text: /*
   * 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.
   */
  
  #ifndef MATDBG_SHADEREXTRACTOR_H
  #define MATDBG_SHADEREXTRACTOR_H
  
  #include <filaflat/ChunkContainer.h>
  #include <filaflat/MaterialChunk.h>
  #include <filaflat/ShaderBuilder.h>
  
  #include <backend/DriverEnums.h>
  
  #include <utils/CString.h>
  
  namespace filaflat {
  class BlobDictionary;
  }
  
  namespace filament {
  namespace matdbg {
  
  // ShaderExtractor is a utility class for extracting shader source from a material package. It works
  // in a manner similar to ShaderReplacer.
  class ShaderExtractor {
  public:
      ShaderExtractor(backend::Backend backend, const void* data, size_t size);
      bool parse() noexcept;
      bool getShader(backend::ShaderModel shaderModel,
              uint8_t variant, backend::ShaderType stage, filaflat::ShaderBuilder& shader) noexcept;
      bool getDictionary(filaflat::BlobDictionary& dictionary) noexcept;
  
      static utils::CString spirvToGLSL(const uint32_t* data, size_t wordCount);
      static utils::CString spirvToText(const uint32_t* data, size_t wordCount);
  
  private:
      filaflat::ChunkContainer mChunkContainer;
      filaflat::MaterialChunk mMaterialChunk;
      filamat::ChunkType mMaterialTag = filamat::ChunkType::Unknown;
      filamat::ChunkType mDictionaryTag = filamat::ChunkType::Unknown;
  };
  
  } // namespace matdbg
  } // namespace filament
  
  #endif  // MATDBG_SHADEREXTRACTOR_H
  