RHI: Refactor Fence module to pure timeline semantics

- Remove IsSignaled() from RHIFence interface (semantic inconsistency)
- Remove Reset() from OpenGL implementation (no D3D12 counterpart)
- OpenGL Fence now uses single GLsync + CPU counters for timeline simulation
- OpenGL Fence Initialize() now accepts uint64_t initialValue (was bool)
- Add comprehensive timeline semantics tests for all backends:
  - Signal increment/decrement scenarios
  - Multiple signals
  - Wait smaller than completed value
  - GetCompletedValue stages verification
- Update documentation to reflect actual implementation
This commit is contained in:
2026-03-24 01:53:00 +08:00
parent 92d817e16e
commit 08c01dd143
10 changed files with 769 additions and 95 deletions

View File

@@ -6,10 +6,9 @@ using namespace XCEngine::RHI;
TEST_F(OpenGLTestFixture, Fence_Initialize_Unsignaled) {
OpenGLFence fence;
bool result = fence.Initialize(false);
bool result = fence.Initialize(0);
ASSERT_TRUE(result);
EXPECT_EQ(fence.GetStatus(), FenceStatus::Unsignaled);
fence.Shutdown();
}
@@ -17,7 +16,7 @@ TEST_F(OpenGLTestFixture, Fence_Initialize_Unsignaled) {
TEST_F(OpenGLTestFixture, Fence_Initialize_Signaled) {
OpenGLFence fence;
bool result = fence.Initialize(true);
bool result = fence.Initialize(1);
ASSERT_TRUE(result);
@@ -26,36 +25,100 @@ TEST_F(OpenGLTestFixture, Fence_Initialize_Signaled) {
TEST_F(OpenGLTestFixture, Fence_Signal_Wait) {
OpenGLFence fence;
fence.Initialize(false);
fence.Initialize(0);
fence.Signal(1);
fence.Wait(1);
EXPECT_TRUE(fence.IsSignaled());
EXPECT_EQ(fence.GetCompletedValue(), 1u);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_IsSignaled_ReturnsState) {
TEST_F(OpenGLTestFixture, Fence_Timeline_SignalIncrement) {
OpenGLFence fence;
fence.Initialize(false);
fence.Initialize(0);
fence.Signal(1);
fence.Wait(1);
EXPECT_EQ(fence.GetCompletedValue(), 1u);
EXPECT_TRUE(fence.IsSignaled());
fence.Signal(5);
fence.Wait(5);
EXPECT_EQ(fence.GetCompletedValue(), 5u);
fence.Signal(10);
fence.Wait(10);
EXPECT_EQ(fence.GetCompletedValue(), 10u);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_GetStatus_ReturnsCorrect) {
TEST_F(OpenGLTestFixture, Fence_Timeline_SignalDecrement) {
OpenGLFence fence;
fence.Initialize(false);
fence.Initialize(0);
FenceStatus status = fence.GetStatus();
EXPECT_TRUE(status == FenceStatus::Signaled || status == FenceStatus::Unsignaled);
fence.Signal(5);
fence.Wait(5);
EXPECT_EQ(fence.GetCompletedValue(), 5u);
fence.Signal(3);
fence.Wait(3);
EXPECT_EQ(fence.GetCompletedValue(), 3u);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_Timeline_MultipleSignals) {
OpenGLFence fence;
fence.Initialize(0);
fence.Signal(10);
fence.Wait(10);
fence.Signal(20);
fence.Wait(20);
fence.Signal(30);
fence.Wait(30);
EXPECT_EQ(fence.GetCompletedValue(), 30u);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_Timeline_WaitSmallerThanCompleted) {
OpenGLFence fence;
fence.Initialize(0);
fence.Signal(5);
fence.Wait(5);
fence.Wait(3);
EXPECT_GE(fence.GetCompletedValue(), 5u);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_Timeline_GetCompletedValue_Stages) {
OpenGLFence fence;
fence.Initialize(0);
EXPECT_EQ(fence.GetCompletedValue(), 0u);
fence.Signal(1);
fence.Wait(1);
EXPECT_EQ(fence.GetCompletedValue(), 1u);
fence.Signal(10);
fence.Wait(10);
EXPECT_EQ(fence.GetCompletedValue(), 10u);
fence.Signal(5);
fence.Wait(5);
EXPECT_EQ(fence.GetCompletedValue(), 5u);
fence.Shutdown();
}