feat: add RHI abstraction layer unit tests

- Add RHITestFixture with RHI_BACKEND env var support for backend selection
- Add unit tests for: Device, Buffer, Texture, SwapChain, CommandList, CommandQueue, Shader, Fence, Sampler
- Tests can run against D3D12 or OpenGL backends via RHI_BACKEND env var
- Add integration folder placeholder for future integration tests
This commit is contained in:
2026-03-22 16:18:51 +08:00
parent a980f2bd66
commit 8d4447915d
15 changed files with 1260 additions and 0 deletions

View File

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#include "fixtures/RHITestFixture.h"
#include "XCEngine/RHI/RHIShader.h"
using namespace XCEngine::RHI;
TEST_F(RHITestFixture, Shader_Compile_FromSource) {
const char* vertexShader = R"(
cbuffer ConstantBuffer : register(b0)
{
float4x4 worldViewProj;
}
struct VS_INPUT {
float3 pos : POSITION;
};
struct VS_OUTPUT {
float4 pos : SV_POSITION;
};
VS_OUTPUT main(VS_INPUT input) {
VS_OUTPUT output;
output.pos = float4(input.pos, 1.0f);
return output;
}
)";
RHIShader* shader = GetDevice()->CompileShader({});
ASSERT_NE(shader, nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(RHITestFixture, Shader_GetType) {
RHIShader* shader = GetDevice()->CompileShader({});
ASSERT_NE(shader, nullptr);
ShaderType type = shader->GetType();
EXPECT_GE(static_cast<uint8_t>(type), static_cast<uint8_t>(ShaderType::Vertex));
shader->Shutdown();
delete shader;
}
TEST_F(RHITestFixture, Shader_IsValid) {
RHIShader* shader = GetDevice()->CompileShader({});
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
shader->Shutdown();
delete shader;
}
TEST_F(RHITestFixture, Shader_Bind_Unbind) {
RHIShader* shader = GetDevice()->CompileShader({});
ASSERT_NE(shader, nullptr);
shader->Bind();
shader->Unbind();
shader->Shutdown();
delete shader;
}
TEST_F(RHITestFixture, Shader_SetInt) {
RHIShader* shader = GetDevice()->CompileShader({});
ASSERT_NE(shader, nullptr);
shader->SetInt("testInt", 42);
shader->Shutdown();
delete shader;
}
TEST_F(RHITestFixture, Shader_SetFloat) {
RHIShader* shader = GetDevice()->CompileShader({});
ASSERT_NE(shader, nullptr);
shader->SetFloat("testFloat", 3.14f);
shader->Shutdown();
delete shader;
}
TEST_F(RHITestFixture, Shader_SetVec3) {
RHIShader* shader = GetDevice()->CompileShader({});
ASSERT_NE(shader, nullptr);
shader->SetVec3("testVec3", 1.0f, 2.0f, 3.0f);
shader->Shutdown();
delete shader;
}
TEST_F(RHITestFixture, Shader_SetVec4) {
RHIShader* shader = GetDevice()->CompileShader({});
ASSERT_NE(shader, nullptr);
shader->SetVec4("testVec4", 1.0f, 2.0f, 3.0f, 4.0f);
shader->Shutdown();
delete shader;
}
TEST_F(RHITestFixture, Shader_SetMat4) {
RHIShader* shader = GetDevice()->CompileShader({});
ASSERT_NE(shader, nullptr);
float mat[16] = {};
shader->SetMat4("testMat4", mat);
shader->Shutdown();
delete shader;
}
TEST_F(RHITestFixture, Shader_GetNativeHandle) {
RHIShader* shader = GetDevice()->CompileShader({});
ASSERT_NE(shader, nullptr);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}