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tests/shader_runner_metal: Create Metal render targets.
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parent
5a679a1af3
commit
6d6cd8021e
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
@ -26,17 +26,44 @@
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#include "vkd3d_d3dcommon.h"
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#undef BOOL
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struct metal_resource
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{
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struct resource r;
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id<MTLTexture> texture;
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};
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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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id<MTLCommandQueue> queue;
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ID3D10Blob *d3d_blobs[SHADER_TYPE_COUNT];
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struct vkd3d_shader_scan_signature_info signatures[SHADER_TYPE_COUNT];
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};
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static MTLPixelFormat get_metal_pixel_format(DXGI_FORMAT format)
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{
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switch (format)
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{
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case DXGI_FORMAT_R32G32B32A32_FLOAT:
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return MTLPixelFormatRGBA32Float;
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case DXGI_FORMAT_R32G32B32A32_UINT:
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return MTLPixelFormatRGBA32Uint;
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case DXGI_FORMAT_R32G32B32A32_SINT:
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return MTLPixelFormatRGBA32Sint;
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case DXGI_FORMAT_R32_FLOAT:
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return MTLPixelFormatR32Float;
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case DXGI_FORMAT_R32_UINT:
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return MTLPixelFormatR32Uint;
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default:
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return MTLPixelFormatInvalid;
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}
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}
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static MTLVertexFormat get_metal_attribute_format(DXGI_FORMAT format)
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{
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switch (format)
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@ -70,24 +97,78 @@ static void trace_messages(const char *messages)
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}
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}
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static struct metal_resource *metal_resource(struct resource *r)
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{
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return CONTAINING_RECORD(r, struct metal_resource, r);
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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 void init_resource_texture(struct metal_runner *runner,
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struct metal_resource *resource, const struct resource_params *params)
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{
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id<MTLDevice> device = runner->device;
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MTLTextureDescriptor *desc;
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if (params->desc.type != RESOURCE_TYPE_RENDER_TARGET)
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return;
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if (params->desc.sample_count > 1)
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{
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if (params->desc.level_count > 1)
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fatal_error("Multisampled texture has multiple levels.\n");
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if (![device supportsTextureSampleCount:params->desc.sample_count])
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{
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skip("Format #%x with sample count %u is not supported; skipping.\n", params->desc.format,
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params->desc.sample_count);
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return;
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}
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}
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if (params->data)
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fatal_error("Initial texture resource data not implemented.\n");
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desc = [[MTLTextureDescriptor alloc] init];
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if (params->desc.sample_count > 1)
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desc.textureType = MTLTextureType2DMultisample;
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desc.pixelFormat = get_metal_pixel_format(params->desc.format);
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ok(desc.pixelFormat != MTLPixelFormatInvalid, "Unhandled pixel format %#x.\n", params->desc.format);
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desc.width = params->desc.width;
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desc.height = params->desc.height;
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desc.mipmapLevelCount = params->desc.level_count;
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desc.sampleCount = max(params->desc.sample_count, 1);
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desc.storageMode = MTLStorageModePrivate;
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desc.usage = MTLTextureUsageRenderTarget;
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resource->texture = [device newTextureWithDescriptor:desc];
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ok(resource->texture, "Failed to create texture.\n");
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[desc release];
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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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struct metal_runner *runner = metal_runner(r);
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struct metal_resource *resource;
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resource = calloc(1, sizeof(*resource));
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init_resource(resource, params);
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init_resource(&resource->r, params);
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return resource;
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if (params->desc.dimension != RESOURCE_DIMENSION_BUFFER)
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init_resource_texture(runner, resource, params);
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return &resource->r;
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}
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static void metal_runner_destroy_resource(struct shader_runner *r, struct resource *res)
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{
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free(res);
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struct metal_resource *resource = metal_resource(res);
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[resource->texture release];
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free(resource);
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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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@ -179,15 +260,20 @@ 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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MTLViewport viewport = {0.0, 0.0, 0.0, 0.0, 0.0, 1.0};
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MTLRenderPassColorAttachmentDescriptor *attachment;
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unsigned int fb_width, fb_height, vb_idx, i, j;
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struct metal_runner *runner = metal_runner(r);
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MTLRenderPipelineDescriptor *pipeline_desc;
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MTLVertexBufferLayoutDescriptor *binding;
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id<MTLDevice> device = runner->device;
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size_t attribute_offsets[32], stride;
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id<MTLRenderCommandEncoder> encoder;
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id<MTLCommandBuffer> command_buffer;
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MTLRenderPassDescriptor *pass_desc;
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MTLVertexDescriptor *vertex_desc;
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struct metal_resource *resource;
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id<MTLRenderPipelineState> pso;
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struct resource *resource;
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unsigned int vb_idx, i, j;
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NSError *err;
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struct
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@ -197,6 +283,7 @@ static bool metal_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY pr
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@autoreleasepool
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{
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pass_desc = [MTLRenderPassDescriptor renderPassDescriptor];
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pipeline_desc = [[[MTLRenderPipelineDescriptor alloc] init] autorelease];
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vertex_desc = [MTLVertexDescriptor vertexDescriptor];
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@ -212,18 +299,32 @@ static bool metal_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY pr
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goto done;
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}
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fb_width = ~0u;
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fb_height = ~0u;
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/* [[buffer(0)]] is used for the descriptor argument buffer. */
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vb_idx = 1;
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for (i = 0; i < runner->r.resource_count; ++i)
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{
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resource = runner->r.resources[i];
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switch (resource->desc.type)
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resource = metal_resource(runner->r.resources[i]);
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switch (resource->r.desc.type)
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{
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case RESOURCE_TYPE_RENDER_TARGET:
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pipeline_desc.colorAttachments[resource->r.desc.slot].pixelFormat = resource->texture.pixelFormat;
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attachment = pass_desc.colorAttachments[resource->r.desc.slot];
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attachment.loadAction = MTLLoadActionLoad;
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attachment.storeAction = MTLStoreActionStore;
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attachment.texture = resource->texture;
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if (resource->r.desc.width < fb_width)
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fb_width = resource->r.desc.width;
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if (resource->r.desc.height < fb_height)
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fb_height = resource->r.desc.height;
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break;
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case RESOURCE_TYPE_VERTEX_BUFFER:
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assert(resource->desc.slot < ARRAY_SIZE(vb_info));
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assert(resource->r.desc.slot < ARRAY_SIZE(vb_info));
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for (j = 0, stride = 0; j < runner->r.input_element_count; ++j)
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{
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if (runner->r.input_elements[j].slot != resource->desc.slot)
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if (runner->r.input_elements[j].slot != resource->r.desc.slot)
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continue;
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assert(j < ARRAY_SIZE(attribute_offsets));
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attribute_offsets[j] = stride;
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@ -231,7 +332,7 @@ static bool metal_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY pr
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}
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if (!stride)
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break;
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vb_info[resource->desc.slot].idx = vb_idx;
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vb_info[resource->r.desc.slot].idx = vb_idx;
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binding = [vertex_desc.layouts objectAtIndexedSubscript:vb_idx];
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binding.stepFunction = MTLVertexStepFunctionPerVertex;
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binding.stride = stride;
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@ -242,6 +343,11 @@ static bool metal_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY pr
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break;
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}
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}
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viewport.width = fb_width;
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viewport.height = fb_height;
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command_buffer = [runner->queue commandBuffer];
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encoder = [command_buffer renderCommandEncoderWithDescriptor:pass_desc];
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if (runner->r.input_element_count > 32)
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fatal_error("Unsupported input element count %zu.\n", runner->r.input_element_count);
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@ -270,8 +376,16 @@ static bool metal_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY pr
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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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[encoder endEncoding];
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goto done;
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}
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[encoder setRenderPipelineState:pso];
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[encoder setViewport:viewport];
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[encoder endEncoding];
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[command_buffer commit];
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[command_buffer waitUntilCompleted];
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}
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done:
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@ -363,6 +477,13 @@ static bool metal_runner_init(struct metal_runner *runner)
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trace("GPU: %s\n", [[device name] UTF8String]);
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if (!(runner->queue = [device newCommandQueue]))
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{
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skip("Failed to create command queue.\n");
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[device release];
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return false;
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}
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runner->caps.runner = "Metal";
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runner->caps.tags = tags;
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runner->caps.tag_count = ARRAY_SIZE(tags);
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@ -374,6 +495,7 @@ 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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[runner->queue release];
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[runner->device release];
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}
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