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XCEngine/tests/RHI/D3D12/unit/test_fence.cpp

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#include "fixtures/D3D12TestFixture.h"
#include "XCEngine/RHI/D3D12/D3D12Fence.h"
#include <Windows.h>
using namespace XCEngine::RHI;
TEST_F(D3D12TestFixture, Fence_Create_Success) {
ASSERT_NE(GetDevice(), nullptr);
FenceDesc desc = {};
desc.initialValue = 0;
desc.flags = 0;
RHIFence* fence = GetDevice()->CreateFence(desc);
ASSERT_NE(fence, nullptr);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Get_CompletedValue_Initial) {
FenceDesc desc = {};
desc.initialValue = 0;
desc.flags = 0;
RHIFence* fence = GetDevice()->CreateFence(desc);
ASSERT_NE(fence, nullptr);
EXPECT_EQ(fence->GetCompletedValue(), 0);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Signal_Wait) {
FenceDesc desc = {};
desc.initialValue = 0;
desc.flags = 0;
RHIFence* fence = GetDevice()->CreateFence(desc);
ASSERT_NE(fence, nullptr);
const UINT64 fenceValue = 100;
GetCommandQueue()->Signal(fence, fenceValue);
fence->Wait(fenceValue);
EXPECT_EQ(fence->GetCompletedValue(), fenceValue);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Set_EventOnCompletion) {
FenceDesc desc = {};
desc.initialValue = 0;
desc.flags = 0;
auto* fence = new D3D12Fence();
ASSERT_TRUE(fence->Initialize(GetDevice()->GetDevice(), 200));
const UINT64 fenceValue = 200;
GetCommandQueue()->Signal(fence, fenceValue);
HANDLE eventHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT_NE(eventHandle, nullptr);
fence->GetFence()->SetEventOnCompletion(fenceValue, eventHandle);
DWORD waitResult = WaitForSingleObject(eventHandle, 1000);
EXPECT_EQ(waitResult, WAIT_OBJECT_0);
EXPECT_EQ(fence->GetCompletedValue(), fenceValue);
CloseHandle(eventHandle);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Signal_Multiple) {
FenceDesc desc = {};
desc.initialValue = 0;
desc.flags = 0;
RHIFence* fence = GetDevice()->CreateFence(desc);
ASSERT_NE(fence, nullptr);
const UINT64 value1 = 1;
const UINT64 value2 = 2;
const UINT64 value3 = 3;
GetCommandQueue()->Signal(fence, value1);
GetCommandQueue()->Signal(fence, value2);
GetCommandQueue()->Signal(fence, value3);
auto* d3d12fence = static_cast<D3D12Fence*>(fence);
HANDLE eventHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT_NE(eventHandle, nullptr);
d3d12fence->GetFence()->SetEventOnCompletion(value3, eventHandle);
DWORD waitResult = WaitForSingleObject(eventHandle, 1000);
EXPECT_EQ(waitResult, WAIT_OBJECT_0);
EXPECT_EQ(fence->GetCompletedValue(), value3);
CloseHandle(eventHandle);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Timeline_SignalIncrement) {
auto* fence = new D3D12Fence();
ASSERT_TRUE(fence->Initialize(GetDevice()->GetDevice(), 0));
fence->Signal(1);
fence->Wait(1);
EXPECT_GE(fence->GetCompletedValue(), 1u);
fence->Signal(5);
fence->Wait(5);
EXPECT_GE(fence->GetCompletedValue(), 5u);
fence->Signal(10);
fence->Wait(10);
EXPECT_GE(fence->GetCompletedValue(), 10u);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Timeline_SignalDecrement) {
auto* fence = new D3D12Fence();
ASSERT_TRUE(fence->Initialize(GetDevice()->GetDevice(), 0));
fence->Signal(5);
fence->Wait(5);
EXPECT_GE(fence->GetCompletedValue(), 5u);
fence->Signal(3);
fence->Wait(3);
EXPECT_GE(fence->GetCompletedValue(), 3u);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Timeline_MultipleSignals) {
auto* fence = new D3D12Fence();
ASSERT_TRUE(fence->Initialize(GetDevice()->GetDevice(), 0));
fence->Signal(10);
fence->Wait(10);
EXPECT_GE(fence->GetCompletedValue(), 10u);
fence->Signal(20);
fence->Wait(20);
EXPECT_GE(fence->GetCompletedValue(), 20u);
fence->Signal(30);
fence->Wait(30);
EXPECT_GE(fence->GetCompletedValue(), 30u);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Timeline_WaitSmallerThanCompleted) {
auto* fence = new D3D12Fence();
ASSERT_TRUE(fence->Initialize(GetDevice()->GetDevice(), 0));
fence->Signal(5);
fence->Wait(5);
fence->Wait(3);
EXPECT_GE(fence->GetCompletedValue(), 5u);
fence->Shutdown();
delete fence;
}