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tests/shader_runner: Introduce a Metal shader runner.
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Notes:
Henri Verbeet
2024-10-31 16:58:27 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1205
138
tests/shader_runner_metal.m
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138
tests/shader_runner_metal.m
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/*
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* Copyright 2024 Feifan He for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#import <Metal/Metal.h>
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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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#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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};
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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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resource = calloc(1, sizeof(*resource));
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init_resource(resource, params);
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return resource;
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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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};
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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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};
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static void metal_runner_clear(struct shader_runner *r, struct resource *res, const struct vec4 *clear_value)
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{
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return;
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};
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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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return false;
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};
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static bool metal_runner_copy(struct shader_runner *r, struct resource *src, struct resource *dst)
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{
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return false;
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};
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static struct resource_readback *metal_runner_get_resource_readback(struct shader_runner *r, struct resource *res)
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{
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return NULL;
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}
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static void metal_runner_release_readback(struct shader_runner *r, struct resource_readback *rb)
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{
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free(rb->data);
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free(rb);
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}
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static const struct shader_runner_ops metal_runner_ops =
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{
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.create_resource = metal_runner_create_resource,
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.destroy_resource = metal_runner_destroy_resource,
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.dispatch = metal_runner_dispatch,
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.clear = metal_runner_clear,
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.draw = metal_runner_draw,
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.copy = metal_runner_copy,
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.get_resource_readback = metal_runner_get_resource_readback,
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.release_readback = metal_runner_release_readback,
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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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id<MTLDevice> device;
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static const char *const tags[] =
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{
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"msl",
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};
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memset(runner, 0, sizeof(*runner));
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devices = MTLCopyAllDevices();
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if (![devices count])
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{
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skip("Failed to find a usable Metal device.\n");
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[devices release];
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return false;
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}
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device = [devices objectAtIndex:0];
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[devices release];
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trace("GPU: %s\n", [[device name] UTF8String]);
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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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runner->caps.minimum_shader_model = SHADER_MODEL_4_0;
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runner->caps.maximum_shader_model = SHADER_MODEL_5_0;
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return true;
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}
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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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}
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void run_shader_tests_metal(void)
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{
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struct metal_runner runner;
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if (!metal_runner_init(&runner))
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return;
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run_shader_tests(&runner.r, &runner.caps, &metal_runner_ops, NULL);
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metal_runner_cleanup(&runner);
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}
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