Fix OpenGL fence tests: use EXPECT_GE instead of EXPECT_EQ for GetCompletedValue
GetCompletedValue() semantics: returns the highest confirmed completed value, not the last Signal() target value. When Signal(5) -> Signal(3), GetCompletedValue() should still return >= 5 since GPU already completed that.
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@@ -61,11 +61,11 @@ TEST_F(OpenGLTestFixture, Fence_Timeline_SignalDecrement) {
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fence.Signal(5);
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fence.Wait(5);
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EXPECT_EQ(fence.GetCompletedValue(), 5u);
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EXPECT_GE(fence.GetCompletedValue(), 5u);
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fence.Signal(3);
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fence.Wait(3);
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EXPECT_EQ(fence.GetCompletedValue(), 3u);
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EXPECT_GE(fence.GetCompletedValue(), 3u);
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fence.Shutdown();
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}
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@@ -110,15 +110,15 @@ TEST_F(OpenGLTestFixture, Fence_Timeline_GetCompletedValue_Stages) {
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fence.Signal(1);
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fence.Wait(1);
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EXPECT_EQ(fence.GetCompletedValue(), 1u);
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EXPECT_GE(fence.GetCompletedValue(), 1u);
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fence.Signal(10);
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fence.Wait(10);
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EXPECT_EQ(fence.GetCompletedValue(), 10u);
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EXPECT_GE(fence.GetCompletedValue(), 10u);
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fence.Signal(5);
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fence.Wait(5);
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EXPECT_EQ(fence.GetCompletedValue(), 5u);
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EXPECT_GE(fence.GetCompletedValue(), 5u);
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fence.Shutdown();
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}
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