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:
2026-03-17 03:29:39 +08:00
parent d1c7c23527
commit 8c6516183e
23 changed files with 288 additions and 327 deletions

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#include "D3D12TestFixture.h"
ComPtr<ID3D12Device> D3D12TestFixture::mDevice;
void D3D12TestFixture::SetUpTestSuite() {
HRESULT hr = D3D12CreateDevice(
nullptr,
D3D_FEATURE_LEVEL_12_0,
IID_PPV_ARGS(&mDevice)
);
if (FAILED(hr)) {
GTEST_SKIP() << "Failed to create D3D12 device";
return;
}
}
void D3D12TestFixture::TearDownTestSuite() {
mDevice.Reset();
}
void D3D12TestFixture::SetUp() {
if (!mDevice) {
GTEST_SKIP() << "D3D12 device not available";
return;
}
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
HRESULT hr = mDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue));
if (FAILED(hr)) {
GTEST_SKIP() << "Failed to create command queue";
return;
}
hr = mDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&mCommandAllocator));
if (FAILED(hr)) {
GTEST_SKIP() << "Failed to create command allocator";
return;
}
hr = mDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, mCommandAllocator.Get(), nullptr, IID_PPV_ARGS(&mCommandList));
if (FAILED(hr)) {
GTEST_SKIP() << "Failed to create command list";
return;
}
}
void D3D12TestFixture::TearDown() {
if (mCommandQueue) {
WaitForGPU();
}
mCommandList.Reset();
mCommandAllocator.Reset();
mCommandQueue.Reset();
}
void D3D12TestFixture::WaitForGPU() {
if (!mCommandQueue || !mDevice) return;
ComPtr<ID3D12Fence> fence;
UINT64 fenceValue = 1;
HRESULT hr = mDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
if (SUCCEEDED(hr)) {
mCommandQueue->Signal(fence.Get(), fenceValue);
if (fence->GetCompletedValue() < fenceValue) {
HANDLE eventHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (eventHandle) {
fence->SetEventOnCompletion(fenceValue, eventHandle);
WaitForSingleObject(eventHandle, INFINITE);
CloseHandle(eventHandle);
}
}
}
}

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#pragma once
#include <gtest/gtest.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <wrl/client.h>
#include "XCEngine/RHI/D3D12/D3D12Device.h"
#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
#include "XCEngine/RHI/D3D12/D3D12Fence.h"
using namespace Microsoft::WRL;
class D3D12TestFixture : public ::testing::Test {
protected:
static void SetUpTestSuite();
static void TearDownTestSuite();
void SetUp() override;
void TearDown() override;
ID3D12Device* GetDevice() { return mDevice.Get(); }
ID3D12CommandQueue* GetCommandQueue() { return mCommandQueue.Get(); }
ID3D12CommandList* GetCommandList() { return mCommandList.Get(); }
ID3D12CommandAllocator* GetCommandAllocator() { return mCommandAllocator.Get(); }
void WaitForGPU();
private:
static ComPtr<ID3D12Device> mDevice;
ComPtr<ID3D12CommandQueue> mCommandQueue;
ComPtr<ID3D12CommandAllocator> mCommandAllocator;
ComPtr<ID3D12CommandList> mCommandList;
};