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
This commit is contained in:
2026-03-20 17:37:09 +08:00
parent 3cd3b04c7e
commit 0a19fdfb0f
19 changed files with 843 additions and 103 deletions

View File

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