OpenGL: Restructure tests similar to D3D12 layout
- Move old test files to new unit/integration structure - Add OpenGL Test Fixture - Update CMakeLists.txt for new layout - Add OpenGL_Test_Restructuring_Plan.md
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tests/RHI/OpenGL/unit/test_buffer.cpp
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89
tests/RHI/OpenGL/unit/test_buffer.cpp
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#include "fixtures/OpenGLTestFixture.h"
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#include "XCEngine/RHI/OpenGL/OpenGLBuffer.h"
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using namespace XCEngine::RHI;
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TEST_F(OpenGLTestFixture, Buffer_Initialize_VertexBuffer) {
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OpenGLBuffer buffer;
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float vertices[] = { 0.0f, 0.0f, 0.5f, 0.5f };
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bool result = buffer.InitializeVertexBuffer(vertices, sizeof(vertices));
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ASSERT_TRUE(result);
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EXPECT_NE(buffer.GetID(), 0u);
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EXPECT_EQ(buffer.GetSize(), sizeof(vertices));
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EXPECT_EQ(buffer.GetType(), OpenGLBufferType::Vertex);
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buffer.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Buffer_Initialize_IndexBuffer) {
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OpenGLBuffer buffer;
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unsigned int indices[] = { 0, 1, 2 };
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bool result = buffer.InitializeIndexBuffer(indices, sizeof(indices));
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ASSERT_TRUE(result);
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EXPECT_NE(buffer.GetID(), 0u);
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EXPECT_EQ(buffer.GetSize(), sizeof(indices));
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buffer.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Buffer_Initialize_UniformBuffer) {
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OpenGLBuffer buffer;
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float data[16] = {};
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bool result = buffer.Initialize(OpenGLBufferType::Uniform, sizeof(data), data, true);
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ASSERT_TRUE(result);
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EXPECT_TRUE(buffer.IsDynamic());
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EXPECT_EQ(buffer.GetType(), OpenGLBufferType::Uniform);
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buffer.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Buffer_Initialize_Dynamic) {
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OpenGLBuffer buffer;
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bool result = buffer.Initialize(OpenGLBufferType::CopyRead, 256, nullptr, true);
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ASSERT_TRUE(result);
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EXPECT_TRUE(buffer.IsDynamic());
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EXPECT_EQ(buffer.GetSize(), 256u);
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buffer.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Buffer_Bind_Unbind) {
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OpenGLBuffer buffer;
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buffer.InitializeVertexBuffer(nullptr, 16);
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buffer.Bind();
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GLint boundBuffer = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &boundBuffer);
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EXPECT_EQ(boundBuffer, static_cast<GLint>(buffer.GetID()));
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buffer.Unbind();
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &boundBuffer);
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EXPECT_EQ(boundBuffer, 0);
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buffer.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Buffer_Map_Unmap) {
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OpenGLBuffer buffer;
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buffer.Initialize(OpenGLBufferType::CopyRead, 256, nullptr, true);
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void* mappedData = buffer.Map();
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ASSERT_NE(mappedData, nullptr);
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memset(mappedData, 0xAB, 256);
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buffer.Unmap();
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GLenum error = glGetError();
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EXPECT_EQ(error, GL_NO_ERROR);
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buffer.Shutdown();
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}
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