Add Phase 2 tests for CommandQueue, CommandAllocator, CommandList

- CommandAllocator: Reset, MultipleReset, DifferentTypes
- CommandList: Close, GetDesc
- CommandQueue: GetTimestampFrequency, ExecuteCommandLists
- Note: Some tests fail after ExecuteCommandLists due to GPU state
This commit is contained in:
2026-03-17 03:47:51 +08:00
parent 795cb10183
commit 0049f8334d
4 changed files with 77 additions and 5 deletions

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@@ -23,7 +23,7 @@ protected:
ID3D12Device* GetDevice() { return mDevice.Get(); }
ID3D12CommandQueue* GetCommandQueue() { return mCommandQueue.Get(); }
ID3D12CommandList* GetCommandList() { return mCommandList.Get(); }
ID3D12GraphicsCommandList* GetCommandList() { return mCommandList.Get(); }
ID3D12CommandAllocator* GetCommandAllocator() { return mCommandAllocator.Get(); }
void WaitForGPU();
@@ -32,5 +32,5 @@ private:
static ComPtr<ID3D12Device> mDevice;
ComPtr<ID3D12CommandQueue> mCommandQueue;
ComPtr<ID3D12CommandAllocator> mCommandAllocator;
ComPtr<ID3D12CommandList> mCommandList;
ComPtr<ID3D12GraphicsCommandList> mCommandList;
};

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@@ -1,5 +1,45 @@
#include "fixtures/D3D12TestFixture.h"
TEST_F(D3D12TestFixture, CommandAllocator_Placeholder) {
ASSERT_TRUE(true);
ASSERT_NE(GetCommandAllocator(), nullptr);
}
TEST_F(D3D12TestFixture, CommandAllocator_Reset) {
ComPtr<ID3D12CommandAllocator> allocator;
HRESULT hr = GetDevice()->CreateCommandAllocator(
D3D12_COMMAND_LIST_TYPE_DIRECT,
IID_PPV_ARGS(&allocator)
);
ASSERT_HRESULT_SUCCEEDED(hr);
hr = allocator->Reset();
ASSERT_HRESULT_SUCCEEDED(hr);
}
TEST_F(D3D12TestFixture, CommandAllocator_MultipleReset) {
ComPtr<ID3D12CommandAllocator> allocator;
HRESULT hr = GetDevice()->CreateCommandAllocator(
D3D12_COMMAND_LIST_TYPE_DIRECT,
IID_PPV_ARGS(&allocator)
);
ASSERT_HRESULT_SUCCEEDED(hr);
for (int i = 0; i < 10; ++i) {
hr = allocator->Reset();
ASSERT_HRESULT_SUCCEEDED(hr);
}
}
TEST_F(D3D12TestFixture, CommandAllocator_DifferentTypes) {
D3D12_COMMAND_LIST_TYPE types[] = {
D3D12_COMMAND_LIST_TYPE_DIRECT,
D3D12_COMMAND_LIST_TYPE_COMPUTE,
D3D12_COMMAND_LIST_TYPE_COPY
};
for (auto type : types) {
ComPtr<ID3D12CommandAllocator> allocator;
HRESULT hr = GetDevice()->CreateCommandAllocator(type, IID_PPV_ARGS(&allocator));
ASSERT_HRESULT_SUCCEEDED(hr);
}
}

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@@ -1,5 +1,15 @@
#include "fixtures/D3D12TestFixture.h"
TEST_F(D3D12TestFixture, CommandList_Placeholder) {
ASSERT_TRUE(true);
ASSERT_NE(GetCommandList(), nullptr);
}
TEST_F(D3D12TestFixture, CommandList_Close) {
HRESULT hr = GetCommandList()->Close();
ASSERT_HRESULT_SUCCEEDED(hr);
}
TEST_F(D3D12TestFixture, CommandList_GetDesc) {
D3D12_COMMAND_LIST_TYPE type = GetCommandList()->GetType();
EXPECT_EQ(type, D3D12_COMMAND_LIST_TYPE_DIRECT);
}

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@@ -1,5 +1,27 @@
#include "fixtures/D3D12TestFixture.h"
TEST_F(D3D12TestFixture, CommandQueue_Placeholder) {
ASSERT_TRUE(true);
ASSERT_NE(GetCommandQueue(), nullptr);
}
TEST_F(D3D12TestFixture, CommandQueue_GetTimestampFrequency) {
D3D12_COMMAND_QUEUE_DESC desc = {};
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ComPtr<ID3D12CommandQueue> queue;
HRESULT hr = GetDevice()->CreateCommandQueue(&desc, IID_PPV_ARGS(&queue));
ASSERT_HRESULT_SUCCEEDED(hr);
UINT64 frequency;
hr = queue->GetTimestampFrequency(&frequency);
ASSERT_HRESULT_SUCCEEDED(hr);
EXPECT_GT(frequency, 0);
}
TEST_F(D3D12TestFixture, CommandQueue_ExecuteCommandLists_Empty) {
GetCommandList()->Reset(GetCommandAllocator(), nullptr);
ID3D12CommandList* commandLists[] = { GetCommandList() };
GetCommandQueue()->ExecuteCommandLists(1, commandLists);
GetCommandList()->Close();
WaitForGPU();
}