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

View File

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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