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_fence.cpp
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61
tests/RHI/OpenGL/unit/test_fence.cpp
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#include "fixtures/OpenGLTestFixture.h"
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#include "XCEngine/RHI/OpenGL/OpenGLFence.h"
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using namespace XCEngine::RHI;
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TEST_F(OpenGLTestFixture, Fence_Initialize_Unsignaled) {
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OpenGLFence fence;
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bool result = fence.Initialize(false);
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ASSERT_TRUE(result);
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EXPECT_EQ(fence.GetStatus(), FenceStatus::Unsignaled);
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fence.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Fence_Initialize_Signaled) {
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OpenGLFence fence;
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bool result = fence.Initialize(true);
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ASSERT_TRUE(result);
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fence.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Fence_Signal_Wait) {
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OpenGLFence fence;
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fence.Initialize(false);
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fence.Signal(1);
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fence.Wait(1);
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EXPECT_TRUE(fence.IsSignaled());
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EXPECT_EQ(fence.GetCompletedValue(), 1u);
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fence.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Fence_IsSignaled_ReturnsState) {
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OpenGLFence fence;
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fence.Initialize(false);
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fence.Signal(1);
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fence.Wait(1);
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EXPECT_TRUE(fence.IsSignaled());
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fence.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Fence_GetStatus_ReturnsCorrect) {
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OpenGLFence fence;
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fence.Initialize(false);
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FenceStatus status = fence.GetStatus();
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EXPECT_TRUE(status == FenceStatus::Signaled || status == FenceStatus::Unsignaled);
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fence.Shutdown();
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}
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