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XCEngine/tests/RHI/unit/test_sampler.cpp

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#include "fixtures/RHITestFixture.h"
#include "XCEngine/RHI/RHISampler.h"
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#include "XCEngine/RHI/OpenGL/OpenGLSampler.h"
#include <glad/glad.h>
using namespace XCEngine::RHI;
TEST_P(RHITestFixture, Sampler_Create) {
SamplerDesc desc = {};
desc.filter = static_cast<uint32_t>(FilterMode::Linear);
desc.addressU = static_cast<uint32_t>(TextureAddressMode::Wrap);
desc.addressV = static_cast<uint32_t>(TextureAddressMode::Wrap);
desc.addressW = static_cast<uint32_t>(TextureAddressMode::Wrap);
desc.mipLodBias = 0.0f;
desc.maxAnisotropy = 16;
desc.comparisonFunc = static_cast<uint32_t>(ComparisonFunc::Less);
desc.borderColorR = 0.0f;
desc.borderColorG = 0.0f;
desc.borderColorB = 0.0f;
desc.borderColorA = 0.0f;
desc.minLod = 0.0f;
desc.maxLod = 100.0f;
RHISampler* sampler = GetDevice()->CreateSampler(desc);
ASSERT_NE(sampler, nullptr);
sampler->Shutdown();
delete sampler;
}
TEST_P(RHITestFixture, Sampler_Bind_Unbind) {
SamplerDesc desc = {};
desc.filter = static_cast<uint32_t>(FilterMode::Linear);
desc.addressU = static_cast<uint32_t>(TextureAddressMode::Wrap);
desc.addressV = static_cast<uint32_t>(TextureAddressMode::Wrap);
desc.addressW = static_cast<uint32_t>(TextureAddressMode::Wrap);
RHISampler* sampler = GetDevice()->CreateSampler(desc);
ASSERT_NE(sampler, nullptr);
sampler->Bind(0);
sampler->Unbind(0);
sampler->Shutdown();
delete sampler;
}
TEST_P(RHITestFixture, Sampler_GetID) {
SamplerDesc desc = {};
desc.filter = static_cast<uint32_t>(FilterMode::Linear);
desc.addressU = static_cast<uint32_t>(TextureAddressMode::Wrap);
desc.addressV = static_cast<uint32_t>(TextureAddressMode::Wrap);
desc.addressW = static_cast<uint32_t>(TextureAddressMode::Wrap);
RHISampler* sampler = GetDevice()->CreateSampler(desc);
ASSERT_NE(sampler, nullptr);
unsigned int id = sampler->GetID();
EXPECT_GE(id, 0u);
sampler->Shutdown();
delete sampler;
}
TEST_P(RHITestFixture, Sampler_GetNativeHandle) {
SamplerDesc desc = {};
desc.filter = static_cast<uint32_t>(FilterMode::Linear);
desc.addressU = static_cast<uint32_t>(TextureAddressMode::Wrap);
desc.addressV = static_cast<uint32_t>(TextureAddressMode::Wrap);
desc.addressW = static_cast<uint32_t>(TextureAddressMode::Wrap);
RHISampler* sampler = GetDevice()->CreateSampler(desc);
ASSERT_NE(sampler, nullptr);
EXPECT_NE(sampler->GetNativeHandle(), nullptr);
sampler->Shutdown();
delete sampler;
}
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TEST_P(RHITestFixture, Sampler_OpenGLHonorsSamplerDesc) {
if (GetBackendType() != RHIType::OpenGL) {
GTEST_SKIP() << "OpenGL-specific sampler parameter verification";
}
SamplerDesc desc = {};
desc.filter = static_cast<uint32_t>(FilterMode::ComparisonAnisotropic);
desc.addressU = static_cast<uint32_t>(TextureAddressMode::Clamp);
desc.addressV = static_cast<uint32_t>(TextureAddressMode::Mirror);
desc.addressW = static_cast<uint32_t>(TextureAddressMode::Border);
desc.maxAnisotropy = 8;
desc.comparisonFunc = static_cast<uint32_t>(ComparisonFunc::GreaterEqual);
desc.minLod = 1.0f;
desc.maxLod = 4.0f;
RHISampler* sampler = GetDevice()->CreateSampler(desc);
ASSERT_NE(sampler, nullptr);
const GLuint samplerId = static_cast<OpenGLSampler*>(sampler)->GetID();
GLint value = 0;
glGetSamplerParameteriv(samplerId, GL_TEXTURE_WRAP_S, &value);
EXPECT_EQ(value, GL_CLAMP_TO_EDGE);
glGetSamplerParameteriv(samplerId, GL_TEXTURE_WRAP_T, &value);
EXPECT_EQ(value, GL_MIRRORED_REPEAT);
glGetSamplerParameteriv(samplerId, GL_TEXTURE_WRAP_R, &value);
EXPECT_EQ(value, GL_CLAMP_TO_BORDER);
glGetSamplerParameteriv(samplerId, GL_TEXTURE_MIN_FILTER, &value);
EXPECT_EQ(value, GL_LINEAR_MIPMAP_LINEAR);
glGetSamplerParameteriv(samplerId, GL_TEXTURE_MAG_FILTER, &value);
EXPECT_EQ(value, GL_LINEAR);
glGetSamplerParameteriv(samplerId, GL_TEXTURE_COMPARE_MODE, &value);
EXPECT_EQ(value, GL_COMPARE_REF_TO_TEXTURE);
glGetSamplerParameteriv(samplerId, GL_TEXTURE_COMPARE_FUNC, &value);
EXPECT_EQ(value, GL_GEQUAL);
GLfloat floatValue = 0.0f;
glGetSamplerParameterfv(samplerId, GL_TEXTURE_MAX_ANISOTROPY, &floatValue);
EXPECT_GE(floatValue, 8.0f);
glGetSamplerParameterfv(samplerId, GL_TEXTURE_MIN_LOD, &floatValue);
EXPECT_FLOAT_EQ(floatValue, 1.0f);
glGetSamplerParameterfv(samplerId, GL_TEXTURE_MAX_LOD, &floatValue);
EXPECT_FLOAT_EQ(floatValue, 4.0f);
sampler->Shutdown();
delete sampler;
}