use std::borrow::Cow;

pub fn convert(
    device: &wgpu::Device,
    encoder: &mut wgpu::CommandEncoder,
    source: wgpu::Texture,
    format: wgpu::TextureFormat,
) -> wgpu::Texture {
    if source.format() == format {
        return source;
    }

    let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
        label: Some("iced_wgpu.offscreen.sampler"),
        ..wgpu::SamplerDescriptor::default()
    });

    //sampler in 0
    let sampler_layout =
        device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("iced_wgpu.offscreen.blit.sampler_layout"),
            entries: &[wgpu::BindGroupLayoutEntry {
                binding: 0,
                visibility: wgpu::ShaderStages::FRAGMENT,
                ty: wgpu::BindingType::Sampler(
                    wgpu::SamplerBindingType::NonFiltering,
                ),
                count: None,
            }],
        });

    let sampler_bind_group =
        device.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("iced_wgpu.offscreen.sampler.bind_group"),
            layout: &sampler_layout,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: wgpu::BindingResource::Sampler(&sampler),
            }],
        });

    let texture_layout =
        device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("iced_wgpu.offscreen.blit.texture_layout"),
            entries: &[wgpu::BindGroupLayoutEntry {
                binding: 0,
                visibility: wgpu::ShaderStages::FRAGMENT,
                ty: wgpu::BindingType::Texture {
                    sample_type: wgpu::TextureSampleType::Float {
                        filterable: false,
                    },
                    view_dimension: wgpu::TextureViewDimension::D2,
                    multisampled: false,
                },
                count: None,
            }],
        });

    let pipeline_layout =
        device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: Some("iced_wgpu.offscreen.blit.pipeline_layout"),
            bind_group_layouts: &[&sampler_layout, &texture_layout],
            push_constant_ranges: &[],
        });

    let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
        label: Some("iced_wgpu.offscreen.blit.shader"),
        source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
            "shader/blit.wgsl"
        ))),
    });

    let pipeline =
        device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("iced_wgpu.offscreen.blit.pipeline"),
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: "vs_main",
                buffers: &[],
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: "fs_main",
                targets: &[Some(wgpu::ColorTargetState {
                    format,
                    blend: Some(wgpu::BlendState {
                        color: wgpu::BlendComponent {
                            src_factor: wgpu::BlendFactor::SrcAlpha,
                            dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
                            operation: wgpu::BlendOperation::Add,
                        },
                        alpha: wgpu::BlendComponent {
                            src_factor: wgpu::BlendFactor::One,
                            dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
                            operation: wgpu::BlendOperation::Add,
                        },
                    }),
                    write_mask: wgpu::ColorWrites::ALL,
                })],
            }),
            primitive: wgpu::PrimitiveState {
                topology: wgpu::PrimitiveTopology::TriangleList,
                front_face: wgpu::FrontFace::Cw,
                ..wgpu::PrimitiveState::default()
            },
            depth_stencil: None,
            multisample: wgpu::MultisampleState::default(),
            multiview: None,
        });

    let texture = device.create_texture(&wgpu::TextureDescriptor {
        label: Some("iced_wgpu.offscreen.conversion.source_texture"),
        size: source.size(),
        mip_level_count: 1,
        sample_count: 1,
        dimension: wgpu::TextureDimension::D2,
        format,
        usage: wgpu::TextureUsages::RENDER_ATTACHMENT
            | wgpu::TextureUsages::COPY_SRC,
        view_formats: &[],
    });

    let view = &texture.create_view(&wgpu::TextureViewDescriptor::default());

    let texture_bind_group =
        device.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("iced_wgpu.offscreen.blit.texture_bind_group"),
            layout: &texture_layout,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: wgpu::BindingResource::TextureView(
                    &source
                        .create_view(&wgpu::TextureViewDescriptor::default()),
                ),
            }],
        });

    let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
        label: Some("iced_wgpu.offscreen.blit.render_pass"),
        color_attachments: &[Some(wgpu::RenderPassColorAttachment {
            view,
            resolve_target: None,
            ops: wgpu::Operations {
                load: wgpu::LoadOp::Load,
                store: wgpu::StoreOp::Store,
            },
        })],
        depth_stencil_attachment: None,
        timestamp_writes: None,
        occlusion_query_set: None,
    });

    pass.set_pipeline(&pipeline);
    pass.set_bind_group(0, &sampler_bind_group, &[]);
    pass.set_bind_group(1, &texture_bind_group, &[]);
    pass.draw(0..6, 0..1);

    texture
}

#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Vertex {
    ndc: [f32; 2],
    uv: [f32; 2],
}
