Fix D3D12 compute pipeline unit coverage
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@@ -2,6 +2,8 @@
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#include "XCEngine/RHI/OpenGL/OpenGLShader.h"
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#include "XCEngine/RHI/OpenGL/OpenGLCommandList.h"
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#include <string>
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using namespace XCEngine::RHI;
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TEST_F(OpenGLTestFixture, Shader_Compile_VertexFragment) {
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@@ -74,12 +76,15 @@ TEST_F(OpenGLTestFixture, Shader_Compile_InvalidSource) {
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undefined_symbol;
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}
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)";
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OpenGLShader shader;
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testing::internal::CaptureStdout();
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bool result = shader.Compile(invalidSource, "void main() { }");
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const std::string output = testing::internal::GetCapturedStdout();
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EXPECT_FALSE(result);
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EXPECT_FALSE(shader.IsValid());
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EXPECT_NE(output.find("ERROR::SHADER_COMPILATION_ERROR"), std::string::npos);
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shader.Shutdown();
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}
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