test: Update RHI unit tests to use CreateShader API
Rename CompileShader to CreateShader in all RHI unit tests: - test_command_list.cpp - test_compute.cpp - test_shader.cpp
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@@ -6,7 +6,7 @@ using namespace XCEngine::RHI;
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TEST_P(RHITestFixture, Shader_Compile_EmptyDesc_ReturnsNullptr) {
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ShaderCompileDesc desc = {};
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RHIShader* shader = GetDevice()->CompileShader(desc);
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RHIShader* shader = GetDevice()->CreateShader(desc);
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EXPECT_EQ(shader, nullptr);
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}
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@@ -23,7 +23,7 @@ TEST_P(RHITestFixture, Shader_Compile_ValidVertexShader) {
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desc.profile = L"vs";
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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RHIShader* shader = GetDevice()->CreateShader(desc);
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if (shader != nullptr) {
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EXPECT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
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@@ -46,7 +46,7 @@ TEST_P(RHITestFixture, Shader_Compile_ValidFragmentShader) {
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desc.profile = L"ps";
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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RHIShader* shader = GetDevice()->CreateShader(desc);
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if (shader != nullptr) {
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EXPECT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetType(), ShaderType::Fragment);
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@@ -69,7 +69,7 @@ TEST_P(RHITestFixture, Shader_GetType_VertexShader) {
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desc.profile = L"vs";
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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RHIShader* shader = GetDevice()->CreateShader(desc);
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if (shader != nullptr) {
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EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
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shader->Shutdown();
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@@ -90,7 +90,7 @@ TEST_P(RHITestFixture, Shader_GetType_FragmentShader) {
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desc.profile = L"ps";
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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RHIShader* shader = GetDevice()->CreateShader(desc);
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if (shader != nullptr) {
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EXPECT_EQ(shader->GetType(), ShaderType::Fragment);
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shader->Shutdown();
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@@ -111,7 +111,7 @@ TEST_P(RHITestFixture, Shader_GetNativeHandle_ValidShader) {
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desc.profile = L"vs";
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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RHIShader* shader = GetDevice()->CreateShader(desc);
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if (shader != nullptr) {
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void* handle = shader->GetNativeHandle();
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EXPECT_NE(handle, nullptr);
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@@ -133,7 +133,7 @@ TEST_P(RHITestFixture, Shader_Shutdown_Invalidates) {
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desc.profile = L"vs";
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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RHIShader* shader = GetDevice()->CreateShader(desc);
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if (shader != nullptr) {
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EXPECT_TRUE(shader->IsValid());
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shader->Shutdown();
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