/* * 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 #define COBJMACROS #define VKD3D_TEST_NO_DEFS /* Avoid conflicts with the Objective C BOOL definition. */ #define BOOL VKD3D_BOOLEAN #include "shader_runner.h" #include "vkd3d_d3dcommon.h" #undef BOOL struct metal_runner { struct shader_runner r; struct shader_runner_caps caps; id device; ID3D10Blob *d3d_blobs[SHADER_TYPE_COUNT]; struct vkd3d_shader_scan_signature_info signatures[SHADER_TYPE_COUNT]; }; static MTLVertexFormat get_metal_attribute_format(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_R32G32_FLOAT: return MTLVertexFormatFloat2; default: return MTLVertexFormatInvalid; } } static void trace_messages(const char *messages) { const char *p, *end, *line; if (!vkd3d_test_state.debug_level) return; p = messages; end = &p[strlen(p)]; trace("Received messages:\n"); while (p < end) { line = p; if ((p = memchr(line, '\n', end - line))) ++p; else p = end; trace(" %.*s", (int)(p - line), line); } } static struct metal_runner *metal_runner(struct shader_runner *r) { return CONTAINING_RECORD(r, struct metal_runner, r); } 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 compile_shader(struct metal_runner *runner, enum shader_type type, struct vkd3d_shader_code *out) { struct vkd3d_shader_interface_info interface_info = {.type = VKD3D_SHADER_STRUCTURE_TYPE_INTERFACE_INFO}; struct vkd3d_shader_compile_info info = {.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO}; struct vkd3d_shader_resource_binding bindings[MAX_RESOURCES + MAX_SAMPLERS]; struct vkd3d_shader_resource_binding *binding; unsigned int descriptor_binding = 0; char *messages; int ret; const struct vkd3d_shader_compile_option options[] = { {VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_13}, {VKD3D_SHADER_COMPILE_OPTION_FEATURE, shader_runner_caps_get_feature_flags(&runner->caps)}, }; if (!(runner->d3d_blobs[type] = compile_hlsl(&runner->r, type))) return false; info.next = &interface_info; info.source.code = ID3D10Blob_GetBufferPointer(runner->d3d_blobs[type]); info.source.size = ID3D10Blob_GetBufferSize(runner->d3d_blobs[type]); info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF; info.target_type = VKD3D_SHADER_TARGET_MSL; info.options = options; info.option_count = ARRAY_SIZE(options); info.log_level = VKD3D_SHADER_LOG_WARNING; if (runner->r.uniform_count) { binding = &bindings[interface_info.binding_count++]; binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_CBV; binding->register_space = 0; binding->register_index = 0; binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL; binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER; binding->binding.set = 0; binding->binding.binding = descriptor_binding++; binding->binding.count = 1; } interface_info.bindings = bindings; interface_info.next = &runner->signatures[type]; runner->signatures[type].type = VKD3D_SHADER_STRUCTURE_TYPE_SCAN_SIGNATURE_INFO; runner->signatures[type].next = NULL; ret = vkd3d_shader_compile(&info, out, &messages); if (messages) trace_messages(messages); vkd3d_shader_free_messages(messages); return ret >= 0; } static id compile_stage(struct metal_runner *runner, enum shader_type type) { struct vkd3d_shader_code out; id function; id library; NSString *src; NSError *err; if (!compile_shader(runner, type, &out)) return nil; src = [[[NSString alloc] initWithBytes:out.code length:out.size encoding:NSUTF8StringEncoding] autorelease]; library = [[runner->device newLibraryWithSource:src options:nil error:&err] autorelease]; ok(library, "Failed to create MTLLibrary.\n"); if (err) trace_messages([err.localizedDescription UTF8String]); function = [library newFunctionWithName:@"shader_entry"]; ok(function, "Failed to create MTLFunction.\n"); vkd3d_shader_free_shader_code(&out); return [function autorelease]; } 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) { struct metal_runner *runner = metal_runner(r); MTLRenderPipelineDescriptor *pipeline_desc; MTLVertexBufferLayoutDescriptor *binding; id device = runner->device; size_t attribute_offsets[32], stride; MTLVertexDescriptor *vertex_desc; id pso; struct resource *resource; unsigned int vb_idx, i, j; NSError *err; struct { unsigned int idx; } vb_info[MAX_RESOURCES]; @autoreleasepool { pipeline_desc = [[[MTLRenderPipelineDescriptor alloc] init] autorelease]; vertex_desc = [MTLVertexDescriptor vertexDescriptor]; if (!(pipeline_desc.vertexFunction = compile_stage(runner, SHADER_TYPE_VS))) { trace("Failed to compile vertex function.\n"); goto done; } if (!(pipeline_desc.fragmentFunction = compile_stage(runner, SHADER_TYPE_PS))) { trace("Failed to compile fragment function.\n"); goto done; } /* [[buffer(0)]] is used for the descriptor argument buffer. */ vb_idx = 1; for (i = 0; i < runner->r.resource_count; ++i) { resource = runner->r.resources[i]; switch (resource->desc.type) { case RESOURCE_TYPE_VERTEX_BUFFER: assert(resource->desc.slot < ARRAY_SIZE(vb_info)); for (j = 0, stride = 0; j < runner->r.input_element_count; ++j) { if (runner->r.input_elements[j].slot != resource->desc.slot) continue; assert(j < ARRAY_SIZE(attribute_offsets)); attribute_offsets[j] = stride; stride += runner->r.input_elements[j].texel_size; } if (!stride) break; vb_info[resource->desc.slot].idx = vb_idx; binding = [vertex_desc.layouts objectAtIndexedSubscript:vb_idx]; binding.stepFunction = MTLVertexStepFunctionPerVertex; binding.stride = stride; ++vb_idx; break; default: break; } } if (runner->r.input_element_count > 32) fatal_error("Unsupported input element count %zu.\n", runner->r.input_element_count); for (i = 0; i < runner->r.input_element_count; ++i) { const struct input_element *element = &runner->r.input_elements[i]; const struct vkd3d_shader_signature_element *signature_element; MTLVertexAttributeDescriptor *attribute; signature_element = vkd3d_shader_find_signature_element(&runner->signatures[SHADER_TYPE_VS].input, element->name, element->index, 0); ok(signature_element, "Cannot find signature element %s%u.\n", element->name, element->index); attribute = [vertex_desc.attributes objectAtIndexedSubscript:signature_element->register_index]; attribute.bufferIndex = vb_info[element->slot].idx; attribute.format = get_metal_attribute_format(element->format); ok(attribute.format != MTLVertexFormatInvalid, "Unhandled attribute format %#x.\n", element->format); attribute.offset = attribute_offsets[i]; } pipeline_desc.vertexDescriptor = vertex_desc; if (!(pso = [[device newRenderPipelineStateWithDescriptor:pipeline_desc error:&err] autorelease])) { trace("Failed to compile pipeline state.\n"); if (err) trace_messages([err.localizedDescription UTF8String]); goto done; } } done: for (i = 0; i < SHADER_TYPE_COUNT; ++i) { if (!runner->d3d_blobs[i]) continue; vkd3d_shader_free_scan_signature_info(&runner->signatures[i]); ID3D10Blob_Release(runner->d3d_blobs[i]); runner->d3d_blobs[i] = NULL; } 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 check_msl_support(void) { const enum vkd3d_shader_target_type *target_types; unsigned int count, i; target_types = vkd3d_shader_get_supported_target_types(VKD3D_SHADER_SOURCE_DXBC_TPF, &count); for (i = 0; i < count; ++i) { if (target_types[i] == VKD3D_SHADER_TARGET_MSL) return true; } return false; } static bool metal_runner_init(struct metal_runner *runner) { NSArray> *devices; id device; static const char *const tags[] = { "msl", }; if (!check_msl_support()) { skip("MSL support is not enabled. If this is unintentional, " "add -DVKD3D_SHADER_UNSUPPORTED_MSL to CPPFLAGS.\n"); return false; } 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]; runner->device = [device retain]; [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) { [runner->device release]; } 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); }