
                    VertexTypes::TextureType(vertices, handle) => {
                        textured_vertex_buffer.entry(handle).or_insert(vertices.clone()).extend(vertices);
                    }
                    VertexTypes::ImageType(vertices, handle) => {
                        image_vertex_buffer.entry(handle).or_insert(vertices.clone()).extend(vertices);
                    }
                    VertexTypes::ColorType(vertices) => {
                        colored_vertex_buffer.extend(vertices);
                    }
                    VertexTypes::ThreeDType(vertices) => {}
                };
            };

            let mut allocated_colored_buffer: Vec<Arc<(dyn BufferAccess + Send + Sync)>> = Vec::new();
            if !colored_vertex_buffer.is_empty() {
                allocated_colored_buffer.push(ImmutableBuffer::from_iter(
                    colored_vertex_buffer.iter().cloned(),
                    BufferUsage::vertex_buffer(),
                    self.queue.clone(),
                ).unwrap().0);
            }

            CanvasFrameAllocation {
                colored_vertex_buffer: allocated_colored_buffer,
                textured_vertex_buffer: textured_vertex_buffer.into_iter().map(|(k, v)| {
                    (k,
                    ImmutableBuffer::from_iter(
                        v.iter().cloned(),
                        BufferUsage::vertex_buffer(),
                        self.queue.clone(),
                    ).unwrap().0 as Arc<(dyn BufferAccess + Send + Sync)>)
                }).collect(),
                image_vertex_buffer: image_vertex_buffer.into_iter().map(|(k, v)| {
                    (k,
                    ImmutableBuffer::from_iter(
                        v.iter().cloned(),
                        BufferUsage::vertex_buffer(),
                        self.queue.clone(),
                    ).unwrap().0 as Arc<(dyn BufferAccess + Send + Sync)>)
                }).collect(),
                text_instances: Default::default(),
            }
        }

        /// Pushes the draw commands to the command buffer. Requires the framebuffers and
        /// image number to be passed in as they are taken care of by the vkprocessor
        pub fn draw_commands(&mut self,
                             mut command_buffer: AutoCommandBufferBuilder,
                             framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
                             image_num: usize,
                             allocated_buffers: CanvasFrameAllocation) -> AutoCommandBufferBuilder {

            // Specify the color to clear the framebuffer with i.e. blue
            let clear_values = vec!(
                ClearValue::Float([0.0, 0.0, 1.0, 1.0]),
                ClearValue::DepthStencil((1.0, 0x00)),
            );

            self.dynamic_state = DynamicState {
                line_width: None,
                viewports: self.dynamic_state.viewports.clone(),
                scissors: None,
                compare_mask: None,
                write_mask: None,
                reference: None,
            };

            let mut command_buffer = command_buffer.begin_render_pass(
                framebuffers[image_num].clone(), false, clear_values.clone(),
            ).unwrap();

            // Solid colors
            let mut shader = self.shader_buffers.get(
                self.get_shader_handle(String::from("color-passthrough"))
                    .unwrap().clone().get_handle() as usize
            ).unwrap();

            // This looks a little weird as colored_vertex_buffer is a vec of GPU allocated vecs.
            // But we can pass in multiple vertex buffers

            if !allocated_buffers.colored_vertex_buffer.is_empty() {
                command_buffer = command_buffer.draw(
                    shader.get_pipeline().clone(),
                    &self.dynamic_state.clone(),
                    allocated_buffers.colored_vertex_buffer.clone(),
                    (), (),
                ).unwrap();
            }

            // Images
            let mut shader = self.shader_buffers.get(
                self.get_shader_handle(String::from("simple_image"))
                    .unwrap().clone().get_handle() as usize
            ).unwrap();

            if !allocated_buffers.image_vertex_buffer.is_empty() {
                for (image_handle, vertex_buffer) in allocated_buffers.image_vertex_buffer.clone() {
                    let handle = image_handle.clone().get_handle() as usize;
                    let descriptor_set = self.image_buffers.get(handle).clone().unwrap().clone()
                        .get_descriptor_set(shader.get_pipeline().clone());

                    command_buffer = command_buffer.draw(
                        shader.get_pipeline().clone(),
                        // Multiple vertex buffers must have their definition in the pipeline!
                        &self.dynamic_state.clone(), vec![vertex_buffer],
                        vec![descriptor_set], (),
                    ).unwrap();
                }
            }

            // Textures
            let mut shader = self.shader_buffers.get(
                self.get_shader_handle(String::from("simple_texture"))
                    .unwrap().clone().get_handle() as usize
            ).unwrap();

            if !allocated_buffers.textured_vertex_buffer.is_empty() {
                for (texture_handle, vertex_buffer) in allocated_buffers.textured_vertex_buffer.clone() {
                    let handle = texture_handle.clone().get_handle() as usize;
                    let descriptor_set = self.texture_buffers.get(handle).clone().unwrap().clone()
                        .get_descriptor_set(shader.get_pipeline(), self.sampler.clone());

                    command_buffer = command_buffer.draw(
                        shader.get_pipeline().clone(),
                        // Multiple vertex buffers must have their definition in the pipeline!
                        &self.dynamic_state.clone(), vec![vertex_buffer],
                        vec![descriptor_set], (),
                    ).unwrap();
                }
            }

            // Text
    //        let mut shader = self.shader_buffers.get(
    //            self.get_shader_handle(String::from("simple_text"))
    //                .unwrap().clone().get_handle() as usize
    //        ).unwrap();

    //
    //        if !self.text_instances.is_empty() {
    //            for (font_handle, instance_buffer) in self.text_instances.clone() {
    //                let handle = font_handle.clone().handle as usize;
    //                let font = self.font_buffers.get(handle).clone().unwrap().clone();
    //                let descriptor_set = CanvasFont::get_descriptor_set(shader.get_pipeline());
    //
    //                command_buffer = command_buffer.draw(
    //                    shader.get_pipeline().clone(),
    //                    // Multiple vertex buffers must have their definition in the pipeline!
    //                    &self.dynamic_state.clone(),
    //                    vec![font.get_vertex_buffer().clone(), instance_buffer.clone()],
    //                    (), (),
    //                ).unwrap();
    //            }
    //        }

            command_buffer
                .end_render_pass()
                .unwrap()
        }
    }

# Help

## Keyboard Shortcuts

`?`
  Show this help dialog
`S`
  Focus the search field
`↑`
  Move up in search results
`↓`
  Move down in search results
`↹`
  Switch tab
`⏎`
  Go to active search result
`+`
  Expand all sections
`-`
  Collapse all sections

## Search Tricks

Prefix searches with a type followed by a colon (e.g., `fn:`) to restrict the search to a given type.

Accepted types are: `fn`, `mod`, `struct`, `enum`, `trait`, `type`, `macro`, and `const`.

Search functions by type signature (e.g., `vec -> usize` or `* -> vec`)

Search multiple things at once by splitting your query with comma (e.g., `str,u8` or `String,struct:Vec,test`)