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tests/shader_runner_metal: Implement graphics shader compilation.
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parent
7a1d36ba05
commit
40cccaccea
Notes:
Henri Verbeet
2024-11-20 15:00:07 +01:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1243
@ -18,18 +18,49 @@
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#include "config.h"
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#import <Metal/Metal.h>
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#define COBJMACROS
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#define VKD3D_TEST_NO_DEFS
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/* Avoid conflicts with the Objective C BOOL definition. */
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#define BOOL VKD3D_BOOLEAN
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#include "shader_runner.h"
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#include "vkd3d_d3dcommon.h"
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#undef BOOL
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struct metal_runner
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{
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struct shader_runner r;
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struct shader_runner_caps caps;
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id<MTLDevice> device;
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};
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static void trace_messages(const char *messages)
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{
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const char *p, *end, *line;
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if (!vkd3d_test_state.debug_level)
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return;
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p = messages;
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end = &p[strlen(p)];
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trace("Received messages:\n");
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while (p < end)
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{
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line = p;
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if ((p = memchr(line, '\n', end - line)))
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++p;
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else
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p = end;
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trace(" %.*s", (int)(p - line), line);
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}
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}
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static struct metal_runner *metal_runner(struct shader_runner *r)
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{
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return CONTAINING_RECORD(r, struct metal_runner, r);
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}
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static struct resource *metal_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
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{
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struct resource *resource;
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@ -45,6 +76,81 @@ static void metal_runner_destroy_resource(struct shader_runner *r, struct resour
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free(res);
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}
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static bool compile_shader(struct metal_runner *runner, enum shader_type type, struct vkd3d_shader_code *out)
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{
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struct vkd3d_shader_interface_info interface_info = {.type = VKD3D_SHADER_STRUCTURE_TYPE_INTERFACE_INFO};
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struct vkd3d_shader_compile_info info = {.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO};
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struct vkd3d_shader_resource_binding bindings[MAX_RESOURCES + MAX_SAMPLERS];
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struct vkd3d_shader_resource_binding *binding;
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unsigned int descriptor_binding = 0;
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ID3DBlob *d3d_blob;
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char *messages;
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int ret;
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const struct vkd3d_shader_compile_option options[] =
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{
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{VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_13},
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{VKD3D_SHADER_COMPILE_OPTION_FEATURE, shader_runner_caps_get_feature_flags(&runner->caps)},
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};
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if (!(d3d_blob = compile_hlsl(&runner->r, type)))
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return false;
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info.next = &interface_info;
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info.source.code = ID3D10Blob_GetBufferPointer(d3d_blob);
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info.source.size = ID3D10Blob_GetBufferSize(d3d_blob);
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info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF;
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info.target_type = VKD3D_SHADER_TARGET_MSL;
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info.options = options;
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info.option_count = ARRAY_SIZE(options);
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info.log_level = VKD3D_SHADER_LOG_WARNING;
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if (runner->r.uniform_count)
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{
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binding = &bindings[interface_info.binding_count++];
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binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_CBV;
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binding->register_space = 0;
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binding->register_index = 0;
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binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
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binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER;
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binding->binding.set = 0;
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binding->binding.binding = descriptor_binding++;
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binding->binding.count = 1;
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}
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interface_info.bindings = bindings;
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ret = vkd3d_shader_compile(&info, out, &messages);
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if (messages)
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trace_messages(messages);
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vkd3d_shader_free_messages(messages);
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ID3D10Blob_Release(d3d_blob);
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return ret >= 0;
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}
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static id<MTLFunction> compile_stage(struct metal_runner *runner, enum shader_type type)
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{
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struct vkd3d_shader_code out;
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id<MTLFunction> function;
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id<MTLLibrary> library;
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NSString *src;
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NSError *err;
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if (!compile_shader(runner, type, &out))
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return nil;
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src = [[[NSString alloc] initWithBytes:out.code length:out.size encoding:NSUTF8StringEncoding] autorelease];
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library = [[runner->device newLibraryWithSource:src options:nil error:&err] autorelease];
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ok(library, "Failed to create MTLLibrary.\n");
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if (err)
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trace_messages([err.localizedDescription UTF8String]);
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function = [library newFunctionWithName:@"shader_entry"];
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ok(function, "Failed to create MTLFunction.\n");
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vkd3d_shader_free_shader_code(&out);
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return [function autorelease];
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}
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static bool metal_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z)
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{
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return false;
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@ -58,6 +164,38 @@ static void metal_runner_clear(struct shader_runner *r, struct resource *res, co
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static bool metal_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY primitive_topology,
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unsigned int vertex_count, unsigned int instance_count)
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{
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struct metal_runner *runner = metal_runner(r);
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MTLRenderPipelineDescriptor *pipeline_desc;
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id<MTLDevice> device = runner->device;
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id<MTLRenderPipelineState> pso;
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NSError *err;
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@autoreleasepool
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{
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pipeline_desc = [[[MTLRenderPipelineDescriptor alloc] init] autorelease];
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if (!(pipeline_desc.vertexFunction = compile_stage(runner, SHADER_TYPE_VS)))
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{
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trace("Failed to compile vertex function.\n");
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goto done;
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}
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if (!(pipeline_desc.fragmentFunction = compile_stage(runner, SHADER_TYPE_PS)))
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{
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trace("Failed to compile fragment function.\n");
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goto done;
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}
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if (!(pso = [[device newRenderPipelineStateWithDescriptor:pipeline_desc error:&err] autorelease]))
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{
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trace("Failed to compile pipeline state.\n");
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if (err)
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trace_messages([err.localizedDescription UTF8String]);
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goto done;
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}
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}
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done:
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return false;
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}
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@ -89,6 +227,21 @@ static const struct shader_runner_ops metal_runner_ops =
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.release_readback = metal_runner_release_readback,
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};
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static bool check_msl_support(void)
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{
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const enum vkd3d_shader_target_type *target_types;
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unsigned int count, i;
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target_types = vkd3d_shader_get_supported_target_types(VKD3D_SHADER_SOURCE_DXBC_TPF, &count);
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for (i = 0; i < count; ++i)
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{
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if (target_types[i] == VKD3D_SHADER_TARGET_MSL)
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return true;
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}
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return false;
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}
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static bool metal_runner_init(struct metal_runner *runner)
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{
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NSArray<id<MTLDevice>> *devices;
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@ -99,6 +252,13 @@ static bool metal_runner_init(struct metal_runner *runner)
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"msl",
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};
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if (!check_msl_support())
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{
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skip("MSL support is not enabled. If this is unintentional, "
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"add -DVKD3D_SHADER_UNSUPPORTED_MSL to CPPFLAGS.\n");
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return false;
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}
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memset(runner, 0, sizeof(*runner));
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devices = MTLCopyAllDevices();
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@ -109,6 +269,7 @@ static bool metal_runner_init(struct metal_runner *runner)
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return false;
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}
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device = [devices objectAtIndex:0];
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runner->device = [device retain];
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[devices release];
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trace("GPU: %s\n", [[device name] UTF8String]);
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@ -124,7 +285,7 @@ static bool metal_runner_init(struct metal_runner *runner)
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static void metal_runner_cleanup(struct metal_runner *runner)
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{
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/* Nothing to do. */
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[runner->device release];
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}
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void run_shader_tests_metal(void)
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