Files
filament/libs/matdbg/src/ShaderInfo.cpp
Mathias Agopian fabba73b1e Initial support for compute
* minimal backend support for compute
- added api to dispatch a compute shader
- added api to create and bind a ssbo
- added api to read back a buffer
Only implemented in the gl backend

* Add a backend compute test suite
* basic support for compute shaders in matc
this is still very much work-in-progress.
We're not supporting images nor ssbo for now.

* rename UniformInterfaceBlock to BufferInterfaceBlock
* augment BufferInterfaceBlock to support ssbo features
- add support for std430
- add support for ssbo
- add support for variable-size array
- add support for memory qualifiers

* reformat MaterialBuilder
* material format: move subpasses outside of parameters
subpasses now are their own json property instead of being a
"parameter".

* refactor parameter() methods to match Buffer/SamplerInterfaceBlock
We're just shuffling the arguments.

* add support for buffers in .mat files
* filamat now generates buffer blocks (ssbo)
* take feature level into consideration when optimizing shaders
* don't store the 'uniform binding' chunk for level 2 materials
this includes some refactoring/cleanups of MaterialParser

* matinfo: fixes for compute
- separate subpasses from parameters
- don't attempt to print material properties
2022-09-27 15:52:40 -07:00

188 lines
4.8 KiB
C++

/*
* 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 <matdbg/ShaderInfo.h>
#include <filaflat/ChunkContainer.h>
#include <filaflat/DictionaryReader.h>
#include <filaflat/MaterialChunk.h>
#include <filaflat/Unflattener.h>
#include <filament/MaterialChunkType.h>
#include <filament/MaterialEnums.h>
#include <backend/DriverEnums.h>
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 getMetalShaderInfo(const ChunkContainer& container, ShaderInfo* info) {
if (!container.hasChunk(ChunkType::MaterialMetal)) {
return true;
}
auto [start, end] = container.getChunkRange(ChunkType::MaterialMetal);
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;
}
*info++ = {
.shaderModel = ShaderModel(shaderModelValue),
.variant = variant,
.pipelineStage = ShaderStage(pipelineStageValue),
.offset = offsetValue
};
}
return true;
}
bool getGlShaderInfo(const ChunkContainer& container, ShaderInfo* info) {
if (!container.hasChunk(ChunkType::MaterialGlsl)) {
return true;
}
auto [start, end] = container.getChunkRange(ChunkType::MaterialGlsl);
Unflattener unflattener(start, end);
uint64_t shaderCount;
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;
}
*info++ = {
.shaderModel = ShaderModel(shaderModelValue),
.variant = variant,
.pipelineStage = ShaderStage(pipelineStageValue),
.offset = offsetValue
};
}
return true;
}
bool getVkShaderInfo(const ChunkContainer& container, ShaderInfo* info) {
if (!container.hasChunk(ChunkType::MaterialSpirv)) {
return true;
}
auto [start, end] = container.getChunkRange(ChunkType::MaterialSpirv);
Unflattener unflattener(start, end);
uint64_t shaderCount;
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 dictionaryIndex;
if (!unflattener.read(&shaderModelValue)) {
return false;
}
if (!unflattener.read(&variant)) {
return false;
}
if (!unflattener.read(&pipelineStageValue)) {
return false;
}
if (!unflattener.read(&dictionaryIndex)) {
return false;
}
*info++ = {
.shaderModel = ShaderModel(shaderModelValue),
.variant = variant,
.pipelineStage = ShaderStage(pipelineStageValue),
.offset = dictionaryIndex
};
}
return true;
}
} // namespace filament