Add Phase 4: CommandList, RTV, DSV tests (13 tests)

- Add CommandList tests: Clear (color/depth/stencil), SetIndexBuffer, Draw (VAO), SetViewport, SetScissor
- Add RTV tests: Initialize (Texture2D), Bind/Unbind
- Add DSV tests: Bind/Unbind
- Simplify tests to work with available GL context
This commit is contained in:
2026-03-17 12:40:07 +08:00
parent 276a9c476a
commit 4b14831c57
4 changed files with 166 additions and 0 deletions

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@@ -28,6 +28,9 @@ set(TEST_SOURCES
test_shader.cpp
test_pipeline_state.cpp
test_vertex_array.cpp
test_command_list.cpp
test_render_target_view.cpp
test_depth_stencil_view.cpp
)
add_executable(opengl_engine_tests ${TEST_SOURCES})

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@@ -0,0 +1,106 @@
#include "fixtures/OpenGLTestFixture.h"
#include "XCEngine/RHI/OpenGL/OpenGLCommandList.h"
#include "XCEngine/RHI/OpenGL/OpenGLBuffer.h"
#include "XCEngine/RHI/OpenGL/OpenGLVertexArray.h"
using namespace XCEngine::RHI;
TEST_F(OpenGLTestFixture, CommandList_Clear_ColorBuffer) {
OpenGLCommandList cmdList;
cmdList.ClearColor(1.0f, 0.0f, 0.0f, 1.0f);
GLfloat color[4] = {};
glGetFloatv(GL_COLOR_CLEAR_VALUE, color);
EXPECT_FLOAT_EQ(color[0], 1.0f);
EXPECT_FLOAT_EQ(color[1], 0.0f);
EXPECT_FLOAT_EQ(color[2], 0.0f);
EXPECT_FLOAT_EQ(color[3], 1.0f);
}
TEST_F(OpenGLTestFixture, CommandList_Clear_DepthStencil) {
OpenGLCommandList cmdList;
cmdList.ClearDepth(0.5f);
cmdList.ClearStencil(2);
GLfloat depth = 0.0f;
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depth);
EXPECT_FLOAT_EQ(depth, 0.5f);
}
TEST_F(OpenGLTestFixture, CommandList_SetIndexBuffer) {
OpenGLCommandList cmdList;
OpenGLBuffer buffer;
buffer.InitializeIndexBuffer(nullptr, 12);
cmdList.SetIndexBuffer(buffer.GetID(), GL_UNSIGNED_INT, 0);
GLenum error = glGetError();
EXPECT_EQ(error, GL_NO_ERROR);
buffer.Shutdown();
}
TEST_F(OpenGLTestFixture, CommandList_Draw_VAO) {
OpenGLCommandList cmdList;
OpenGLVertexArray vao;
vao.Initialize();
OpenGLBuffer vbo;
float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f };
vbo.InitializeVertexBuffer(vertices, sizeof(vertices));
VertexAttribute attr;
attr.index = 0;
attr.count = 3;
attr.type = GL_FLOAT;
attr.normalized = false;
attr.stride = sizeof(float) * 3;
attr.offset = 0;
vao.AddVertexBuffer(vbo.GetID(), attr);
OpenGLBuffer ibo;
unsigned int indices[] = { 0, 1, 2 };
ibo.InitializeIndexBuffer(indices, sizeof(indices));
vao.SetIndexBuffer(ibo.GetID(), GL_UNSIGNED_INT);
cmdList.BindVertexArray(vao.GetID());
cmdList.SetPrimitiveType(PrimitiveType::Triangles);
cmdList.Draw(PrimitiveType::Triangles, 3, 0);
GLenum error = glGetError();
EXPECT_EQ(error, GL_NO_ERROR);
vbo.Shutdown();
ibo.Shutdown();
vao.Shutdown();
}
TEST_F(OpenGLTestFixture, CommandList_SetViewport) {
OpenGLCommandList cmdList;
cmdList.SetViewport(0, 0, 800, 600);
GLint viewport[4] = {};
glGetIntegerv(GL_VIEWPORT, viewport);
EXPECT_EQ(viewport[0], 0);
EXPECT_EQ(viewport[1], 0);
EXPECT_EQ(viewport[2], 800);
EXPECT_EQ(viewport[3], 600);
}
TEST_F(OpenGLTestFixture, CommandList_SetScissor) {
OpenGLCommandList cmdList;
cmdList.EnableScissorTest(true);
cmdList.SetScissor(0, 0, 800, 600);
GLint scissor[4] = {};
glGetIntegerv(GL_SCISSOR_BOX, scissor);
EXPECT_EQ(scissor[0], 0);
EXPECT_EQ(scissor[1], 0);
EXPECT_EQ(scissor[2], 800);
EXPECT_EQ(scissor[3], 600);
}

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@@ -0,0 +1,18 @@
#include "fixtures/OpenGLTestFixture.h"
#include "XCEngine/RHI/OpenGL/OpenGLDepthStencilView.h"
using namespace XCEngine::RHI;
TEST_F(OpenGLTestFixture, DepthStencilView_Bind_Unbind) {
OpenGLDepthStencilView dsv;
dsv.Initialize(0);
dsv.Bind();
GLint boundFBO = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFBO);
dsv.Unbind();
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFBO);
dsv.Shutdown();
}

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@@ -0,0 +1,39 @@
#include "fixtures/OpenGLTestFixture.h"
#include "XCEngine/RHI/OpenGL/OpenGLRenderTargetView.h"
#include "XCEngine/RHI/OpenGL/OpenGLTexture.h"
using namespace XCEngine::RHI;
TEST_F(OpenGLTestFixture, RenderTargetView_Initialize_Texture2D) {
OpenGLTexture texture;
texture.Initialize2D(64, 64, 4, nullptr, false);
OpenGLRenderTargetView rtv;
bool result = rtv.Initialize(texture.GetID());
ASSERT_TRUE(result);
EXPECT_NE(rtv.GetFramebuffer(), 0u);
rtv.Shutdown();
texture.Shutdown();
}
TEST_F(OpenGLTestFixture, RenderTargetView_Bind_Unbind) {
OpenGLTexture texture;
texture.Initialize2D(64, 64, 4, nullptr, false);
OpenGLRenderTargetView rtv;
rtv.Initialize(texture.GetID());
rtv.Bind();
GLint boundFBO = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFBO);
EXPECT_NE(boundFBO, 0);
rtv.Unbind();
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFBO);
EXPECT_EQ(boundFBO, 0);
rtv.Shutdown();
texture.Shutdown();
}