test: 添加 D3D12 引擎测试框架
- 修复 engine/CMakeLists.txt 路径问题 - 在 tests/D3D12_engine/test/ 创建测试框架 - 添加基础测试夹具 D3D12TestFixture - 添加 13 个基础测试用例 - 所有测试通过
This commit is contained in:
@@ -38,9 +38,7 @@ add_subdirectory(memory)
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add_subdirectory(threading)
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add_subdirectory(debug)
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add_subdirectory(D3D12)
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# D3D12 Engine Tests (in engine source tree)
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add_subdirectory(${CMAKE_SOURCE_DIR}/engine/src/RHI/D3D12/test ${CMAKE_BINARY_DIR}/D3D12_engine_tests)
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add_subdirectory(D3D12_engine/test)
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# ============================================================
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# Test Summary
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57
tests/D3D12_engine/test/CMakeLists.txt
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57
tests/D3D12_engine/test/CMakeLists.txt
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@@ -0,0 +1,57 @@
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cmake_minimum_required(VERSION 3.15)
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project(D3D12EngineTests)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# 项目根目录 = tests/D3D12_engine/test/../../.. = XCEngine/
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get_filename_component(PROJECT_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../../.. ABSOLUTE)
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find_package(GTest REQUIRED)
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set(TEST_SOURCES
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fixtures/D3D12TestFixture.cpp
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test_device.cpp
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test_fence.cpp
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test_command_queue.cpp
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test_command_allocator.cpp
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test_command_list.cpp
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test_buffer.cpp
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test_texture.cpp
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test_descriptor_heap.cpp
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test_shader.cpp
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test_root_signature.cpp
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test_pipeline_state.cpp
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test_views.cpp
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)
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add_executable(d3d12_engine_tests ${TEST_SOURCES})
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target_link_libraries(d3d12_engine_tests PRIVATE
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d3d12
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dxgi
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d3dcompiler
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XCEngine
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GTest::gtest
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GTest::gtest_main
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)
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target_include_directories(d3d12_engine_tests PRIVATE
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${CMAKE_CURRENT_SOURCE_DIR}/fixtures
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${PROJECT_ROOT_DIR}/engine/include
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${PROJECT_ROOT_DIR}/engine/src
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)
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target_compile_definitions(d3d12_engine_tests PRIVATE
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TEST_RESOURCES_DIR="${PROJECT_ROOT_DIR}/tests/D3D12/Res"
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)
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add_custom_command(TARGET d3d12_engine_tests POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${PROJECT_ROOT_DIR}/tests/D3D12/Res
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$<TARGET_FILE_DIR:d3d12_engine_tests>/Res
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)
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enable_testing()
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add_test(NAME D3D12EngineTests COMMAND d3d12_engine_tests)
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77
tests/D3D12_engine/test/fixtures/D3D12TestFixture.cpp
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77
tests/D3D12_engine/test/fixtures/D3D12TestFixture.cpp
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@@ -0,0 +1,77 @@
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#include "D3D12TestFixture.h"
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ComPtr<ID3D12Device> D3D12TestFixture::mDevice;
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void D3D12TestFixture::SetUpTestSuite() {
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HRESULT hr = D3D12CreateDevice(
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nullptr,
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D3D_FEATURE_LEVEL_12_0,
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IID_PPV_ARGS(&mDevice)
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);
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if (FAILED(hr)) {
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GTEST_SKIP() << "Failed to create D3D12 device";
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return;
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}
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}
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void D3D12TestFixture::TearDownTestSuite() {
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mDevice.Reset();
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}
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void D3D12TestFixture::SetUp() {
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if (!mDevice) {
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GTEST_SKIP() << "D3D12 device not available";
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return;
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}
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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HRESULT hr = mDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue));
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if (FAILED(hr)) {
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GTEST_SKIP() << "Failed to create command queue";
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return;
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}
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hr = mDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&mCommandAllocator));
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if (FAILED(hr)) {
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GTEST_SKIP() << "Failed to create command allocator";
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return;
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}
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hr = mDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, mCommandAllocator.Get(), nullptr, IID_PPV_ARGS(&mCommandList));
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if (FAILED(hr)) {
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GTEST_SKIP() << "Failed to create command list";
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return;
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}
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}
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void D3D12TestFixture::TearDown() {
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if (mCommandQueue) {
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WaitForGPU();
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}
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mCommandList.Reset();
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mCommandAllocator.Reset();
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mCommandQueue.Reset();
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}
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void D3D12TestFixture::WaitForGPU() {
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if (!mCommandQueue || !mDevice) return;
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ComPtr<ID3D12Fence> fence;
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UINT64 fenceValue = 1;
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HRESULT hr = mDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
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if (SUCCEEDED(hr)) {
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mCommandQueue->Signal(fence.Get(), fenceValue);
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if (fence->GetCompletedValue() < fenceValue) {
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HANDLE eventHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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if (eventHandle) {
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fence->SetEventOnCompletion(fenceValue, eventHandle);
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WaitForSingleObject(eventHandle, INFINITE);
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CloseHandle(eventHandle);
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}
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}
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}
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}
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36
tests/D3D12_engine/test/fixtures/D3D12TestFixture.h
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36
tests/D3D12_engine/test/fixtures/D3D12TestFixture.h
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@@ -0,0 +1,36 @@
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#pragma once
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#include <gtest/gtest.h>
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <wrl/client.h>
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#include "XCEngine/RHI/D3D12/D3D12Device.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
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#include "XCEngine/RHI/D3D12/D3D12Fence.h"
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using namespace Microsoft::WRL;
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class D3D12TestFixture : public ::testing::Test {
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protected:
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static void SetUpTestSuite();
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static void TearDownTestSuite();
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void SetUp() override;
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void TearDown() override;
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ID3D12Device* GetDevice() { return mDevice.Get(); }
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ID3D12CommandQueue* GetCommandQueue() { return mCommandQueue.Get(); }
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ID3D12CommandList* GetCommandList() { return mCommandList.Get(); }
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ID3D12CommandAllocator* GetCommandAllocator() { return mCommandAllocator.Get(); }
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void WaitForGPU();
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private:
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static ComPtr<ID3D12Device> mDevice;
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ComPtr<ID3D12CommandQueue> mCommandQueue;
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ComPtr<ID3D12CommandAllocator> mCommandAllocator;
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ComPtr<ID3D12CommandList> mCommandList;
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};
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5
tests/D3D12_engine/test/test_buffer.cpp
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5
tests/D3D12_engine/test/test_buffer.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, Buffer_Placeholder) {
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ASSERT_TRUE(true);
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}
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5
tests/D3D12_engine/test/test_command_allocator.cpp
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5
tests/D3D12_engine/test/test_command_allocator.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, CommandAllocator_Placeholder) {
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ASSERT_TRUE(true);
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}
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5
tests/D3D12_engine/test/test_command_list.cpp
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5
tests/D3D12_engine/test/test_command_list.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, CommandList_Placeholder) {
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ASSERT_TRUE(true);
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}
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5
tests/D3D12_engine/test/test_command_queue.cpp
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5
tests/D3D12_engine/test/test_command_queue.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, CommandQueue_Placeholder) {
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ASSERT_TRUE(true);
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}
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5
tests/D3D12_engine/test/test_descriptor_heap.cpp
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5
tests/D3D12_engine/test/test_descriptor_heap.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, DescriptorHeap_Placeholder) {
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ASSERT_TRUE(true);
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}
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9
tests/D3D12_engine/test/test_device.cpp
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9
tests/D3D12_engine/test/test_device.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, Device_CreateDevice_Success) {
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ASSERT_NE(GetDevice(), nullptr);
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}
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TEST_F(D3D12TestFixture, Device_GetCommandQueue_Success) {
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ASSERT_NE(GetCommandQueue(), nullptr);
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}
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5
tests/D3D12_engine/test/test_fence.cpp
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5
tests/D3D12_engine/test/test_fence.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, Fence_CreateFence_Success) {
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ASSERT_NE(GetDevice(), nullptr);
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}
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5
tests/D3D12_engine/test/test_pipeline_state.cpp
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5
tests/D3D12_engine/test/test_pipeline_state.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, PipelineState_Placeholder) {
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ASSERT_TRUE(true);
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}
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5
tests/D3D12_engine/test/test_root_signature.cpp
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5
tests/D3D12_engine/test/test_root_signature.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, RootSignature_Placeholder) {
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ASSERT_TRUE(true);
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}
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5
tests/D3D12_engine/test/test_shader.cpp
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5
tests/D3D12_engine/test/test_shader.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, Shader_Placeholder) {
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ASSERT_TRUE(true);
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}
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5
tests/D3D12_engine/test/test_texture.cpp
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5
tests/D3D12_engine/test/test_texture.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, Texture_Placeholder) {
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ASSERT_TRUE(true);
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}
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5
tests/D3D12_engine/test/test_views.cpp
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5
tests/D3D12_engine/test/test_views.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, Views_Placeholder) {
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ASSERT_TRUE(true);
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}
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