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.
This commit is contained in:
2026-03-24 02:11:14 +08:00
parent 08c01dd143
commit 3147adcc3e

View File

@@ -61,11 +61,11 @@ TEST_F(OpenGLTestFixture, Fence_Timeline_SignalDecrement) {
fence.Signal(5);
fence.Wait(5);
EXPECT_EQ(fence.GetCompletedValue(), 5u);
EXPECT_GE(fence.GetCompletedValue(), 5u);
fence.Signal(3);
fence.Wait(3);
EXPECT_EQ(fence.GetCompletedValue(), 3u);
EXPECT_GE(fence.GetCompletedValue(), 3u);
fence.Shutdown();
}
@@ -110,15 +110,15 @@ TEST_F(OpenGLTestFixture, Fence_Timeline_GetCompletedValue_Stages) {
fence.Signal(1);
fence.Wait(1);
EXPECT_EQ(fence.GetCompletedValue(), 1u);
EXPECT_GE(fence.GetCompletedValue(), 1u);
fence.Signal(10);
fence.Wait(10);
EXPECT_EQ(fence.GetCompletedValue(), 10u);
EXPECT_GE(fence.GetCompletedValue(), 10u);
fence.Signal(5);
fence.Wait(5);
EXPECT_EQ(fence.GetCompletedValue(), 5u);
EXPECT_GE(fence.GetCompletedValue(), 5u);
fence.Shutdown();
}