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_texture.cpp
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73
tests/RHI/OpenGL/unit/test_texture.cpp
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#include "fixtures/OpenGLTestFixture.h"
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#include "XCEngine/RHI/OpenGL/OpenGLTexture.h"
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using namespace XCEngine::RHI;
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TEST_F(OpenGLTestFixture, Texture_Initialize_2DTexture) {
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OpenGLTexture texture;
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bool result = texture.Initialize2D(64, 64, 4, nullptr, false);
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ASSERT_TRUE(result);
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EXPECT_NE(texture.GetID(), 0u);
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EXPECT_EQ(texture.GetWidth(), 64);
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EXPECT_EQ(texture.GetHeight(), 64);
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EXPECT_EQ(texture.GetTextureType(), TextureType::Texture2D);
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texture.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Texture_Initialize_CubeMap) {
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OpenGLTexture texture;
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bool result = texture.InitializeCubeMap(64, 1, OpenGLFormat::RGBA8, nullptr);
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ASSERT_TRUE(result);
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EXPECT_NE(texture.GetID(), 0u);
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EXPECT_EQ(texture.GetWidth(), 64);
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EXPECT_EQ(texture.GetHeight(), 64);
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EXPECT_EQ(texture.GetTextureType(), TextureType::TextureCube);
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texture.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Texture_Bind_Unbind) {
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OpenGLTexture texture;
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texture.Initialize2D(64, 64, 4, nullptr, false);
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texture.Bind(0);
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GLint boundTexture = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTexture);
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EXPECT_EQ(boundTexture, static_cast<GLint>(texture.GetID()));
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texture.Unbind();
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTexture);
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EXPECT_EQ(boundTexture, 0);
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texture.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Texture_GenerateMipmap) {
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OpenGLTexture texture;
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texture.Initialize2D(64, 64, 4, nullptr, false);
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texture.GenerateMipmap();
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GLenum error = glGetError();
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EXPECT_EQ(error, GL_NO_ERROR);
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texture.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Texture_SetFiltering_SetWrapping) {
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OpenGLTexture texture;
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texture.Initialize2D(64, 64, 4, nullptr, false);
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texture.SetFiltering(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
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texture.SetWrapping(GL_REPEAT, GL_REPEAT, GL_REPEAT);
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GLenum error = glGetError();
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EXPECT_EQ(error, GL_NO_ERROR);
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texture.Shutdown();
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}
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