extern bool g_ApplicationRunning;

// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif

//#define IMGUI_UNLIMITED_FRAME_RATE
#ifdef _DEBUG
#define IMGUI_VULKAN_DEBUG_REPORT
#endif

static VkAllocationCallbacks* g_Allocator = NULL;
static VkInstance               g_Instance = VK_NULL_HANDLE;
static VkPhysicalDevice         g_PhysicalDevice = VK_NULL_HANDLE;
static VkDevice                 g_Device = VK_NULL_HANDLE;
static uint32_t                 g_QueueFamily = (uint32_t)-1;
static VkQueue                  g_Queue = VK_NULL_HANDLE;
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache          g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool         g_DescriptorPool = VK_NULL_HANDLE;

static ImGui_ImplVulkanH_Window g_MainWindowData;
static int                      g_MinImageCount = 2;
static bool                     g_SwapChainRebuild = false;

// Per-frame-in-flight
static std::vector<std::vector<VkCommandBuffer>> s_AllocatedCommandBuffers;
static std::vector<std::vector<std::function<void()>>> s_ResourceFreeQueue;

// Unlike g_MainWindowData.FrameIndex, this is not the the swapchain image index
// and is always guaranteed to increase (eg. 0, 1, 2, 0, 1, 2)
static uint32_t s_CurrentFrameIndex = 0;

static Walnut::Application* s_Instance = nullptr;

void check_vk_result(VkResult err)
{
	if (err == 0)
		return;
	fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
	if (err < 0)
		abort();
}

#ifdef IMGUI_VULKAN_DEBUG_REPORT
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
{
	(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
	fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
	return VK_FALSE;
}
#endif // IMGUI_VULKAN_DEBUG_REPORT

static void SetupVulkan(const char** extensions, uint32_t extensions_count)
{
	VkResult err;

	// Create Vulkan Instance
	{
		VkInstanceCreateInfo create_info = {};
		create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
		create_info.enabledExtensionCount = extensions_count;
		create_info.ppEnabledExtensionNames = extensions;
#ifdef IMGUI_VULKAN_DEBUG_REPORT
		// Enabling validation layers
		const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
		create_info.enabledLayerCount = 1;
		create_info.ppEnabledLayerNames = layers;

		// Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
		const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
		memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
		extensions_ext[extensions_count] = "VK_EXT_debug_report";
		create_info.enabledExtensionCount = extensions_count + 1;
		create_info.ppEnabledExtensionNames = extensions_ext;

		// Create Vulkan Instance
		err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
		check_vk_result(err);
		free(extensions_ext);

		// Get the function pointer (required for any extensions)
		auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
		IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);

		// Setup the debug report callback
		VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
		debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
		debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
		debug_report_ci.pfnCallback = debug_report;
		debug_report_ci.pUserData = NULL;
		err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
		check_vk_result(err);
#else
		// Create Vulkan Instance without any debug feature
		err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
		check_vk_result(err);
		IM_UNUSED(g_DebugReport);
#endif
	}

	// Select GPU
	{
		uint32_t gpu_count;
		err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
		check_vk_result(err);
		IM_ASSERT(gpu_count > 0);

		VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
		err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
		check_vk_result(err);

		// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
		// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
		// dedicated GPUs) is out of scope of this sample.
		int use_gpu = 0;
		for (int i = 0; i < (int)gpu_count; i++)
		{
			VkPhysicalDeviceProperties properties;
			vkGetPhysicalDeviceProperties(gpus[i], &properties);
			if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
			{
				use_gpu = i;
				break;
			}
		}

		g_PhysicalDevice = gpus[use_gpu];
		free(gpus);
	}

	// Select graphics queue family
	{
		uint32_t count;
		vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
		VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
		vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
		for (uint32_t i = 0; i < count; i++)
			if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
			{
				g_QueueFamily = i;
				break;
			}
		free(queues);
		IM_ASSERT(g_QueueFamily != (uint32_t)-1);
	}

	// Create Logical Device (with 1 queue)
	{
		int device_extension_count = 1;
		const char* device_extensions[] = { "VK_KHR_swapchain" };
		const float queue_priority[] = { 1.0f };
		VkDeviceQueueCreateInfo queue_info[1] = {};
		queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
		queue_info[0].queueFamilyIndex = g_QueueFamily;
		queue_info[0].queueCount = 1;
		queue_info[0].pQueuePriorities = queue_priority;
		VkDeviceCreateInfo create_info = {};
		create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
		create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
		create_info.pQueueCreateInfos = queue_info;
		create_info.enabledExtensionCount = device_extension_count;
		create_info.ppEnabledExtensionNames = device_extensions;
		err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
		check_vk_result(err);
		vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
	}

	// Create Descriptor Pool
	{
		VkDescriptorPoolSize pool_sizes[] =
		{
			{ VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
			{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
			{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
			{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
			{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
			{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
			{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
			{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
			{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
			{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
			{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
		};
		VkDescriptorPoolCreateInfo pool_info = {};
		pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
		pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
		pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
		pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
		pool_info.pPoolSizes = pool_sizes;
		err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
		check_vk_result(err);
	}
}

// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{
	wd->Surface = surface;

	// Check for WSI support
	VkBool32 res;
	vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
	if (res != VK_TRUE)
	{
		fprintf(stderr, "Error no WSI support on physical device 0\n");
		exit(-1);
	}

	// Select Surface Format
	const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
	const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
	wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);

	// Select Present Mode
#ifdef IMGUI_UNLIMITED_FRAME_RATE
	VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else
	VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
#endif
	wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
	//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);

	// Create SwapChain, RenderPass, Framebuffer, etc.
	IM_ASSERT(g_MinImageCount >= 2);
	ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
}

static void CleanupVulkan()
{
	vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);

#ifdef IMGUI_VULKAN_DEBUG_REPORT
	// Remove the debug report callback
	auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
	vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
#endif // IMGUI_VULKAN_DEBUG_REPORT

	vkDestroyDevice(g_Device, g_Allocator);
	vkDestroyInstance(g_Instance, g_Allocator);
}

static void CleanupVulkanWindow()
{
	ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
}

static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
	VkResult err;

	VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
	VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
	err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
	if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
	{
		g_SwapChainRebuild = true;
		return;
	}
	check_vk_result(err);

	s_CurrentFrameIndex = (s_CurrentFrameIndex + 1) % g_MainWindowData.ImageCount;

	ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
	{
		err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX);    // wait indefinitely instead of periodically checking
		check_vk_result(err);

		err = vkResetFences(g_Device, 1, &fd->Fence);
		check_vk_result(err);
	}
	
	{
		// Free resources in queue
		for (auto& func : s_ResourceFreeQueue[s_CurrentFrameIndex])
			func();
		s_ResourceFreeQueue[s_CurrentFrameIndex].clear();
	}
	{
		// Free command buffers allocated by Application::GetCommandBuffer
		// These use g_MainWindowData.FrameIndex and not s_CurrentFrameIndex because they're tied to the swapchain image index
		auto& allocatedCommandBuffers = s_AllocatedCommandBuffers[wd->FrameIndex];
		if (allocatedCommandBuffers.size() > 0)
		{
			vkFreeCommandBuffers(g_Device, fd->CommandPool, (uint32_t)allocatedCommandBuffers.size(), allocatedCommandBuffers.data());
			allocatedCommandBuffers.clear();
		}

		err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
		check_vk_result(err);
		VkCommandBufferBeginInfo info = {};
		info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
		info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
		err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
		check_vk_result(err);
	}
	{
		VkRenderPassBeginInfo info = {};
		info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
		info.renderPass = wd->RenderPass;
		info.framebuffer = fd->Framebuffer;
		info.renderArea.extent.width = wd->Width;
		info.renderArea.extent.height = wd->Height;
		info.clearValueCount = 1;
		info.pClearValues = &wd->ClearValue;
		vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
	}

	// Record dear imgui primitives into command buffer
	ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);

	// Submit command buffer
	vkCmdEndRenderPass(fd->CommandBuffer);
	{
		VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
		VkSubmitInfo info = {};
		info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
		info.waitSemaphoreCount = 1;
		info.pWaitSemaphores = &image_acquired_semaphore;
		info.pWaitDstStageMask = &wait_stage;
		info.commandBufferCount = 1;
		info.pCommandBuffers = &fd->CommandBuffer;
		info.signalSemaphoreCount = 1;
		info.pSignalSemaphores = &render_complete_semaphore;

		err = vkEndCommandBuffer(fd->CommandBuffer);
		check_vk_result(err);
		err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
		check_vk_result(err);
	}
}

static void FramePresent(ImGui_ImplVulkanH_Window* wd)
{
	if (g_SwapChainRebuild)
		return;
	VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
	VkPresentInfoKHR info = {};
	info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
	info.waitSemaphoreCount = 1;
	info.pWaitSemaphores = &render_complete_semaphore;
	info.swapchainCount = 1;
	info.pSwapchains = &wd->Swapchain;
	info.pImageIndices = &wd->FrameIndex;
	VkResult err = vkQueuePresentKHR(g_Queue, &info);
	if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
	{
		g_SwapChainRebuild = true;
		return;
	}
	check_vk_result(err);
	wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
}

static void glfw_error_callback(int error, const char* description)
{
	fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}

namespace Walnut {

	Application::Application(const ApplicationSpecification& specification)
		: m_Specification(specification)
	{
		s_Instance = this;

		Init();
	}

	Application::~Application()
	{
		Shutdown();

		s_Instance = nullptr;
	}

	Application& Application::Get()
	{
		return *s_Instance;
	}

	void Application::Init()
	{
		// Setup GLFW window
		glfwSetErrorCallback(glfw_error_callback);
		if (!glfwInit())
		{
			std::cerr << "Could not initalize GLFW!\n";
			return;
		}

		glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
		m_WindowHandle = glfwCreateWindow(m_Specification.Width, m_Specification.Height, m_Specification.Name.c_str(), NULL, NULL);

		// Setup Vulkan
		if (!glfwVulkanSupported())
		{
			std::cerr << "GLFW: Vulkan not supported!\n";
			return;
		}
		uint32_t extensions_count = 0;
		const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
		SetupVulkan(extensions, extensions_count);

		// Create Window Surface
		VkSurfaceKHR surface;
		VkResult err = glfwCreateWindowSurface(g_Instance, m_WindowHandle, g_Allocator, &surface);
		check_vk_result(err);

		// Create Framebuffers
		int w, h;
		glfwGetFramebufferSize(m_WindowHandle, &w, &h);
		ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
		SetupVulkanWindow(wd, surface, w, h);

		s_AllocatedCommandBuffers.resize(wd->ImageCount);
		s_ResourceFreeQueue.resize(wd->ImageCount);

		// Setup Dear ImGui context
		IMGUI_CHECKVERSION();
		ImGui::CreateContext();
		ImGuiIO& io = ImGui::GetIO(); (void)io;
		io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
		//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
		io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
		io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
		//io.ConfigViewportsNoAutoMerge = true;
		//io.ConfigViewportsNoTaskBarIcon = true;

		// Setup Dear ImGui style
		ImGui::StyleColorsDark();
		//ImGui::StyleColorsClassic();

		// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
		ImGuiStyle& style = ImGui::GetStyle();
		if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
		{
			style.WindowRounding = 0.0f;
			style.Colors[ImGuiCol_WindowBg].w = 1.0f;
		}

		// Setup Platform/Renderer backends
		ImGui_ImplGlfw_InitForVulkan(m_WindowHandle, true);
		ImGui_ImplVulkan_InitInfo init_info = {};
		init_info.Instance = g_Instance;
		init_info.PhysicalDevice = g_PhysicalDevice;
		init_info.Device = g_Device;
		init_info.QueueFamily = g_QueueFamily;
		init_info.Queue = g_Queue;
		init_info.PipelineCache = g_PipelineCache;
		init_info.DescriptorPool = g_DescriptorPool;
		init_info.Subpass = 0;
		init_info.MinImageCount = g_MinImageCount;
		init_info.ImageCount = wd->ImageCount;
		init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
		init_info.Allocator = g_Allocator;
		init_info.CheckVkResultFn = check_vk_result;
		ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);

		// Load default font
		ImFontConfig fontConfig;
		fontConfig.FontDataOwnedByAtlas = false;
		ImFont* robotoFont = io.Fonts->AddFontFromMemoryTTF((void*)g_RobotoRegular, sizeof(g_RobotoRegular), 20.0f, &fontConfig);
		io.FontDefault = robotoFont;

		// Upload Fonts
		{
			// Use any command queue
			VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
			VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;

			err = vkResetCommandPool(g_Device, command_pool, 0);
			check_vk_result(err);
			VkCommandBufferBeginInfo begin_info = {};
			begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
			begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
			err = vkBeginCommandBuffer(command_buffer, &begin_info);
			check_vk_result(err);

			ImGui_ImplVulkan_CreateFontsTexture(command_buffer);

			VkSubmitInfo end_info = {};
			end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
			end_info.commandBufferCount = 1;
			end_info.pCommandBuffers = &command_buffer;
			err = vkEndCommandBuffer(command_buffer);
			check_vk_result(err);
			err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
			check_vk_result(err);

			err = vkDeviceWaitIdle(g_Device);
			check_vk_result(err);
			ImGui_ImplVulkan_DestroyFontUploadObjects();
		}
	}

	void Application::Shutdown()
	{
		for (auto& layer : m_LayerStack)
			layer->OnDetach();

		m_LayerStack.clear();

		// Cleanup
		VkResult err = vkDeviceWaitIdle(g_Device);
		check_vk_result(err);

		// Free resources in queue
		for (auto& queue : s_ResourceFreeQueue)
		{
			for (auto& func : queue)
				func();
		}
		s_ResourceFreeQueue.clear();

		ImGui_ImplVulkan_Shutdown();
		ImGui_ImplGlfw_Shutdown();
		ImGui::DestroyContext();

		CleanupVulkanWindow();
		CleanupVulkan();

		glfwDestroyWindow(m_WindowHandle);
		glfwTerminate();

		g_ApplicationRunning = false;
	}

	void Application::Run()
	{
		m_Running = true;

		ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
		ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
		ImGuiIO& io = ImGui::GetIO();

		// Main loop
		while (!glfwWindowShouldClose(m_WindowHandle) && m_Running)
		{
			// Poll and handle events (inputs, window resize, etc.)
			// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
			// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
			// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
			// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
			glfwPollEvents();

			for (auto& layer : m_LayerStack)
				layer->OnUpdate(m_TimeStep);

			// Resize swap chain?
			if (g_SwapChainRebuild)
			{
				int width, height;
				glfwGetFramebufferSize(m_WindowHandle, &width, &height);
				if (width > 0 && height > 0)
				{
					ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
					ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
					g_MainWindowData.FrameIndex = 0;

					// Clear allocated command buffers from here since entire pool is destroyed
					s_AllocatedCommandBuffers.clear();
					s_AllocatedCommandBuffers.resize(g_MainWindowData.ImageCount);

					g_SwapChainRebuild = false;
				}
			}

			// Start the Dear ImGui frame
			ImGui_ImplVulkan_NewFrame();
			ImGui_ImplGlfw_NewFrame();
			ImGui::NewFrame();

			{
				static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None;

				// We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into,
				// because it would be confusing to have two docking targets within each others.
				ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking;
				if (m_MenubarCallback)
					window_flags |= ImGuiWindowFlags_MenuBar;

				const ImGuiViewport* viewport = ImGui::GetMainViewport();
				ImGui::SetNextWindowPos(viewport->WorkPos);
				ImGui::SetNextWindowSize(viewport->WorkSize);
				ImGui::SetNextWindowViewport(viewport->ID);
				ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
				ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
				window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
				window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;

				// When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background
				// and handle the pass-thru hole, so we ask Begin() to not render a background.
				if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
					window_flags |= ImGuiWindowFlags_NoBackground;

				// Important: note that we proceed even if Begin() returns false (aka window is collapsed).
				// This is because we want to keep our DockSpace() active. If a DockSpace() is inactive,
				// all active windows docked into it will lose their parent and become undocked.
				// We cannot preserve the docking relationship between an active window and an inactive docking, otherwise
				// any change of dockspace/settings would lead to windows being stuck in limbo and never being visible.
				ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
				ImGui::Begin("DockSpace Demo", nullptr, window_flags);
				ImGui::PopStyleVar();

				ImGui::PopStyleVar(2);

				// Submit the DockSpace
				ImGuiIO& io = ImGui::GetIO();
				if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
				{
					ImGuiID dockspace_id = ImGui::GetID("VulkanAppDockspace");
					ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
				}

				if (m_MenubarCallback)
				{
					if (ImGui::BeginMenuBar())
					{
						m_MenubarCallback();
						ImGui::EndMenuBar();
					}
				}

				for (auto& layer : m_LayerStack)
					layer->OnUIRender();

				ImGui::End();
			}

			// Rendering
			ImGui::Render();
			ImDrawData* main_draw_data = ImGui::GetDrawData();
			const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
			wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
			wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
			wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
			wd->ClearValue.color.float32[3] = clear_color.w;
			if (!main_is_minimized)
				FrameRender(wd, main_draw_data);

			// Update and Render additional Platform Windows
			if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
			{
				ImGui::UpdatePlatformWindows();
				ImGui::RenderPlatformWindowsDefault();
			}

			// Present Main Platform Window
			if (!main_is_minimized)
				FramePresent(wd);

			float time = GetTime();
			m_FrameTime = time - m_LastFrameTime;
			m_TimeStep = glm::min<float>(m_FrameTime, 0.0333f);
			m_LastFrameTime = time;
		}

	}

	void Application::Close()
	{
		m_Running = false;
	}

	float Application::GetTime()
	{
		return (float)glfwGetTime();
	}

	VkInstance Application::GetInstance()
	{
		return g_Instance;
	}

	VkPhysicalDevice Application::GetPhysicalDevice()
	{
		return g_PhysicalDevice;
	}

	VkDevice Application::GetDevice()
	{
		return g_Device;
	}

	VkCommandBuffer Application::GetCommandBuffer(bool begin)
	{
		ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;

		// Use any command queue
		VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;

		VkCommandBufferAllocateInfo cmdBufAllocateInfo = {};
		cmdBufAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
		cmdBufAllocateInfo.commandPool = command_pool;
		cmdBufAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
		cmdBufAllocateInfo.commandBufferCount = 1;

		VkCommandBuffer& command_buffer = s_AllocatedCommandBuffers[wd->FrameIndex].emplace_back();
		auto err = vkAllocateCommandBuffers(g_Device, &cmdBufAllocateInfo, &command_buffer);

		VkCommandBufferBeginInfo begin_info = {};
		begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
		begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
		err = vkBeginCommandBuffer(command_buffer, &begin_info);
		check_vk_result(err);

		return command_buffer;
	}

	void Application::FlushCommandBuffer(VkCommandBuffer commandBuffer)
	{
		const uint64_t DEFAULT_FENCE_TIMEOUT = 100000000000;

		VkSubmitInfo end_info = {};
		end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
		end_info.commandBufferCount = 1;
		end_info.pCommandBuffers = &commandBuffer;
		auto err = vkEndCommandBuffer(commandBuffer);
		check_vk_result(err);

		// Create fence to ensure that the command buffer has finished executing
		VkFenceCreateInfo fenceCreateInfo = {};
		fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
		fenceCreateInfo.flags = 0;
		VkFence fence;
		err = vkCreateFence(g_Device, &fenceCreateInfo, nullptr, &fence);
		check_vk_result(err);

		err = vkQueueSubmit(g_Queue, 1, &end_info, fence);
		check_vk_result(err);

		err = vkWaitForFences(g_Device, 1, &fence, VK_TRUE, DEFAULT_FENCE_TIMEOUT);
		check_vk_result(err);

		vkDestroyFence(g_Device, fence, nullptr);
	}


	void Application::SubmitResourceFree(std::function<void()>&& func)
	{
		s_ResourceFreeQueue[s_CurrentFrameIndex].emplace_back(func);
	}

}
