vkd3d/tests/shader_runner_metal.m

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/*
* Copyright 2024 Feifan He for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#import <Metal/Metal.h>
#define VKD3D_TEST_NO_DEFS
/* Avoid conflicts with the Objective C BOOL definition. */
#define BOOL VKD3D_BOOLEAN
#include "shader_runner.h"
#undef BOOL
struct metal_runner
{
struct shader_runner r;
struct shader_runner_caps caps;
};
static struct resource *metal_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
{
struct resource *resource;
resource = calloc(1, sizeof(*resource));
init_resource(resource, params);
return resource;
};
static void metal_runner_destroy_resource(struct shader_runner *r, struct resource *res)
{
free(res);
};
static bool metal_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z)
{
return false;
};
static void metal_runner_clear(struct shader_runner *r, struct resource *res, const struct vec4 *clear_value)
{
return;
};
static bool metal_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY primitive_topology,
unsigned int vertex_count, unsigned int instance_count)
{
return false;
};
static bool metal_runner_copy(struct shader_runner *r, struct resource *src, struct resource *dst)
{
return false;
};
static struct resource_readback *metal_runner_get_resource_readback(struct shader_runner *r, struct resource *res)
{
return NULL;
}
static void metal_runner_release_readback(struct shader_runner *r, struct resource_readback *rb)
{
free(rb->data);
free(rb);
}
static const struct shader_runner_ops metal_runner_ops =
{
.create_resource = metal_runner_create_resource,
.destroy_resource = metal_runner_destroy_resource,
.dispatch = metal_runner_dispatch,
.clear = metal_runner_clear,
.draw = metal_runner_draw,
.copy = metal_runner_copy,
.get_resource_readback = metal_runner_get_resource_readback,
.release_readback = metal_runner_release_readback,
};
static bool metal_runner_init(struct metal_runner *runner)
{
NSArray<id<MTLDevice>> *devices;
id<MTLDevice> device;
static const char *const tags[] =
{
"msl",
};
memset(runner, 0, sizeof(*runner));
devices = MTLCopyAllDevices();
if (![devices count])
{
skip("Failed to find a usable Metal device.\n");
[devices release];
return false;
}
device = [devices objectAtIndex:0];
[devices release];
trace("GPU: %s\n", [[device name] UTF8String]);
runner->caps.runner = "Metal";
runner->caps.tags = tags;
runner->caps.tag_count = ARRAY_SIZE(tags);
runner->caps.minimum_shader_model = SHADER_MODEL_4_0;
runner->caps.maximum_shader_model = SHADER_MODEL_5_0;
return true;
}
static void metal_runner_cleanup(struct metal_runner *runner)
{
/* Nothing to do. */
}
void run_shader_tests_metal(void)
{
struct metal_runner runner;
if (!metal_runner_init(&runner))
return;
run_shader_tests(&runner.r, &runner.caps, &metal_runner_ops, NULL);
metal_runner_cleanup(&runner);
}