/* * Copyright (C) 2019 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include #include "CommonWriter.h" #include #include #include #include #include #include #include namespace filament::matdbg { using namespace backend; using namespace filaflat; using namespace filamat; using namespace utils; size_t getShaderCount(const ChunkContainer& container, ChunkType type) { if (!container.hasChunk(type)) { return 0; } auto [start, end] = container.getChunkRange(type); Unflattener unflattener(start, end); uint64_t shaderCount = 0; if (!unflattener.read(&shaderCount) || shaderCount == 0) { return 0; } return shaderCount; } bool getShaderInfo(const ChunkContainer& container, ShaderInfo* info, ChunkType chunkType) { if (!container.hasChunk(chunkType)) { return true; } MaterialDomain domain; if (!read(container, ChunkType::MaterialDomain, reinterpret_cast(&domain))) { return false; } auto [start, end] = container.getChunkRange(chunkType); Unflattener unflattener(start, end); uint64_t shaderCount = 0; if (!unflattener.read(&shaderCount) || shaderCount == 0) { return false; } for (uint64_t i = 0; i < shaderCount; i++) { uint8_t shaderModelValue; Variant variant; uint8_t pipelineStageValue; uint32_t offsetValue; if (!unflattener.read(&shaderModelValue)) { return false; } if (!unflattener.read(&variant)) { return false; } if (!unflattener.read(&pipelineStageValue)) { return false; } if (!unflattener.read(&offsetValue)) { return false; } auto stage = ShaderStage(pipelineStageValue); if (domain == MaterialDomain::SURFACE) { variant = stage == ShaderStage::VERTEX ? Variant::filterVariantVertex(variant) : Variant::filterVariantFragment(variant); } *info++ = { .shaderModel = ShaderModel(shaderModelValue), .variant = variant, .pipelineStage = ShaderStage(pipelineStageValue), .offset = offsetValue }; } return true; } } // namespace filament