Add Phase 3: Shader, PipelineState, VertexArray tests (11 tests)
- Add Shader tests: VertexFragment, Geometry, InvalidSource, SetUniforms - Add PipelineState tests: DepthStencilState, BlendState, Viewport/Scissor - Add VertexArray tests: Initialize, AddVertexBuffer, SetIndexBuffer, Bind/Unbind
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tests/RHI/OpenGL/test_vertex_array.cpp
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70
tests/RHI/OpenGL/test_vertex_array.cpp
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#include "fixtures/OpenGLTestFixture.h"
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#include "XCEngine/RHI/OpenGL/OpenGLVertexArray.h"
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#include "XCEngine/RHI/OpenGL/OpenGLBuffer.h"
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using namespace XCEngine::RHI;
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TEST_F(OpenGLTestFixture, VertexArray_Initialize_CreatesVAO) {
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OpenGLVertexArray vao;
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bool result = vao.Initialize();
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ASSERT_TRUE(result);
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EXPECT_NE(vao.GetID(), 0u);
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vao.Shutdown();
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}
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TEST_F(OpenGLTestFixture, VertexArray_AddVertexBuffer) {
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OpenGLVertexArray vao;
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vao.Initialize();
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OpenGLBuffer buffer;
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buffer.InitializeVertexBuffer(nullptr, 64);
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VertexAttribute attr;
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attr.index = 0;
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attr.count = 3;
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attr.type = GL_FLOAT;
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attr.normalized = false;
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attr.stride = sizeof(float) * 3;
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attr.offset = 0;
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vao.AddVertexBuffer(buffer.GetID(), attr);
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EXPECT_EQ(vao.GetID(), 1u);
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buffer.Shutdown();
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vao.Shutdown();
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}
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TEST_F(OpenGLTestFixture, VertexArray_SetIndexBuffer) {
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OpenGLVertexArray vao;
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vao.Initialize();
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OpenGLBuffer buffer;
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buffer.InitializeIndexBuffer(nullptr, 12);
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vao.SetIndexBuffer(buffer.GetID(), GL_UNSIGNED_INT);
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EXPECT_NE(vao.GetIndexBuffer(), 0u);
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buffer.Shutdown();
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vao.Shutdown();
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}
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TEST_F(OpenGLTestFixture, VertexArray_Bind_Unbind) {
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OpenGLVertexArray vao;
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vao.Initialize();
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vao.Bind();
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GLint boundVAO = 0;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &boundVAO);
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EXPECT_EQ(boundVAO, static_cast<GLint>(vao.GetID()));
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vao.Unbind();
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &boundVAO);
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EXPECT_EQ(boundVAO, 0);
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vao.Shutdown();
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}
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