/* * 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 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> *devices; id 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); }