refactor(tests): reorganize tests directory to match engine structure

- Created tests/Core/Asset/ with tests for IResource, ResourceTypes, ResourceHandle, ResourceCache, ResourceDependencyGraph, ResourceGUID
- Created tests/Core/IO/ with tests for IResourceLoader, ResourcePath, ResourceFileSystem, FileArchive, ResourcePackage
- Reorganized tests/Resources/ into subdirectories: Texture/, Mesh/, Material/, Shader/, AudioClip/
- Added CMakeLists.txt for each new test subdirectory
- Fixed Material.h missing ResourceManager.h include (lost during engine refactor)
- tests/Core/CMakeLists.txt updated to include Asset/ and IO/ subdirectories
This commit is contained in:
2026-03-24 15:44:13 +08:00
parent 0345ce50cf
commit 0b3423966d
25 changed files with 999 additions and 59 deletions

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# ============================================================
# Shader Tests
# ============================================================
set(SHADER_TEST_SOURCES
test_shader.cpp
test_shader_loader.cpp
)
add_executable(shader_tests ${SHADER_TEST_SOURCES})
if(MSVC)
set_target_properties(shader_tests PROPERTIES
LINK_FLAGS "/NODEFAULTLIB:libcpmt.lib /NODEFAULTLIB:libcmt.lib"
)
endif()
target_link_libraries(shader_tests
PRIVATE
XCEngine
GTest::gtest
GTest::gtest_main
)
target_include_directories(shader_tests PRIVATE
${CMAKE_SOURCE_DIR}/engine/include
${CMAKE_SOURCE_DIR}/tests/fixtures
)
include(GoogleTest)
gtest_discover_tests(shader_tests)

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#include <gtest/gtest.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/Core/Asset/ResourceTypes.h>
#include <XCEngine/Core/Containers/Array.h>
using namespace XCEngine::Resources;
using namespace XCEngine::Containers;
namespace {
TEST(Shader, DefaultConstructor) {
Shader shader;
EXPECT_EQ(shader.GetShaderType(), ShaderType::Fragment);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::GLSL);
EXPECT_FALSE(shader.IsValid());
EXPECT_EQ(shader.GetMemorySize(), 0u);
}
TEST(Shader, GetType) {
Shader shader;
EXPECT_EQ(shader.GetType(), ResourceType::Shader);
}
TEST(Shader, SetGetShaderType) {
Shader shader;
shader.SetShaderType(ShaderType::Vertex);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Vertex);
shader.SetShaderType(ShaderType::Fragment);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Fragment);
shader.SetShaderType(ShaderType::Geometry);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Geometry);
shader.SetShaderType(ShaderType::Compute);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Compute);
}
TEST(Shader, SetGetShaderLanguage) {
Shader shader;
shader.SetShaderLanguage(ShaderLanguage::GLSL);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::GLSL);
shader.SetShaderLanguage(ShaderLanguage::HLSL);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::HLSL);
shader.SetShaderLanguage(ShaderLanguage::SPIRV);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::SPIRV);
}
TEST(Shader, SetGetSourceCode) {
Shader shader;
const char* source = "#version 330 core\nvoid main() {}";
shader.SetSourceCode(source);
EXPECT_EQ(shader.GetSourceCode(), source);
}
TEST(Shader, SetGetCompiledBinary) {
Shader shader;
XCEngine::Containers::Array<XCEngine::Core::uint8> binary = { 0x00, 0x01, 0x02, 0x03 };
shader.SetCompiledBinary(binary);
EXPECT_EQ(shader.GetCompiledBinary().Size(), 4u);
EXPECT_EQ(shader.GetCompiledBinary()[0], 0x00);
EXPECT_EQ(shader.GetCompiledBinary()[3], 0x03);
}
TEST(Shader, AddGetUniforms) {
Shader shader;
ShaderUniform uniform1;
uniform1.name = "uModelView";
uniform1.location = 0;
uniform1.size = 1;
uniform1.type = 4;
shader.AddUniform(uniform1);
const auto& uniforms = shader.GetUniforms();
EXPECT_EQ(uniforms.Size(), 1u);
EXPECT_EQ(uniforms[0].name, "uModelView");
}
TEST(Shader, AddGetAttributes) {
Shader shader;
ShaderAttribute attr1;
attr1.name = "aPosition";
attr1.location = 0;
attr1.size = 1;
attr1.type = 3;
shader.AddAttribute(attr1);
const auto& attributes = shader.GetAttributes();
EXPECT_EQ(attributes.Size(), 1u);
EXPECT_EQ(attributes[0].name, "aPosition");
}
} // namespace

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#include <gtest/gtest.h>
#include <XCEngine/Resources/Shader/ShaderLoader.h>
#include <XCEngine/Core/Asset/ResourceTypes.h>
#include <XCEngine/Core/Containers/Array.h>
using namespace XCEngine::Resources;
using namespace XCEngine::Containers;
namespace {
TEST(ShaderLoader, GetResourceType) {
ShaderLoader loader;
EXPECT_EQ(loader.GetResourceType(), ResourceType::Shader);
}
TEST(ShaderLoader, GetSupportedExtensions) {
ShaderLoader loader;
auto extensions = loader.GetSupportedExtensions();
EXPECT_GE(extensions.Size(), 1u);
}
TEST(ShaderLoader, CanLoad) {
ShaderLoader loader;
EXPECT_TRUE(loader.CanLoad("test.vert"));
EXPECT_TRUE(loader.CanLoad("test.frag"));
EXPECT_TRUE(loader.CanLoad("test.glsl"));
EXPECT_TRUE(loader.CanLoad("test.hlsl"));
EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png"));
}
TEST(ShaderLoader, LoadInvalidPath) {
ShaderLoader loader;
LoadResult result = loader.Load("invalid/path/shader.glsl");
EXPECT_FALSE(result);
}
} // namespace