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

View File

@@ -6,150 +6,150 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
add_library(XCEngine STATIC add_library(XCEngine STATIC
# Math # Math
include/XCEngine/Math/Math.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Math.h
include/XCEngine/Math/Vector2.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Vector2.h
include/XCEngine/Math/Vector3.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Vector3.h
include/XCEngine/Math/Vector4.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Vector4.h
include/XCEngine/Math/Matrix3.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Matrix3.h
include/XCEngine/Math/Matrix4.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Matrix4.h
include/XCEngine/Math/Quaternion.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Quaternion.h
include/XCEngine/Math/Transform.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Transform.h
include/XCEngine/Math/Color.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Color.h
include/XCEngine/Math/Ray.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Ray.h
include/XCEngine/Math/Plane.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Plane.h
include/XCEngine/Math/Sphere.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Sphere.h
include/XCEngine/Math/Box.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Box.h
include/XCEngine/Math/Bounds.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Bounds.h
include/XCEngine/Math/Frustum.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Frustum.h
include/XCEngine/Math/Rect.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/Rect.h
include/XCEngine/Math/AABB.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Math/AABB.h
src/Math/Matrix.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Math/Matrix.cpp
src/Math/Quaternion.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Math/Quaternion.cpp
src/Math/Transform.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Math/Transform.cpp
src/Math/Color.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Math/Color.cpp
src/Math/Geometry.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Math/Geometry.cpp
src/Math/FrustumBounds.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Math/FrustumBounds.cpp
# Containers # Containers
include/XCEngine/Containers/Containers.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Containers/Containers.h
include/XCEngine/Containers/Array.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Containers/Array.h
include/XCEngine/Containers/String.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Containers/String.h
include/XCEngine/Containers/HashMap.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Containers/HashMap.h
src/Containers/String.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Containers/String.cpp
# Memory # Memory
include/XCEngine/Memory/Allocator.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Memory/Allocator.h
include/XCEngine/Memory/LinearAllocator.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Memory/LinearAllocator.h
include/XCEngine/Memory/PoolAllocator.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Memory/PoolAllocator.h
include/XCEngine/Memory/ProxyAllocator.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Memory/ProxyAllocator.h
include/XCEngine/Memory/MemoryManager.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Memory/MemoryManager.h
src/Memory/Memory.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Memory/Memory.cpp
# Threading # Threading
include/XCEngine/Threading/Threading.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Threading/Threading.h
include/XCEngine/Threading/Mutex.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Threading/Mutex.h
include/XCEngine/Threading/SpinLock.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Threading/SpinLock.h
include/XCEngine/Threading/ReadWriteLock.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Threading/ReadWriteLock.h
include/XCEngine/Threading/Thread.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Threading/Thread.h
include/XCEngine/Threading/Task.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Threading/Task.h
include/XCEngine/Threading/LambdaTask.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Threading/LambdaTask.h
include/XCEngine/Threading/TaskGroup.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Threading/TaskGroup.h
include/XCEngine/Threading/TaskSystemConfig.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Threading/TaskSystemConfig.h
include/XCEngine/Threading/TaskSystem.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Threading/TaskSystem.h
src/Threading/Thread.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Threading/Thread.cpp
src/Threading/TaskGroup.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Threading/TaskGroup.cpp
src/Threading/TaskSystem.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Threading/TaskSystem.cpp
# Core # Core
include/XCEngine/Core/FileWriter.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Core/FileWriter.h
src/Core/FileWriter.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Core/FileWriter.cpp
# Debug # Debug
include/XCEngine/Debug/Debug.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Debug/Debug.h
include/XCEngine/Debug/LogLevel.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Debug/LogLevel.h
include/XCEngine/Debug/LogCategory.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Debug/LogCategory.h
include/XCEngine/Debug/LogEntry.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Debug/LogEntry.h
include/XCEngine/Debug/ILogSink.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Debug/ILogSink.h
include/XCEngine/Debug/ConsoleLogSink.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Debug/ConsoleLogSink.h
include/XCEngine/Debug/FileLogSink.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Debug/FileLogSink.h
include/XCEngine/Debug/Logger.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Debug/Logger.h
include/XCEngine/Debug/Profiler.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Debug/Profiler.h
src/Debug/LogLevel.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Debug/LogLevel.cpp
src/Debug/LogCategory.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Debug/LogCategory.cpp
src/Debug/ConsoleLogSink.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Debug/ConsoleLogSink.cpp
src/Debug/FileLogSink.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Debug/FileLogSink.cpp
src/Debug/Logger.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Debug/Logger.cpp
src/Debug/Profiler.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Debug/Profiler.cpp
# RHI # RHI
include/XCEngine/RHI/Enums.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/RHIEnums.h
include/XCEngine/RHI/D3D12/D3D12Enum.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12Enum.h
include/XCEngine/RHI/D3D12/D3D12Device.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12Device.h
include/XCEngine/RHI/D3D12/D3D12CommandQueue.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12CommandQueue.h
include/XCEngine/RHI/D3D12/D3D12CommandAllocator.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12CommandAllocator.h
include/XCEngine/RHI/D3D12/D3D12CommandList.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12CommandList.h
include/XCEngine/RHI/D3D12/D3D12DescriptorHeap.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12DescriptorHeap.h
include/XCEngine/RHI/D3D12/D3D12Buffer.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12Buffer.h
include/XCEngine/RHI/D3D12/D3D12PipelineState.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12PipelineState.h
include/XCEngine/RHI/D3D12/D3D12Sampler.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12Sampler.h
include/XCEngine/RHI/D3D12/D3D12Shader.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12Shader.h
include/XCEngine/RHI/D3D12/D3D12Texture.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12Texture.h
include/XCEngine/RHI/D3D12/D3D12RootSignature.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12RootSignature.h
include/XCEngine/RHI/D3D12/D3D12SwapChain.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12SwapChain.h
include/XCEngine/RHI/D3D12/D3D12Fence.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12Fence.h
include/XCEngine/RHI/D3D12/D3D12Screenshot.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12Screenshot.h
include/XCEngine/RHI/D3D12/D3D12RenderTargetView.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12RenderTargetView.h
include/XCEngine/RHI/D3D12/D3D12DepthStencilView.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12DepthStencilView.h
include/XCEngine/RHI/D3D12/D3D12ShaderResourceView.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12ShaderResourceView.h
include/XCEngine/RHI/D3D12/D3D12ConstantBufferView.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12ConstantBufferView.h
include/XCEngine/RHI/D3D12/D3D12QueryHeap.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12QueryHeap.h
include/XCEngine/RHI/D3D12/D3D12UnorderedAccessView.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12UnorderedAccessView.h
src/RHI/D3D12/D3D12Device.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12Device.cpp
src/RHI/D3D12/D3D12CommandQueue.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12CommandQueue.cpp
src/RHI/D3D12/D3D12CommandAllocator.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12CommandAllocator.cpp
src/RHI/D3D12/D3D12CommandList.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12CommandList.cpp
src/RHI/D3D12/D3D12DescriptorHeap.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12DescriptorHeap.cpp
src/RHI/D3D12/D3D12Buffer.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12Buffer.cpp
src/RHI/D3D12/D3D12PipelineState.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12PipelineState.cpp
src/RHI/D3D12/D3D12Sampler.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12Sampler.cpp
src/RHI/D3D12/D3D12Shader.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12Shader.cpp
src/RHI/D3D12/D3D12Texture.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12Texture.cpp
src/RHI/D3D12/D3D12RootSignature.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12RootSignature.cpp
src/RHI/D3D12/D3D12SwapChain.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12SwapChain.cpp
src/RHI/D3D12/D3D12Fence.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12Fence.cpp
src/RHI/D3D12/D3D12Screenshot.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12Screenshot.cpp
src/RHI/D3D12/D3D12RenderTargetView.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12RenderTargetView.cpp
src/RHI/D3D12/D3D12DepthStencilView.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12DepthStencilView.cpp
src/RHI/D3D12/D3D12ShaderResourceView.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12ShaderResourceView.cpp
src/RHI/D3D12/D3D12ConstantBufferView.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12ConstantBufferView.cpp
src/RHI/D3D12/D3D12QueryHeap.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12QueryHeap.cpp
src/RHI/D3D12/D3D12UnorderedAccessView.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/D3D12/D3D12UnorderedAccessView.cpp
# OpenGL RHI # OpenGL RHI
include/XCEngine/RHI/OpenGL/OpenGLDevice.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLDevice.h
include/XCEngine/RHI/OpenGL/OpenGLShader.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLShader.h
include/XCEngine/RHI/OpenGL/OpenGLBuffer.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLBuffer.h
include/XCEngine/RHI/OpenGL/OpenGLVertexArray.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLVertexArray.h
include/XCEngine/RHI/OpenGL/OpenGLTexture.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLTexture.h
include/XCEngine/RHI/OpenGL/OpenGLPipelineState.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLPipelineState.h
include/XCEngine/RHI/OpenGL/OpenGLCommandList.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLCommandList.h
include/XCEngine/RHI/OpenGL/OpenGLSwapChain.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLSwapChain.h
include/XCEngine/RHI/OpenGL/OpenGLFence.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLFence.h
include/XCEngine/RHI/OpenGL/OpenGLSampler.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLSampler.h
include/XCEngine/RHI/OpenGL/OpenGLRenderTargetView.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLRenderTargetView.h
include/XCEngine/RHI/OpenGL/OpenGLDepthStencilView.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/OpenGL/OpenGLDepthStencilView.h
src/RHI/OpenGL/OpenGLDevice.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLDevice.cpp
src/RHI/OpenGL/OpenGLShader.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLShader.cpp
src/RHI/OpenGL/OpenGLBuffer.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLBuffer.cpp
src/RHI/OpenGL/OpenGLVertexArray.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLVertexArray.cpp
src/RHI/OpenGL/OpenGLTexture.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLTexture.cpp
src/RHI/OpenGL/OpenGLPipelineState.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLPipelineState.cpp
src/RHI/OpenGL/OpenGLCommandList.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLCommandList.cpp
src/RHI/OpenGL/OpenGLSwapChain.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLSwapChain.cpp
src/RHI/OpenGL/OpenGLFence.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLFence.cpp
src/RHI/OpenGL/OpenGLSampler.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLSampler.cpp
src/RHI/OpenGL/OpenGLRenderTargetView.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLRenderTargetView.cpp
src/RHI/OpenGL/OpenGLDepthStencilView.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/RHI/OpenGL/OpenGLDepthStencilView.cpp
) )
target_include_directories(XCEngine PUBLIC target_include_directories(XCEngine PUBLIC

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@@ -1,144 +0,0 @@
#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() {
HRESULT hr = D3D12CreateDevice(
nullptr,
D3D_FEATURE_LEVEL_12_0,
IID_PPV_ARGS(&mDevice)
);
if (FAILED(hr)) {
GTEST_SKIP() << "Failed to create D3D12 device - hardware may not support D3D12";
return;
}
hr = mDevice->QueryInterface(IID_PPV_ARGS(&mDebugDevice));
}
static void TearDownTestSuite() {
mDebugDevice.Reset();
mDevice.Reset();
}
void SetUp() override {
if (!mDevice) {
GTEST_SKIP() << "D3D12 device not available";
return;
}
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.NodeMask = 0;
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 TearDown() override {
if (mCommandQueue) {
WaitForGPU();
}
if (mCommandList) {
mCommandList.Reset();
}
if (mCommandAllocator) {
mCommandAllocator.Reset();
}
if (mCommandQueue) {
mCommandQueue.Reset();
}
}
ID3D12Device* GetDevice() { return mDevice.Get(); }
ID3D12CommandQueue* GetCommandQueue() { return mCommandQueue.Get(); }
ID3D12CommandList* GetCommandList() { return mCommandList.Get(); }
ID3D12CommandAllocator* GetCommandAllocator() { return mCommandAllocator.Get(); }
void 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);
}
}
}
}
private:
static ComPtr<ID3D12Device> mDevice;
static ComPtr<ID3D12DebugDevice> mDebugDevice;
ComPtr<ID3D12CommandQueue> mCommandQueue;
ComPtr<ID3D12CommandAllocator> mCommandAllocator;
ComPtr<ID3D12CommandList> mCommandList;
};
ComPtr<ID3D12Device> D3D12TestFixture::mDevice;
ComPtr<ID3D12DebugDevice> D3D12TestFixture::mDebugDevice;

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@@ -1,6 +0,0 @@
#include "fixtures/D3D12TestFixture.h"
TEST(D3D12CommandAllocator, CreateAllocator_Success) {
auto* allocator = GetCommandAllocator();
ASSERT_NE(allocator, nullptr);
}

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@@ -1,6 +0,0 @@
#include "fixtures/D3D12TestFixture.h"
TEST(D3D12CommandList, CreateCommandList_Success) {
auto* cmdList = GetCommandList();
ASSERT_NE(cmdList, nullptr);
}

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@@ -1,6 +0,0 @@
#include "fixtures/D3D12TestFixture.h"
TEST(D3D12CommandQueue, CreateQueue_Success) {
auto* queue = GetCommandQueue();
ASSERT_NE(queue, nullptr);
}

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@@ -1,10 +0,0 @@
#include "fixtures/D3D12TestFixture.h"
TEST(D3D12Device, CreateDevice_Success) {
auto* device = GetDevice();
ASSERT_NE(device, nullptr);
}
TEST(D3D12Device, GetAdapterInfo_NotEmpty) {
ASSERT_NE(GetDevice(), nullptr);
}

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@@ -1,6 +0,0 @@
#include "fixtures/D3D12TestFixture.h"
TEST(D3D12Fence, CreateFence_Success) {
auto* device = GetDevice();
ASSERT_NE(device, nullptr);
}

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@@ -38,9 +38,7 @@ add_subdirectory(memory)
add_subdirectory(threading) add_subdirectory(threading)
add_subdirectory(debug) add_subdirectory(debug)
add_subdirectory(D3D12) add_subdirectory(D3D12)
add_subdirectory(D3D12_engine/test)
# D3D12 Engine Tests (in engine source tree)
add_subdirectory(${CMAKE_SOURCE_DIR}/engine/src/RHI/D3D12/test ${CMAKE_BINARY_DIR}/D3D12_engine_tests)
# ============================================================ # ============================================================
# Test Summary # Test Summary

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@@ -5,12 +5,13 @@ project(D3D12EngineTests)
set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Google Test tests/CMakeLists.txt FetchContent # = tests/D3D12_engine/test/../../.. = XCEngine/
# GTest get_filename_component(PROJECT_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../../.. ABSOLUTE)
find_package(GTest REQUIRED) find_package(GTest REQUIRED)
#
set(TEST_SOURCES set(TEST_SOURCES
fixtures/D3D12TestFixture.cpp
test_device.cpp test_device.cpp
test_fence.cpp test_fence.cpp
test_command_queue.cpp test_command_queue.cpp
@@ -38,19 +39,17 @@ target_link_libraries(d3d12_engine_tests PRIVATE
target_include_directories(d3d12_engine_tests PRIVATE target_include_directories(d3d12_engine_tests PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/fixtures ${CMAKE_CURRENT_SOURCE_DIR}/fixtures
${CMAKE_SOURCE_DIR}/engine/include ${PROJECT_ROOT_DIR}/engine/include
${CMAKE_SOURCE_DIR}/tests/D3D12 ${PROJECT_ROOT_DIR}/engine/src
) )
#
target_compile_definitions(d3d12_engine_tests PRIVATE target_compile_definitions(d3d12_engine_tests PRIVATE
TEST_RESOURCES_DIR="${CMAKE_SOURCE_DIR}/tests/D3D12/Res" TEST_RESOURCES_DIR="${PROJECT_ROOT_DIR}/tests/D3D12/Res"
) )
#
add_custom_command(TARGET d3d12_engine_tests POST_BUILD add_custom_command(TARGET d3d12_engine_tests POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/tests/D3D12/Res ${PROJECT_ROOT_DIR}/tests/D3D12/Res
$<TARGET_FILE_DIR:d3d12_engine_tests>/Res $<TARGET_FILE_DIR:d3d12_engine_tests>/Res
) )

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@@ -0,0 +1,77 @@
#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;
};

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@@ -1,5 +1,5 @@
#include "fixtures/D3D12TestFixture.h" #include "fixtures/D3D12TestFixture.h"
TEST(D3D12Buffer, Placeholder) { TEST_F(D3D12TestFixture, Buffer_Placeholder) {
ASSERT_TRUE(true); ASSERT_TRUE(true);
} }

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#include "fixtures/D3D12TestFixture.h"
TEST_F(D3D12TestFixture, CommandAllocator_Placeholder) {
ASSERT_TRUE(true);
}

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@@ -1,5 +1,5 @@
#include "fixtures/D3D12TestFixture.h" #include "fixtures/D3D12TestFixture.h"
TEST(D3D12RootSignature, Placeholder) { TEST_F(D3D12TestFixture, CommandList_Placeholder) {
ASSERT_TRUE(true); ASSERT_TRUE(true);
} }

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@@ -1,5 +1,5 @@
#include "fixtures/D3D12TestFixture.h" #include "fixtures/D3D12TestFixture.h"
TEST(D3D12PipelineState, Placeholder) { TEST_F(D3D12TestFixture, CommandQueue_Placeholder) {
ASSERT_TRUE(true); ASSERT_TRUE(true);
} }

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@@ -0,0 +1,5 @@
#include "fixtures/D3D12TestFixture.h"
TEST_F(D3D12TestFixture, DescriptorHeap_Placeholder) {
ASSERT_TRUE(true);
}

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@@ -0,0 +1,9 @@
#include "fixtures/D3D12TestFixture.h"
TEST_F(D3D12TestFixture, Device_CreateDevice_Success) {
ASSERT_NE(GetDevice(), nullptr);
}
TEST_F(D3D12TestFixture, Device_GetCommandQueue_Success) {
ASSERT_NE(GetCommandQueue(), nullptr);
}

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#include "fixtures/D3D12TestFixture.h"
TEST_F(D3D12TestFixture, Fence_CreateFence_Success) {
ASSERT_NE(GetDevice(), nullptr);
}

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@@ -1,5 +1,5 @@
#include "fixtures/D3D12TestFixture.h" #include "fixtures/D3D12TestFixture.h"
TEST(D3D12DescriptorHeap, Placeholder) { TEST_F(D3D12TestFixture, PipelineState_Placeholder) {
ASSERT_TRUE(true); ASSERT_TRUE(true);
} }

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@@ -0,0 +1,5 @@
#include "fixtures/D3D12TestFixture.h"
TEST_F(D3D12TestFixture, RootSignature_Placeholder) {
ASSERT_TRUE(true);
}

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@@ -1,5 +1,5 @@
#include "fixtures/D3D12TestFixture.h" #include "fixtures/D3D12TestFixture.h"
TEST(D3D12Shader, Placeholder) { TEST_F(D3D12TestFixture, Shader_Placeholder) {
ASSERT_TRUE(true); ASSERT_TRUE(true);
} }

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@@ -1,5 +1,5 @@
#include "fixtures/D3D12TestFixture.h" #include "fixtures/D3D12TestFixture.h"
TEST(D3D12Texture, Placeholder) { TEST_F(D3D12TestFixture, Texture_Placeholder) {
ASSERT_TRUE(true); ASSERT_TRUE(true);
} }

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@@ -1,5 +1,5 @@
#include "fixtures/D3D12TestFixture.h" #include "fixtures/D3D12TestFixture.h"
TEST(D3D12Views, Placeholder) { TEST_F(D3D12TestFixture, Views_Placeholder) {
ASSERT_TRUE(true); ASSERT_TRUE(true);
} }