private VkPipeline CreateNewGraphicsPipeline(ref VkPipelineCacheKey cacheKey)
        {
            VkGraphicsPipelineCreateInfo pipelineCI = VkGraphicsPipelineCreateInfo.New();

            // RenderPass
            pipelineCI.renderPass = cacheKey.RenderPass;
            pipelineCI.subpass    = 0;

            pipelineCI.layout = cacheKey.PipelineLayout;

            // DynamicState
            VkPipelineDynamicStateCreateInfo dynamicStateCI = VkPipelineDynamicStateCreateInfo.New();
            VkDynamicState *dynamicStates = stackalloc VkDynamicState[2];

            dynamicStates[0] = VkDynamicState.Viewport;
            dynamicStates[1] = VkDynamicState.Scissor;
            dynamicStateCI.dynamicStateCount = 2;
            dynamicStateCI.pDynamicStates    = dynamicStates;
            pipelineCI.pDynamicState         = &dynamicStateCI;

            // ColorBlendState
            VkPipelineColorBlendAttachmentState colorBlendAttachementState = new VkPipelineColorBlendAttachmentState();

            colorBlendAttachementState.colorWriteMask      = VkColorComponentFlags.R | VkColorComponentFlags.G | VkColorComponentFlags.B | VkColorComponentFlags.A;
            colorBlendAttachementState.blendEnable         = cacheKey.BlendState.IsBlendEnabled;
            colorBlendAttachementState.srcColorBlendFactor = VkFormats.VeldridToVkBlendFactor(cacheKey.BlendState.SourceColorBlend);
            colorBlendAttachementState.dstColorBlendFactor = VkFormats.VeldridToVkBlendFactor(cacheKey.BlendState.DestinationColorBlend);
            colorBlendAttachementState.colorBlendOp        = VkFormats.VeldridToVkBlendOp(cacheKey.BlendState.ColorBlendFunction);
            colorBlendAttachementState.srcAlphaBlendFactor = VkFormats.VeldridToVkBlendFactor(cacheKey.BlendState.SourceAlphaBlend);
            colorBlendAttachementState.dstAlphaBlendFactor = VkFormats.VeldridToVkBlendFactor(cacheKey.BlendState.DestinationAlphaBlend);
            colorBlendAttachementState.alphaBlendOp        = VkFormats.VeldridToVkBlendOp(cacheKey.BlendState.AlphaBlendFunction);

            VkPipelineColorBlendStateCreateInfo colorBlendStateCI = VkPipelineColorBlendStateCreateInfo.New();

            if (cacheKey.Framebuffer.ColorTexture != null)
            {
                colorBlendStateCI.attachmentCount  = 1;
                colorBlendStateCI.pAttachments     = &colorBlendAttachementState;
                colorBlendStateCI.blendConstants_0 = cacheKey.BlendState.BlendFactor.R;
                colorBlendStateCI.blendConstants_1 = cacheKey.BlendState.BlendFactor.G;
                colorBlendStateCI.blendConstants_2 = cacheKey.BlendState.BlendFactor.B;
                colorBlendStateCI.blendConstants_3 = cacheKey.BlendState.BlendFactor.A;
                pipelineCI.pColorBlendState        = &colorBlendStateCI;
            }

            // DepthStencilState
            VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = VkPipelineDepthStencilStateCreateInfo.New();

            depthStencilStateCI.depthCompareOp   = VkFormats.VeldridToVkDepthComparison(cacheKey.DepthStencilState.DepthComparison);
            depthStencilStateCI.depthWriteEnable = cacheKey.DepthStencilState.IsDepthWriteEnabled;
            depthStencilStateCI.depthTestEnable  = cacheKey.DepthStencilState.IsDepthEnabled;
            pipelineCI.pDepthStencilState        = &depthStencilStateCI;

            // MultisampleState
            VkPipelineMultisampleStateCreateInfo multisampleStateCI = VkPipelineMultisampleStateCreateInfo.New();

            multisampleStateCI.rasterizationSamples = VkSampleCountFlags.Count1;
            pipelineCI.pMultisampleState            = &multisampleStateCI;

            // RasterizationState
            VkPipelineRasterizationStateCreateInfo rasterizationStateCI = ((VkRasterizerState)cacheKey.RasterizerState).RasterizerStateCreateInfo;

            rasterizationStateCI.lineWidth = 1f;
            pipelineCI.pRasterizationState = &rasterizationStateCI;

            // ViewportState
            VkPipelineViewportStateCreateInfo viewportStateCI = VkPipelineViewportStateCreateInfo.New();

            viewportStateCI.viewportCount = 1;
            viewportStateCI.scissorCount  = 1;
            pipelineCI.pViewportState     = &viewportStateCI;

            // InputAssemblyState
            VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = VkPipelineInputAssemblyStateCreateInfo.New();

            inputAssemblyStateCI.topology  = cacheKey.PrimitiveTopology;
            pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;

            // VertexInputState
            VkPipelineVertexInputStateCreateInfo vertexInputStateCI = VkPipelineVertexInputStateCreateInfo.New();

            VertexInputDescription[] inputDescriptions = cacheKey.ShaderSet.InputLayout.InputDescriptions;
            uint bindingCount   = (uint)inputDescriptions.Length;
            uint attributeCount = (uint)inputDescriptions.Sum(desc => desc.Elements.Length);
            VkVertexInputBindingDescription *  bindingDescs   = stackalloc VkVertexInputBindingDescription[(int)bindingCount];
            VkVertexInputAttributeDescription *attributeDescs = stackalloc VkVertexInputAttributeDescription[(int)attributeCount];

            int targetIndex    = 0;
            int targetLocation = 0;

            for (int binding = 0; binding < inputDescriptions.Length; binding++)
            {
                VertexInputDescription inputDesc = inputDescriptions[binding];
                bindingDescs[targetIndex] = new VkVertexInputBindingDescription()
                {
                    binding   = (uint)binding,
                    inputRate = (inputDesc.Elements[0].StorageClassifier == VertexElementInputClass.PerInstance) ? VkVertexInputRate.Instance : VkVertexInputRate.Vertex,
                    stride    = ((VkVertexBuffer)cacheKey.VertexBindings[binding]).Stride
                };

                uint currentOffset = 0;
                for (int location = 0; location < inputDesc.Elements.Length; location++)
                {
                    VertexInputElement inputElement = inputDesc.Elements[location];

                    attributeDescs[targetIndex] = new VkVertexInputAttributeDescription()
                    {
                        format   = VkFormats.VeldridToVkVertexElementFormat(inputElement.ElementFormat),
                        binding  = (uint)binding,
                        location = (uint)(targetLocation + location),
                        offset   = currentOffset
                    };

                    targetIndex   += 1;
                    currentOffset += inputElement.SizeInBytes;
                }

                targetLocation += inputDesc.Elements.Length;
            }

            vertexInputStateCI.vertexBindingDescriptionCount   = bindingCount;
            vertexInputStateCI.pVertexBindingDescriptions      = bindingDescs;
            vertexInputStateCI.vertexAttributeDescriptionCount = attributeCount;
            vertexInputStateCI.pVertexAttributeDescriptions    = attributeDescs;
            pipelineCI.pVertexInputState = &vertexInputStateCI;

            // ShaderStage
            StackList <VkPipelineShaderStageCreateInfo> shaderStageCIs = new StackList <VkPipelineShaderStageCreateInfo>();

            VkPipelineShaderStageCreateInfo vertexStage = VkPipelineShaderStageCreateInfo.New();

            vertexStage.stage  = VkShaderStageFlags.Vertex;
            vertexStage.module = cacheKey.ShaderSet.VertexShader.ShaderModule;
            vertexStage.pName  = CommonStrings.main;
            shaderStageCIs.Add(vertexStage);

            VkPipelineShaderStageCreateInfo fragmentStage = VkPipelineShaderStageCreateInfo.New();

            fragmentStage.stage  = VkShaderStageFlags.Fragment;
            fragmentStage.module = cacheKey.ShaderSet.FragmentShader.ShaderModule;
            fragmentStage.pName  = CommonStrings.main;
            shaderStageCIs.Add(fragmentStage);

            if (cacheKey.ShaderSet.TessellationControlShader != null)
            {
                VkPipelineShaderStageCreateInfo tcStage = VkPipelineShaderStageCreateInfo.New();
                tcStage.stage  = VkShaderStageFlags.TessellationControl;
                tcStage.module = cacheKey.ShaderSet.TessellationControlShader.ShaderModule;
                tcStage.pName  = CommonStrings.main;
                shaderStageCIs.Add(tcStage);
            }

            if (cacheKey.ShaderSet.TessellationEvaluationShader != null)
            {
                VkPipelineShaderStageCreateInfo teStage = VkPipelineShaderStageCreateInfo.New();
                teStage.stage  = VkShaderStageFlags.TessellationEvaluation;
                teStage.module = cacheKey.ShaderSet.TessellationEvaluationShader.ShaderModule;
                teStage.pName  = CommonStrings.main;
                shaderStageCIs.Add(teStage);
            }

            if (cacheKey.ShaderSet.GeometryShader != null)
            {
                VkPipelineShaderStageCreateInfo geometryStage = VkPipelineShaderStageCreateInfo.New();
                geometryStage.stage  = VkShaderStageFlags.Geometry;
                geometryStage.module = cacheKey.ShaderSet.GeometryShader.ShaderModule;
                geometryStage.pName  = CommonStrings.main;
                shaderStageCIs.Add(geometryStage);
            }

            pipelineCI.stageCount = shaderStageCIs.Count;
            pipelineCI.pStages    = (VkPipelineShaderStageCreateInfo *)shaderStageCIs.Data;

            VkResult result = vkCreateGraphicsPipelines(_device, VkPipelineCache.Null, 1, ref pipelineCI, null, out VkPipeline ret);

            CheckResult(result);
            return(ret);
        }