vkd3d/tests/shader_runner_metal.m

589 lines
19 KiB
Objective-C

/*
* 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 <Metal/Metal.h>
#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
static const MTLResourceOptions DEFAULT_BUFFER_RESOURCE_OPTIONS = MTLResourceCPUCacheModeDefaultCache
| MTLResourceStorageModeShared
| MTLResourceHazardTrackingModeDefault;
struct metal_resource
{
struct resource r;
id<MTLBuffer> buffer;
id<MTLTexture> texture;
};
struct metal_resource_readback
{
struct resource_readback rb;
id<MTLBuffer> buffer;
};
struct metal_runner
{
struct shader_runner r;
struct shader_runner_caps caps;
id<MTLDevice> device;
id<MTLCommandQueue> queue;
ID3D10Blob *d3d_blobs[SHADER_TYPE_COUNT];
struct vkd3d_shader_scan_signature_info signatures[SHADER_TYPE_COUNT];
};
static MTLPixelFormat get_metal_pixel_format(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R32G32B32A32_FLOAT:
return MTLPixelFormatRGBA32Float;
case DXGI_FORMAT_R32G32B32A32_UINT:
return MTLPixelFormatRGBA32Uint;
case DXGI_FORMAT_R32G32B32A32_SINT:
return MTLPixelFormatRGBA32Sint;
case DXGI_FORMAT_R32_FLOAT:
return MTLPixelFormatR32Float;
case DXGI_FORMAT_R32_UINT:
return MTLPixelFormatR32Uint;
default:
return MTLPixelFormatInvalid;
}
}
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_resource *metal_resource(struct resource *r)
{
return CONTAINING_RECORD(r, struct metal_resource, r);
}
static struct metal_runner *metal_runner(struct shader_runner *r)
{
return CONTAINING_RECORD(r, struct metal_runner, r);
}
static void init_resource_buffer(struct metal_runner *runner,
struct metal_resource *resource, const struct resource_params *params)
{
id<MTLDevice> device = runner->device;
if (params->data)
resource->buffer = [device newBufferWithBytes:params->data
length:params->data_size
options:DEFAULT_BUFFER_RESOURCE_OPTIONS];
else
resource->buffer = [device newBufferWithLength:params->data_size options:DEFAULT_BUFFER_RESOURCE_OPTIONS];
}
static void init_resource_texture(struct metal_runner *runner,
struct metal_resource *resource, const struct resource_params *params)
{
id<MTLDevice> device = runner->device;
MTLTextureDescriptor *desc;
if (params->desc.type != RESOURCE_TYPE_RENDER_TARGET)
return;
if (params->desc.sample_count > 1)
{
if (params->desc.level_count > 1)
fatal_error("Multisampled texture has multiple levels.\n");
if (![device supportsTextureSampleCount:params->desc.sample_count])
{
skip("Format #%x with sample count %u is not supported; skipping.\n", params->desc.format,
params->desc.sample_count);
return;
}
}
if (params->data)
fatal_error("Initial texture resource data not implemented.\n");
desc = [[MTLTextureDescriptor alloc] init];
if (params->desc.sample_count > 1)
desc.textureType = MTLTextureType2DMultisample;
desc.pixelFormat = get_metal_pixel_format(params->desc.format);
ok(desc.pixelFormat != MTLPixelFormatInvalid, "Unhandled pixel format %#x.\n", params->desc.format);
desc.width = params->desc.width;
desc.height = params->desc.height;
desc.mipmapLevelCount = params->desc.level_count;
desc.sampleCount = max(params->desc.sample_count, 1);
desc.storageMode = MTLStorageModePrivate;
desc.usage = MTLTextureUsageRenderTarget;
resource->texture = [device newTextureWithDescriptor:desc];
ok(resource->texture, "Failed to create texture.\n");
[desc release];
}
static struct resource *metal_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
{
struct metal_runner *runner = metal_runner(r);
struct metal_resource *resource;
resource = calloc(1, sizeof(*resource));
init_resource(&resource->r, params);
if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER)
init_resource_buffer(runner, resource, params);
else
init_resource_texture(runner, resource, params);
return &resource->r;
}
static void metal_runner_destroy_resource(struct shader_runner *r, struct resource *res)
{
struct metal_resource *resource = metal_resource(res);
[resource->texture release];
[resource->buffer release];
free(resource);
}
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<MTLFunction> compile_stage(struct metal_runner *runner, enum shader_type type)
{
struct vkd3d_shader_code out;
id<MTLFunction> function;
id<MTLLibrary> 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)
{
MTLViewport viewport = {0.0, 0.0, 0.0, 0.0, 0.0, 1.0};
MTLRenderPassColorAttachmentDescriptor *attachment;
unsigned int fb_width, fb_height, vb_idx, i, j;
struct metal_runner *runner = metal_runner(r);
MTLRenderPipelineDescriptor *pipeline_desc;
MTLVertexBufferLayoutDescriptor *binding;
id<MTLDevice> device = runner->device;
size_t attribute_offsets[32], stride;
id<MTLRenderCommandEncoder> encoder;
id<MTLCommandBuffer> command_buffer;
MTLRenderPassDescriptor *pass_desc;
MTLVertexDescriptor *vertex_desc;
struct metal_resource *resource;
id<MTLRenderPipelineState> pso;
NSError *err;
struct
{
id<MTLBuffer> buffer;
unsigned int idx;
} vb_info[MAX_RESOURCES];
@autoreleasepool
{
pass_desc = [MTLRenderPassDescriptor renderPassDescriptor];
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;
}
fb_width = ~0u;
fb_height = ~0u;
/* [[buffer(0)]] is used for the descriptor argument buffer. */
vb_idx = 1;
memset(vb_info, 0, sizeof(vb_info));
for (i = 0; i < runner->r.resource_count; ++i)
{
resource = metal_resource(runner->r.resources[i]);
switch (resource->r.desc.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
pipeline_desc.colorAttachments[resource->r.desc.slot].pixelFormat = resource->texture.pixelFormat;
attachment = pass_desc.colorAttachments[resource->r.desc.slot];
attachment.loadAction = MTLLoadActionLoad;
attachment.storeAction = MTLStoreActionStore;
attachment.texture = resource->texture;
if (resource->r.desc.width < fb_width)
fb_width = resource->r.desc.width;
if (resource->r.desc.height < fb_height)
fb_height = resource->r.desc.height;
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
assert(resource->r.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->r.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->r.desc.slot].buffer = resource->buffer;
vb_info[resource->r.desc.slot].idx = vb_idx;
binding = [vertex_desc.layouts objectAtIndexedSubscript:vb_idx];
binding.stepFunction = MTLVertexStepFunctionPerVertex;
binding.stride = stride;
++vb_idx;
break;
default:
break;
}
}
viewport.width = fb_width;
viewport.height = fb_height;
command_buffer = [runner->queue commandBuffer];
encoder = [command_buffer renderCommandEncoderWithDescriptor:pass_desc];
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];
}
for (i = 0; i < ARRAY_SIZE(vb_info); ++i)
{
if (!vb_info[i].buffer)
continue;
[encoder setVertexBuffer:vb_info[i].buffer offset:0 atIndex:vb_info[i].idx];
}
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]);
[encoder endEncoding];
goto done;
}
[encoder setRenderPipelineState:pso];
[encoder setViewport:viewport];
[encoder endEncoding];
[command_buffer commit];
[command_buffer waitUntilCompleted];
}
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)
{
struct metal_resource *resource = metal_resource(res);
struct metal_runner *runner = metal_runner(r);
id<MTLCommandBuffer> command_buffer;
struct metal_resource_readback *rb;
id<MTLBlitCommandEncoder> blit;
if (resource->r.desc.dimension != RESOURCE_DIMENSION_2D)
fatal_error("Unhandled resource dimension %#x.\n", resource->r.desc.dimension);
if (resource->r.desc.sample_count > 1)
fatal_error("Unhandled sample count %u.\n", resource->r.desc.sample_count);
rb = malloc(sizeof(*rb));
rb->rb.width = resource->r.desc.width;
rb->rb.height = resource->r.desc.height;
rb->rb.depth = 1;
rb->rb.row_pitch = rb->rb.width * resource->r.desc.texel_size;
rb->buffer = [runner->device newBufferWithLength:rb->rb.row_pitch * rb->rb.height
options:DEFAULT_BUFFER_RESOURCE_OPTIONS];
@autoreleasepool
{
command_buffer = [runner->queue commandBuffer];
blit = [command_buffer blitCommandEncoder];
[blit copyFromTexture:resource->texture
sourceSlice:0
sourceLevel:0
sourceOrigin:MTLOriginMake(0, 0, 0)
sourceSize:MTLSizeMake(rb->rb.width, rb->rb.height, rb->rb.depth)
toBuffer:rb->buffer
destinationOffset:0
destinationBytesPerRow:rb->rb.row_pitch
destinationBytesPerImage:0];
[blit endEncoding];
[command_buffer commit];
[command_buffer waitUntilCompleted];
}
rb->rb.data = rb->buffer.contents;
return &rb->rb;
}
static void metal_runner_release_readback(struct shader_runner *r, struct resource_readback *rb)
{
struct metal_resource_readback *metal_rb = CONTAINING_RECORD(rb, struct metal_resource_readback, rb);
[metal_rb->buffer release];
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<id<MTLDevice>> *devices;
id<MTLDevice> 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]);
if (!(runner->queue = [device newCommandQueue]))
{
skip("Failed to create command queue.\n");
[device release];
return false;
}
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->queue release];
[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);
}