Add Phase 2: Texture and Sampler tests (9 tests)
- Add Texture tests: 2DTexture, CubeMap, Bind/Unbind, GenerateMipmap, SetFiltering/SetWrapping - Add Sampler tests: Initialize (default/custom), Bind/Unbind, GetID
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tests/RHI/OpenGL/test_sampler.cpp
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60
tests/RHI/OpenGL/test_sampler.cpp
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#include "fixtures/OpenGLTestFixture.h"
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#include "XCEngine/RHI/OpenGL/OpenGLSampler.h"
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using namespace XCEngine::RHI;
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TEST_F(OpenGLTestFixture, Sampler_Initialize_Default) {
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OpenGLSampler sampler;
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SamplerDesc desc;
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bool result = sampler.Initialize(desc);
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ASSERT_TRUE(result);
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EXPECT_NE(sampler.GetID(), 0u);
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sampler.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Sampler_Initialize_Custom) {
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OpenGLSampler sampler;
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SamplerDesc desc;
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desc.minFilter = SamplerFilter::LinearMipmapLinear;
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desc.magFilter = SamplerFilter::Linear;
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desc.wrapS = SamplerWrapMode::Repeat;
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desc.wrapT = SamplerWrapMode::Repeat;
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desc.wrapR = SamplerWrapMode::ClampToEdge;
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bool result = sampler.Initialize(desc);
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ASSERT_TRUE(result);
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EXPECT_NE(sampler.GetID(), 0u);
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sampler.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Sampler_Bind_Unbind) {
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OpenGLSampler sampler;
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SamplerDesc desc;
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sampler.Initialize(desc);
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sampler.Bind(0);
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GLint boundSampler = 0;
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glGetIntegerv(GL_SAMPLER_BINDING, &boundSampler);
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EXPECT_EQ(boundSampler, static_cast<GLint>(sampler.GetID()));
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sampler.Unbind(0);
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glGetIntegerv(GL_SAMPLER_BINDING, &boundSampler);
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EXPECT_EQ(boundSampler, 0);
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sampler.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Sampler_GetID_ReturnsValid) {
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OpenGLSampler sampler;
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SamplerDesc desc;
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sampler.Initialize(desc);
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EXPECT_NE(sampler.GetID(), 0u);
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sampler.Shutdown();
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}
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