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
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123
tests/RHI/unit/test_shader.cpp
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123
tests/RHI/unit/test_shader.cpp
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#include "fixtures/RHITestFixture.h"
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#include "XCEngine/RHI/RHIShader.h"
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using namespace XCEngine::RHI;
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TEST_F(RHITestFixture, Shader_Compile_FromSource) {
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const char* vertexShader = R"(
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cbuffer ConstantBuffer : register(b0)
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{
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float4x4 worldViewProj;
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}
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struct VS_INPUT {
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float3 pos : POSITION;
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};
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struct VS_OUTPUT {
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float4 pos : SV_POSITION;
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};
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VS_OUTPUT main(VS_INPUT input) {
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VS_OUTPUT output;
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output.pos = float4(input.pos, 1.0f);
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return output;
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}
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)";
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RHIShader* shader = GetDevice()->CompileShader({});
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ASSERT_NE(shader, nullptr);
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shader->Shutdown();
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delete shader;
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}
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TEST_F(RHITestFixture, Shader_GetType) {
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RHIShader* shader = GetDevice()->CompileShader({});
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ASSERT_NE(shader, nullptr);
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ShaderType type = shader->GetType();
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EXPECT_GE(static_cast<uint8_t>(type), static_cast<uint8_t>(ShaderType::Vertex));
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shader->Shutdown();
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delete shader;
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}
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TEST_F(RHITestFixture, Shader_IsValid) {
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RHIShader* shader = GetDevice()->CompileShader({});
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ASSERT_NE(shader, nullptr);
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EXPECT_TRUE(shader->IsValid());
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shader->Shutdown();
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delete shader;
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}
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TEST_F(RHITestFixture, Shader_Bind_Unbind) {
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RHIShader* shader = GetDevice()->CompileShader({});
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ASSERT_NE(shader, nullptr);
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shader->Bind();
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shader->Unbind();
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shader->Shutdown();
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delete shader;
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}
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TEST_F(RHITestFixture, Shader_SetInt) {
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RHIShader* shader = GetDevice()->CompileShader({});
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ASSERT_NE(shader, nullptr);
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shader->SetInt("testInt", 42);
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shader->Shutdown();
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delete shader;
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}
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TEST_F(RHITestFixture, Shader_SetFloat) {
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RHIShader* shader = GetDevice()->CompileShader({});
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ASSERT_NE(shader, nullptr);
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shader->SetFloat("testFloat", 3.14f);
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shader->Shutdown();
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delete shader;
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}
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TEST_F(RHITestFixture, Shader_SetVec3) {
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RHIShader* shader = GetDevice()->CompileShader({});
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ASSERT_NE(shader, nullptr);
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shader->SetVec3("testVec3", 1.0f, 2.0f, 3.0f);
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shader->Shutdown();
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delete shader;
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}
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TEST_F(RHITestFixture, Shader_SetVec4) {
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RHIShader* shader = GetDevice()->CompileShader({});
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ASSERT_NE(shader, nullptr);
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shader->SetVec4("testVec4", 1.0f, 2.0f, 3.0f, 4.0f);
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shader->Shutdown();
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delete shader;
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}
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TEST_F(RHITestFixture, Shader_SetMat4) {
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RHIShader* shader = GetDevice()->CompileShader({});
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ASSERT_NE(shader, nullptr);
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float mat[16] = {};
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shader->SetMat4("testMat4", mat);
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shader->Shutdown();
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delete shader;
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}
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TEST_F(RHITestFixture, Shader_GetNativeHandle) {
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RHIShader* shader = GetDevice()->CompileShader({});
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ASSERT_NE(shader, nullptr);
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EXPECT_NE(shader->GetNativeHandle(), nullptr);
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shader->Shutdown();
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delete shader;
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}
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