Refactor RHI documentation and remove unused files
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RHI模块测试重构.md
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RHI模块测试重构.md
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# RHI 模块单元测试重构计划
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## 1. 项目背景
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本文档分析 XCEngine RHI(渲染硬件抽象层)模块的三个单元测试层次的覆盖度和质量问题,并提出重构建议。
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### 1.1 测试层次结构
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| 层次 | 位置 | 测试数量 | 特点 |
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|------|------|----------|------|
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| **RHI 抽象层** | `tests/RHI/unit/` | 75 tests × 2 backends = 150 | 参数化测试,跨 D3D12/OpenGL |
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| **D3D12 后端** | `tests/RHI/D3D12/unit/` | ~58 tests | 非参数化,直接测试 D3D12 API |
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| **OpenGL 后端** | `tests/RHI/OpenGL/unit/` | ~58 tests | 非参数化,直接测试 OpenGL API |
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### 1.2 当前测试文件分布
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#### RHI 抽象层 (`tests/RHI/unit/`)
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| 文件 | 测试数 | 测试类 |
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|------|--------|--------|
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| `test_device.cpp` | 8 | RHIDevice |
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| `test_buffer.cpp` | 8 | RHIBuffer |
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| `test_texture.cpp` | 5 | RHITexture |
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| `test_swap_chain.cpp` | 4 | RHISwapChain |
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| `test_command_list.cpp` | 14 | RHICommandList |
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| `test_command_queue.cpp` | 6 | RHICommandQueue |
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| `test_shader.cpp` | 9 | RHIShader |
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| `test_fence.cpp` | 10 | RHIFence |
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| `test_sampler.cpp` | 4 | RHISampler |
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| `test_factory.cpp` | 5 | RHIFactory |
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#### D3D12 后端 (`tests/RHI/D3D12/unit/`)
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| 文件 | 测试数 | 测试类/功能 |
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|------|--------|-------------|
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| `test_device.cpp` | 6 | D3D12Device |
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| `test_fence.cpp` | 9 | D3D12Fence |
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| `test_command_queue.cpp` | 2 | D3D12CommandQueue |
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| `test_command_allocator.cpp` | 3 | D3D12CommandAllocator |
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| `test_command_list.cpp` | 2 | D3D12CommandList |
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| `test_buffer.cpp` | 6 | D3D12Buffer |
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| `test_texture.cpp` | 4 | D3D12Texture |
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| `test_descriptor_heap.cpp` | 9 | D3D12DescriptorHeap |
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| `test_shader.cpp` | 3 | D3D12Shader (trivial) |
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| `test_root_signature.cpp` | 2 | D3D12RootSignature |
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| `test_pipeline_state.cpp` | 2 | D3D12 PSO (trivial) |
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| `test_views.cpp` | 4 | RTV/DSV/CBV |
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| `test_swap_chain.cpp` | 5 | D3D12SwapChain |
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#### OpenGL 后端 (`tests/RHI/OpenGL/unit/`)
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| 文件 | 测试数 | 测试类/功能 |
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|------|--------|-------------|
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| `test_device.cpp` | 2 | OpenGLDevice |
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| `test_buffer.cpp` | 6 | OpenGLBuffer |
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| `test_fence.cpp` | 8 | OpenGLFence |
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| `test_texture.cpp` | 5 | OpenGLTexture |
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| `test_shader.cpp` | 4 | OpenGLShader |
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| `test_pipeline_state.cpp` | 3 | OpenGLPipelineState |
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| `test_vertex_array.cpp` | 5 | OpenGLVertexArray |
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| `test_command_list.cpp` | 9 | OpenGLCommandList |
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| `test_render_target_view.cpp` | 4 | OpenGLRenderTargetView |
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| `test_depth_stencil_view.cpp` | 4 | OpenGLDepthStencilView |
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| `test_swap_chain.cpp` | 3 | OpenGLSwapChain |
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| `test_sampler.cpp` | 4 | OpenGLSampler |
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---
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## 2. 严重问题(P0 - 必须修复)
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### 2.1 `tests/RHI/unit/test_shader.cpp` - 9个测试完全相同
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**严重程度**: 🔴 致命
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**问题描述**:
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所有 9 个 Shader 测试逻辑完全相同,都只测试空描述符返回 nullptr:
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```cpp
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// 文件: tests/RHI/unit/test_shader.cpp
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// 9个测试全部是这种结构
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TEST_P(RHITestFixture, Shader_Compile_EmptyDesc_ReturnsNullptr) {
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RHIShader* shader = GetDevice()->CompileShader({}); // 空描述符
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EXPECT_EQ(shader, nullptr); // 期望返回nullptr
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}
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TEST_P(RHITestFixture, Shader_GetType_WithNullShader) {
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RHIShader* shader = GetDevice()->CompileShader({}); // 空描述符
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EXPECT_EQ(shader, nullptr); // 期望返回nullptr - 与上面完全相同!
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}
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TEST_P(RHITestFixture, Shader_IsValid_WithNullShader) {
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RHIShader* shader = GetDevice()->CompileShader({});
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EXPECT_EQ(shader, nullptr); // 与上面完全相同!
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}
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// ... 剩下的6个测试也是同样的模式
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```
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**影响**:
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- Shader 模块完全没有真实功能测试
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- Shader 编译、绑定、uniform 设置等功能完全未覆盖
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- 这 9 个测试等效于只有 1 个测试
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**修复建议**:
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```cpp
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// 1. 保留错误处理测试 (1-2个)
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TEST_P(RHITestFixture, Shader_Compile_EmptyDesc_ReturnsNullptr) {
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RHIShader* shader = GetDevice()->CompileShader({});
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EXPECT_EQ(shader, nullptr);
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}
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// 2. 添加真实 shader 编译测试 (新增)
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// 注意: 需要 shader 文件或内嵌 GLSL/HLSL 源码
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TEST_P(RHITestFixture, Shader_Compile_ValidShader) {
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ShaderCompileDesc desc = {};
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desc.entryPoint = "main";
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desc.shaderType = ShaderType::Vertex;
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// 需要实际的 shader 源码或文件路径
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RHIShader* shader = GetDevice()->CompileShader(desc);
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ASSERT_NE(shader, nullptr);
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shader->Shutdown();
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delete shader;
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}
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// 3. 添加 shader 绑定测试 (新增)
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TEST_P(RHITestFixture, Shader_Bind_ValidShader) {
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// 编译 shader 后绑定
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RHIShader* shader = GetDevice()->CompileShader(validDesc);
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ASSERT_NE(shader, nullptr);
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RHICommandList* cmdList = GetDevice()->CreateCommandList({});
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cmdList->Reset();
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cmdList->SetShader(shader);
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cmdList->Close();
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cmdList->Shutdown();
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delete cmdList;
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shader->Shutdown();
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delete shader;
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}
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// 4. 添加 uniform 设置测试 (新增)
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TEST_P(RHITestFixture, Shader_SetUniform_Int) {
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RHIShader* shader = GetDevice()->CompileShader(validDesc);
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ASSERT_NE(shader, nullptr);
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shader->SetInt("uniformName", 42);
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shader->Shutdown();
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delete shader;
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}
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TEST_P(RHITestFixture, Shader_SetUniform_Float) {
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// ...
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}
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// 5. 添加 GetNativeHandle 测试 (保留一个)
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TEST_P(RHITestFixture, Shader_GetNativeHandle_ValidShader) {
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RHIShader* shader = GetDevice()->CompileShader(validDesc);
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ASSERT_NE(shader, nullptr);
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EXPECT_NE(shader->GetNativeHandle(), nullptr);
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shader->Shutdown();
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delete shader;
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}
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```
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---
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### 2.2 关键 RHI 抽象类完全没有测试
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**严重程度**: 🔴 致命
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**问题描述**:
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以下 RHI 抽象类在 `tests/RHI/unit/` 中完全没有测试:
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| 类 | 说明 | 影响 |
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|----|------|------|
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| `RHIPipelineState` | 管线状态对象 | 无法验证 PSO 创建、配置、绑定 |
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| `RHIPipelineLayout` | 管线布局 | 无法验证 descriptor layout |
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| `RHIDescriptorPool` | 描述符池 | Descriptor 管理完全未覆盖 |
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| `RHIDescriptorSet` | 描述符集 | 无法验证 descriptor 更新 |
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| `RHIRenderPass` | 渲染通道 | RenderPass API 完全未覆盖 |
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| `RHIFramebuffer` | 帧缓冲 | Framebuffer API 完全未覆盖 |
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**修复建议 - 新增 `test_pipeline_state.cpp`**:
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```cpp
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// 文件: tests/RHI/unit/test_pipeline_state.cpp
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#include "fixtures/RHITestFixture.h"
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#include "XCEngine/RHI/RHIPipelineState.h"
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#include "XCEngine/RHI/RHIDevice.h"
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using namespace XCEngine::RHI;
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TEST_P(RHITestFixture, PipelineState_Create) {
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GraphicsPipelineDesc desc = {};
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// 配置基本描述符
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RHIPipelineState* pso = GetDevice()->CreatePipelineState(desc);
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ASSERT_NE(pso, nullptr);
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pso->Shutdown();
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delete pso;
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}
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TEST_P(RHITestFixture, PipelineState_SetGet_RasterizerState) {
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GraphicsPipelineDesc desc = {};
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RHIPipelineState* pso = GetDevice()->CreatePipelineState(desc);
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ASSERT_NE(pso, nullptr);
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RasterizerDesc rasterizer = {};
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rasterizer.cullMode = CullMode::Back;
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pso->SetRasterizerState(rasterizer);
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EXPECT_EQ(pso->GetRasterizerState().cullMode, CullMode::Back);
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pso->Shutdown();
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delete pso;
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}
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TEST_P(RHITestFixture, PipelineState_SetGet_BlendState) {
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// ...
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}
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TEST_P(RHITestFixture, PipelineState_SetGet_DepthStencilState) {
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// ...
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}
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TEST_P(RHITestFixture, PipelineState_Finalize) {
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GraphicsPipelineDesc desc = {};
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RHIPipelineState* pso = GetDevice()->CreatePipelineState(desc);
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ASSERT_NE(pso, nullptr);
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bool finalized = pso->Finalize();
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EXPECT_TRUE(finalized);
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EXPECT_TRUE(pso->IsFinalized());
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pso->Shutdown();
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delete pso;
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}
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TEST_P(RHITestFixture, PipelineState_Bind_Unbind) {
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// ...
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}
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```
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**修复建议 - 新增 `test_render_pass.cpp`**:
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```cpp
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// 文件: tests/RHI/unit/test_render_pass.cpp
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#include "fixtures/RHITestFixture.h"
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#include "XCEngine/RHI/RHIRenderPass.h"
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using namespace XCEngine::RHI;
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TEST_P(RHITestFixture, RenderPass_Create) {
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AttachmentDesc colorAttachment = {};
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colorAttachment.format = Format::R8G8B8A8_UNorm;
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colorAttachment.loadOp = LoadAction::Clear;
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colorAttachment.storeOp = StoreAction::Store;
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RHIRenderPass* renderPass = GetDevice()->CreateRenderPass(1, &colorAttachment, nullptr);
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ASSERT_NE(renderPass, nullptr);
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EXPECT_EQ(renderPass->GetColorAttachmentCount(), 1);
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renderPass->Shutdown();
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delete renderPass;
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}
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TEST_P(RHITestFixture, RenderPass_BeginEnd) {
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// 需要先创建 framebuffer
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// cmdList->BeginRenderPass(renderPass, framebuffer, ...);
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// cmdList->EndRenderPass();
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}
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```
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**修复建议 - 新增 `test_framebuffer.cpp`**:
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```cpp
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// 文件: tests/RHI/unit/test_framebuffer.cpp
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#include "fixtures/RHITestFixture.h"
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#include "XCEngine/RHI/RHIFramebuffer.h"
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using namespace XCEngine::RHI;
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TEST_P(RHITestFixture, Framebuffer_Create) {
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// 先创建 renderPass 和 texture
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RHIRenderPass* renderPass = ...;
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RHITexture* texture = ...;
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RHIResourceView* rtv = GetDevice()->CreateRenderTargetView(texture, {});
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RHIFramebuffer* fb = GetDevice()->CreateFramebuffer(renderPass, 1, &rtv, nullptr, 256, 256);
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ASSERT_NE(fb, nullptr);
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EXPECT_EQ(fb->GetWidth(), 256);
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EXPECT_EQ(fb->GetHeight(), 256);
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EXPECT_TRUE(fb->IsValid());
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fb->Shutdown();
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delete fb;
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}
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```
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**修复建议 - 新增 `test_descriptor.cpp`**:
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```cpp
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// 文件: tests/RHI/unit/test_descriptor.cpp
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#include "fixtures/RHITestFixture.h"
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#include "XCEngine/RHI/RHIDescriptorPool.h"
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#include "XCEngine/RHI/RHIDescriptorSet.h"
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using namespace XCEngine::RHI;
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TEST_P(RHITestFixture, DescriptorPool_Create) {
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DescriptorPoolDesc desc = {};
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desc.maxSets = 10;
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desc.poolSize = 100;
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RHIDescriptorPool* pool = GetDevice()->CreateDescriptorPool(desc);
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ASSERT_NE(pool, nullptr);
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pool->Shutdown();
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}
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TEST_P(RHITestFixture, DescriptorSet_Allocate_Update) {
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// 创建 pool
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RHIDescriptorPool* pool = GetDevice()->CreateDescriptorPool(desc);
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// 创建 layout
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DescriptorSetLayoutDesc layoutDesc = {};
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DescriptorSetLayoutBinding binding = {};
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binding.binding = 0;
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binding.type = DescriptorType::CBV;
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binding.count = 1;
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layoutDesc.bindings = &binding;
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layoutDesc.bindingCount = 1;
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RHIDescriptorSet* set = GetDevice()->CreateDescriptorSet(pool, layoutDesc);
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ASSERT_NE(set, nullptr);
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EXPECT_EQ(set->GetBindingCount(), 1);
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set->Shutdown();
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pool->Shutdown();
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}
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```
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---
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## 3. 中等问题(P1 - 应该修复)
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### 3.1 `tests/RHI/unit/test_command_list.cpp` - 大量测试传递 nullptr
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**问题描述**:
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很多 CommandList 测试只验证调用不崩溃,不验证实际功能:
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```cpp
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// 这些测试传递 nullptr,无法验证真实功能
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TEST_P(RHITestFixture, CommandList_ClearRenderTarget) {
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// ... 创建了 texture 但实际传递 nullptr
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cmdList->ClearRenderTarget(static_cast<RHIResourceView*>(nullptr), color);
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// 没有验证任何实际行为
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}
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TEST_P(RHITestFixture, CommandList_TransitionBarrier) {
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// 创建了 texture 但传递 nullptr
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cmdList->TransitionBarrier(static_cast<RHIResourceView*>(nullptr), ...);
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}
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TEST_P(RHITestFixture, CommandList_SetVertexBuffer_WithResourceView) {
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// 直接传递 nullptr
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RHIResourceView* buffer = nullptr;
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cmdList->SetVertexBuffers(0, 1, &buffer, nullptr, nullptr);
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}
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```
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**缺少的真实测试**:
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| 测试内容 | 状态 | 建议 |
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|----------|------|------|
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| 有资源的 SetVertexBuffer | ❌ | 添加 |
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| 有资源的 SetIndexBuffer | ❌ | 添加 |
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| 有资源的 ClearRenderTarget | ❌ | 添加 |
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| BeginRenderPass/EndRenderPass | ❌ | 添加 |
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| Dispatch (计算着色器) | ❌ | 添加 |
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| SetGraphicsDescriptorSets | ❌ | 添加 |
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| SetComputeDescriptorSets | ❌ | 添加 |
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**修复建议**:
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```cpp
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// 新增真实资源测试
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TEST_P(RHITestFixture, CommandList_SetVertexBuffer_WithRealBuffer) {
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// 1. 创建 buffer
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BufferDesc bufDesc = {};
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bufDesc.size = 1024;
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RHIBuffer* buffer = GetDevice()->CreateBuffer(bufDesc);
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ASSERT_NE(buffer, nullptr);
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// 2. 创建 cmdList 并设置
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RHICommandList* cmdList = GetDevice()->CreateCommandList({});
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cmdList->Reset();
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RHIResourceView* bufferView = buffer->GetView();
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cmdList->SetVertexBuffers(0, 1, &bufferView, nullptr, nullptr);
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cmdList->Close();
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// 3. 清理
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cmdList->Shutdown();
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buffer->Shutdown();
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delete buffer;
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delete cmdList;
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}
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TEST_P(RHITestFixture, CommandList_BeginEndRenderPass) {
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// 1. 创建 renderPass
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AttachmentDesc colorDesc = {};
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colorDesc.format = Format::R8G8B8A8_UNorm;
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RHIRenderPass* renderPass = GetDevice()->CreateRenderPass(1, &colorDesc, nullptr);
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ASSERT_NE(renderPass, nullptr);
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// 2. 创建 framebuffer
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TextureDesc texDesc = {};
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texDesc.width = 256;
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texDesc.height = 256;
|
||||
RHITexture* texture = GetDevice()->CreateTexture(texDesc);
|
||||
RHIResourceView* rtv = GetDevice()->CreateRenderTargetView(texture, {});
|
||||
|
||||
RHIFramebuffer* fb = GetDevice()->CreateFramebuffer(renderPass, 1, &rtv, nullptr, 256, 256);
|
||||
|
||||
// 3. 测试 Begin/End
|
||||
RHICommandList* cmdList = GetDevice()->CreateCommandList({});
|
||||
cmdList->Reset();
|
||||
|
||||
Rect renderArea = {0, 0, 256, 256};
|
||||
ClearValue clearValue = {};
|
||||
cmdList->BeginRenderPass(renderPass, fb, renderArea, 1, &clearValue);
|
||||
cmdList->EndRenderPass();
|
||||
|
||||
cmdList->Close();
|
||||
|
||||
// 清理
|
||||
cmdList->Shutdown();
|
||||
fb->Shutdown();
|
||||
delete fb;
|
||||
delete rtv;
|
||||
texture->Shutdown();
|
||||
delete texture;
|
||||
renderPass->Shutdown();
|
||||
delete renderPass;
|
||||
}
|
||||
|
||||
TEST_P(RHITestFixture, CommandList_Dispatch) {
|
||||
// 1. 创建 compute shader
|
||||
ShaderCompileDesc csDesc = {};
|
||||
RHIShader* computeShader = GetDevice()->CompileShader(csDesc);
|
||||
// ...
|
||||
|
||||
// 2. 创建并设置 compute pipeline
|
||||
RHIPipelineState* computePSO = GetDevice()->CreatePipelineState(computeDesc);
|
||||
computePSO->SetComputeShader(computeShader);
|
||||
computePSO->Finalize();
|
||||
|
||||
// 3. 测试 Dispatch
|
||||
RHICommandList* cmdList = GetDevice()->CreateCommandList({});
|
||||
cmdList->Reset();
|
||||
cmdList->SetPipelineState(computePSO);
|
||||
cmdList->Dispatch(8, 8, 1);
|
||||
cmdList->Close();
|
||||
|
||||
// 清理
|
||||
cmdList->Shutdown();
|
||||
computePSO->Shutdown();
|
||||
delete computePSO;
|
||||
computeShader->Shutdown();
|
||||
delete computeShader;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### 3.2 D3D12 后端测试问题
|
||||
|
||||
| 文件 | 问题 | 建议 |
|
||||
|------|------|------|
|
||||
| `test_pipeline_state.cpp` | 只测试 struct 默认值 | 添加真实 PSO 创建测试 |
|
||||
| `test_shader.cpp` | 只做字符串比较 | 添加 shader 编译测试 |
|
||||
| `test_root_signature.cpp` | 只测试空签名和 CBV | 添加复杂参数测试 |
|
||||
| `test_command_list.cpp` | 只有 2 个测试 | 补充 Reset/ClearRenderTargetView 等 |
|
||||
|
||||
**修复建议 - `test_pipeline_state.cpp`**:
|
||||
|
||||
```cpp
|
||||
// 当前只有 trivial 测试
|
||||
TEST_F(D3D12TestFixture, PipelineState_Get_GraphicsPipelineDescDefaults) {
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
|
||||
// 只验证 struct 默认值
|
||||
EXPECT_EQ(psoDesc.PrimitiveTopologyType, ...);
|
||||
}
|
||||
|
||||
// 应该添加
|
||||
TEST_F(D3D12TestFixture, PipelineState_Create_GraphicsPipeline) {
|
||||
// 1. 创建 root signature
|
||||
D3D12_ROOT_SIGNATURE_DESC rootSigDesc = {};
|
||||
D3D12RootSignature rootSig;
|
||||
rootSig.Initialize(GetDevice()->GetDevice(), rootSigDesc);
|
||||
|
||||
// 2. 创建 shader (需要 HLSL 源码或编译好的 bytecode)
|
||||
D3D12Shader* vs = new D3D12Shader();
|
||||
vs->CompileFromFile(L"shaders/vertex.cso");
|
||||
|
||||
// 3. 创建 PSO
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
|
||||
psoDesc.pRootSignature = rootSig.GetRootSignature();
|
||||
psoDesc.VS = vs->GetBytecode();
|
||||
// ... 设置其他字段
|
||||
|
||||
ID3D12PipelineState* d3d12PSO = nullptr;
|
||||
HRESULT hr = GetDevice()->GetDevice()->CreateGraphicsPipelineState(
|
||||
&psoDesc, IID_PPV_ARGS(&d3d12PSO));
|
||||
ASSERT_EQ(hr, S_OK);
|
||||
|
||||
d3d12PSO->Release();
|
||||
rootSig.Shutdown();
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### 3.3 OpenGL 后端测试问题
|
||||
|
||||
| 文件 | 问题 | 建议 |
|
||||
|------|------|------|
|
||||
| `test_command_list.cpp` | 缺少 SetShader/SetUniform 测试 | 添加 |
|
||||
| `test_shader.cpp` | 无 compute shader 测试 | 添加 GL_COMPUTE_SHADER |
|
||||
| 无 compute 相关测试 | 缺少 Dispatch 测试 | 添加 |
|
||||
|
||||
**修复建议**:
|
||||
|
||||
```cpp
|
||||
// 新增 test_compute.cpp
|
||||
TEST_F(OpenGLTestFixture, ComputeShader_Compile) {
|
||||
const char* computeSrc = R"(
|
||||
#version 460
|
||||
layout(local_size_x = 1, local_size_y = 1) in;
|
||||
void main() {
|
||||
// compute shader
|
||||
}
|
||||
)";
|
||||
|
||||
OpenGLShader computeShader;
|
||||
bool compiled = computeShader.CompileCompute(computeSrc);
|
||||
EXPECT_TRUE(compiled);
|
||||
}
|
||||
|
||||
TEST_F(OpenGLTestFixture, CommandList_Dispatch) {
|
||||
// 编译 compute shader
|
||||
OpenGLShader computeShader;
|
||||
computeShader.CompileCompute(computeSrc);
|
||||
|
||||
// 创建 pipeline state
|
||||
OpenGLPipelineState pipeline;
|
||||
pipeline.SetComputeShader(&computeShader);
|
||||
pipeline.Apply();
|
||||
|
||||
// 测试 Dispatch
|
||||
OpenGLCommandList cmdList;
|
||||
cmdList.Reset();
|
||||
cmdList.SetPipelineState(&pipeline);
|
||||
cmdList.Dispatch(8, 8, 1);
|
||||
cmdList.Close();
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 4. 测试覆盖度矩阵
|
||||
|
||||
### 4.1 RHI 抽象层覆盖度
|
||||
|
||||
| RHI 抽象接口 | 覆盖状态 | 备注 |
|
||||
|--------------|----------|------|
|
||||
| Device 创建/初始化 | ✅ 已覆盖 | |
|
||||
| Buffer 创建/映射 | ✅ 已覆盖 | |
|
||||
| Texture 创建 | ✅ 已覆盖 | |
|
||||
| SwapChain | ✅ 已覆盖 | |
|
||||
| CommandList 基础 | ⚠️ 太弱 | 大部分传递 nullptr |
|
||||
| CommandQueue | ✅ 已覆盖 | |
|
||||
| Fence | ✅ 已覆盖 | |
|
||||
| Sampler | ✅ 已覆盖 | |
|
||||
| Shader 编译 | ❌ 无效 | 9个测试完全相同 |
|
||||
| **PipelineState** | ❌ 无测试 | **必须添加** |
|
||||
| **PipelineLayout** | ❌ 无测试 | **必须添加** |
|
||||
| **DescriptorPool** | ❌ 无测试 | **必须添加** |
|
||||
| **DescriptorSet** | ❌ 无测试 | **必须添加** |
|
||||
| **RenderPass** | ❌ 无测试 | **必须添加** |
|
||||
| **Framebuffer** | ❌ 无测试 | **必须添加** |
|
||||
| **Compute/Dispatch** | ❌ 无测试 | **必须添加** |
|
||||
| Resource Barriers | ⚠️ 太弱 | 传递 nullptr |
|
||||
|
||||
### 4.2 D3D12 后端覆盖度
|
||||
|
||||
| D3D12 特定功能 | 覆盖状态 | 备注 |
|
||||
|----------------|----------|------|
|
||||
| 设备特性检测 | ✅ 已覆盖 | |
|
||||
| Descriptor Heap | ✅ 已覆盖 | |
|
||||
| Command Allocator | ✅ 已覆盖 | |
|
||||
| Fence Timeline | ✅ 已覆盖 | |
|
||||
| RootSignature | ⚠️ 弱 | 只测试空签名和 CBV |
|
||||
| PipelineState | ⚠️ 弱 | 只测试 struct 默认值 |
|
||||
| Shader | ⚠️ 弱 | 只做字符串比较 |
|
||||
| SwapChain | ✅ 已覆盖 | |
|
||||
| Views (RTV/DSV) | ✅ 已覆盖 | |
|
||||
|
||||
### 4.3 OpenGL 后端覆盖度
|
||||
|
||||
| OpenGL 特定功能 | 覆盖状态 | 备注 |
|
||||
|----------------|----------|------|
|
||||
| Buffer (VBO/IBO/UBO) | ✅ 已覆盖 | |
|
||||
| Texture (2D/Cube) | ✅ 已覆盖 | |
|
||||
| VertexArray | ✅ 已覆盖 | |
|
||||
| Shader 编译 | ✅ 已覆盖 | |
|
||||
| PipelineState | ✅ 已覆盖 | |
|
||||
| Sampler | ✅ 已覆盖 | |
|
||||
| Fence | ✅ 已覆盖 | |
|
||||
| SwapChain | ✅ 已覆盖 | |
|
||||
| **Compute Shader** | ❌ 无测试 | **必须添加** |
|
||||
| **Dispatch** | ❌ 无测试 | **必须添加** |
|
||||
| Memory Barrier | ❌ 无测试 | 可选 |
|
||||
|
||||
---
|
||||
|
||||
## 5. 重构优先级总结
|
||||
|
||||
### P0 - 必须修复(影响功能验证)
|
||||
|
||||
| 优先级 | 问题 | 工作量 | 影响 |
|
||||
|--------|------|--------|------|
|
||||
| 1 | Shader 测试重构 | 中 | 9个测试无效 |
|
||||
| 2 | 添加 PipelineState 测试 | 大 | RHI 核心组件无测试 |
|
||||
| 3 | 添加 RenderPass 测试 | 中 | 重要 API 未覆盖 |
|
||||
| 4 | 添加 Framebuffer 测试 | 中 | 重要 API 未覆盖 |
|
||||
|
||||
### P1 - 应该修复(提高覆盖率)
|
||||
|
||||
| 优先级 | 问题 | 工作量 | 影响 |
|
||||
|--------|------|--------|------|
|
||||
| 5 | 添加 DescriptorPool/Set 测试 | 中 | 已实现未测试 |
|
||||
| 6 | CommandList 测试增强 | 大 | 大部分传递 nullptr |
|
||||
| 7 | 添加 Compute/Dispatch 测试 | 中 | 重要功能缺失 |
|
||||
| 8 | D3D12 PSO/shader 测试增强 | 小 | 当前测试 trivial |
|
||||
|
||||
### P2 - 可以修复(完善细节)
|
||||
|
||||
| 优先级 | 问题 | 工作量 | 影响 |
|
||||
|--------|------|--------|------|
|
||||
| 9 | OpenGL CommandList SetShader 测试 | 小 | 缺失测试 |
|
||||
| 10 | 复杂 RootSignature 参数测试 | 小 | 当前只测试 CBV |
|
||||
| 11 | OpenGL Compute Shader 测试 | 小 | 缺失测试 |
|
||||
|
||||
---
|
||||
|
||||
## 6. 新增测试文件清单
|
||||
|
||||
| 文件路径 | 测试内容 | 优先级 |
|
||||
|----------|----------|--------|
|
||||
| `tests/RHI/unit/test_pipeline_state.cpp` | PipelineState 创建/配置/绑定 | P0 |
|
||||
| `tests/RHI/unit/test_render_pass.cpp` | RenderPass 创建/Begin/End | P0 |
|
||||
| `tests/RHI/unit/test_framebuffer.cpp` | Framebuffer 创建/绑定 | P0 |
|
||||
| `tests/RHI/unit/test_descriptor.cpp` | DescriptorPool/Set 创建/更新 | P1 |
|
||||
| `tests/RHI/unit/test_compute.cpp` | Compute shader/Dispatch | P1 |
|
||||
| `tests/RHI/unit/test_pipeline_layout.cpp` | PipelineLayout 创建 | P2 |
|
||||
|
||||
---
|
||||
|
||||
## 7. 测试质量改进建议
|
||||
|
||||
### 7.1 测试命名规范
|
||||
|
||||
遵循 `Component_Category_SubBehavior` 格式:
|
||||
|
||||
```
|
||||
Good:
|
||||
- Buffer_Create_DefaultHeap
|
||||
- CommandList_SetViewport_ValidRect
|
||||
- Shader_Compile_ValidSource
|
||||
|
||||
Bad:
|
||||
- Test1
|
||||
- BufferTest
|
||||
- test_buffer
|
||||
```
|
||||
|
||||
### 7.2 测试结构规范
|
||||
|
||||
每个测试应包含:
|
||||
|
||||
```cpp
|
||||
TEST_P(RHITestFixture, CommandList_SetVertexBuffer_WithRealBuffer) {
|
||||
// 1. Arrange - 准备测试数据
|
||||
BufferDesc bufDesc = {};
|
||||
bufDesc.size = 1024;
|
||||
RHIBuffer* buffer = GetDevice()->CreateBuffer(bufDesc);
|
||||
ASSERT_NE(buffer, nullptr); // 使用 ASSERT 防止空指针解引用
|
||||
|
||||
// 2. Act - 执行被测操作
|
||||
RHICommandList* cmdList = GetDevice()->CreateCommandList({});
|
||||
cmdList->Reset();
|
||||
RHIResourceView* view = buffer->GetView();
|
||||
cmdList->SetVertexBuffers(0, 1, &view, nullptr, nullptr);
|
||||
cmdList->Close();
|
||||
|
||||
// 3. Assert - 验证结果
|
||||
// 注意:有些测试难以直接验证结果,可以通过不崩溃来间接验证
|
||||
|
||||
// 4. Cleanup - 清理资源
|
||||
cmdList->Shutdown();
|
||||
delete cmdList;
|
||||
buffer->Shutdown();
|
||||
delete buffer;
|
||||
}
|
||||
```
|
||||
|
||||
### 7.3 避免的问题
|
||||
|
||||
```cpp
|
||||
// 问题1: 测试逻辑完全相同
|
||||
TEST_P(RHITestFixture, Shader_Test1) { shader = nullptr; EXPECT_EQ(shader, nullptr); }
|
||||
TEST_P(RHITestFixture, Shader_Test2) { shader = nullptr; EXPECT_EQ(shader, nullptr); } // 相同!
|
||||
|
||||
// 问题2: 传递 nullptr 不验证功能
|
||||
TEST_P(RHITestFixture, CommandList_Test) {
|
||||
cmdList->ClearRenderTarget(nullptr, color); // 无意义
|
||||
}
|
||||
|
||||
// 问题3: 不清理资源
|
||||
TEST_P(RHITestFixture, Buffer_Test) {
|
||||
RHIBuffer* buffer = device->CreateBuffer(desc);
|
||||
// 忘记 buffer->Shutdown() 和 delete buffer
|
||||
}
|
||||
|
||||
// 问题4: 缺少 ASSERT
|
||||
TEST_P(RHITestFixture, Buffer_Test) {
|
||||
RHIBuffer* buffer = device->CreateBuffer(desc);
|
||||
buffer->SetData(...); // 如果 buffer 是 nullptr 则崩溃
|
||||
// 应该先 ASSERT_NE(buffer, nullptr);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 8. 附录:测试执行命令
|
||||
|
||||
```bash
|
||||
# 增量构建 RHI 测试
|
||||
cmake --build . --target rhi_unit_tests --config Debug
|
||||
cmake --build . --target rhi_d3d12_tests --config Debug
|
||||
cmake --build . --target rhi_opengl_tests --config Debug
|
||||
|
||||
# 运行 RHI 抽象层测试 (同时验证 D3D12 和 OpenGL)
|
||||
ctest -R "^D3D12/|^OpenGL/" -C Debug --output-on-failure
|
||||
|
||||
# 运行 D3D12 后端专用测试
|
||||
ctest -R "D3D12TestFixture|SwapChainTestFixture" -C Debug --output-on-failure
|
||||
|
||||
# 运行 OpenGL 后端专用测试
|
||||
ctest -R "OpenGLTestFixture" -C Debug --output-on-failure
|
||||
|
||||
# 运行所有 RHI 测试
|
||||
ctest -R "D3D12|OpenGL|RHITestFixture" -C Debug --output-on-failure
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
**文档版本**: 1.0
|
||||
**最后更新**: 2026-03-25
|
||||
**作者**: XCEngine Team
|
||||
BIN
minimal.ppm
BIN
minimal.ppm
Binary file not shown.
Reference in New Issue
Block a user