Add Music fluctuations project and Chinese plan docs
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docs/plan/杂/D3D12_Texture_Architecture_Fix_Plan.md
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docs/plan/杂/D3D12_Texture_Architecture_Fix_Plan.md
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# D3D12 Texture 封装架构修复方案
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## 1. 问题分析
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### 1.1 当前问题
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**问题 A:双重 Texture 包装导致悬垂指针**
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```cpp
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// D3D12SwapChain 内部:
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std::vector<D3D12Texture> m_backBuffers; // SwapChain 内部的包装
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// minimal/main.cpp:
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D3D12Texture gColorRTs[2]; // 用户代码又创建了一套包装!
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for (int i = 0; i < 2; i++) {
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ID3D12Resource* buffer = nullptr;
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gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer)); // 获取原生指针
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gColorRTs[i].InitializeFromExisting(buffer); // 再包装一次
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}
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```
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**问题**:
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- `m_backBuffers[i]` 和 `gColorRTs[i]` 是两个不同的 `D3D12Texture` 对象
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- 但它们内部都持有指向**同一个** `ID3D12Resource` 的 `ComPtr`
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- 当其中一个调用 `Shutdown()` → `m_resource.Reset()`,另一个就变成悬垂指针!
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**问题 B:`InitializeFromExisting` 不区分所有权语义**
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```cpp
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void D3D12Texture::Shutdown() {
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m_resource.Reset(); // 无条件释放资源
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}
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```
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如果通过 `InitializeFromExisting` 包装了 SwapChain 的 back buffer,Shutdown 会错误地释放它!
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**问题 C:`D3D12SwapChain::GetBackBuffer()` 返回内部引用,用户可能误用**
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```cpp
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D3D12Texture* D3D12SwapChain::GetBackBuffer(uint32_t index) const {
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return const_cast<D3DTexture*>(&m_backBuffers[index]); // 返回内部成员引用
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}
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// 用户可能写出:
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D3D12Texture* rt = gSwapChain.GetBackBuffer(0);
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gSwapChain.Shutdown(); // rt 变成悬垂指针!
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```
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### 1.2 问题根因
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| 问题 | 根因 |
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|------|------|
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| 双重包装 | 没有阻止用户创建额外的包装 |
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| 所有权模糊 | `InitializeFromExisting` 不区分"接管"和"借用" |
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| 悬垂引用 | `GetBackBuffer` 返回内部指针,生命周期不安全 |
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---
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## 2. 修复方案
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### 2.1 方案概述
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引入**所有权语义标记**和**生命周期安全保证**:
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1. **`InitializeFromExisting` 增加 `ownsResource` 参数**
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2. **`D3D12Texture` 内部根据标记决定是否释放资源**
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3. **`D3D12SwapChain::GetBackBuffer` 返回安全引用(弱引用或克隆)**
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4. **提供统一的 Back Buffer 访问接口,避免用户直接调用 `GetSwapChain()->GetBuffer()`**
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### 2.2 详细设计
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#### 2.2.1 修改 `D3D12Texture`
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**文件**: `engine/include/XCEngine/RHI/D3D12/D3D12Texture.h`
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```cpp
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class D3D12Texture : public RHITexture {
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public:
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D3D12Texture();
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~D3D12Texture() override;
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// 创建并拥有资源
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bool Initialize(ID3D12Device* device, const D3D12_RESOURCE_DESC& desc,
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D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON);
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// 包装已有资源,明确所有权语义
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// ownsResource = true : 获取所有权,Shutdown 时释放
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// ownsResource = false : 不获取所有权,Shutdown 时不释放
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bool InitializeFromExisting(ID3D12Resource* resource, bool ownsResource = false);
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bool InitializeFromData(ID3D12Device* device, ID3D12GraphicsCommandList* commandList,
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const void* pixelData, uint32_t width, uint32_t height, DXGI_FORMAT format);
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bool InitializeDepthStencil(ID3D12Device* device, uint32_t width, uint32_t height,
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DXGI_FORMAT format = DXGI_FORMAT_D24_UNORM_S8_UINT);
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void Shutdown() override;
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ID3D12Resource* GetResource() const { return m_resource.Get(); }
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D3D12_RESOURCE_DESC GetDesc() const { return m_resource->GetDesc(); }
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// 检查是否拥有资源所有权
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bool OwnsResource() const { return m_ownsResource; }
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// ... 其他现有方法 ...
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private:
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ComPtr<ID3D12Resource> m_resource;
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ResourceStates m_state = ResourceStates::Common;
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std::string m_name;
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bool m_ownsResource = false; // 新增:所有权标记
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};
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```
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**文件**: `engine/src/RHI/D3D12/D3D12Texture.cpp`
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```cpp
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bool D3D12Texture::InitializeFromExisting(ID3D12Resource* resource, bool ownsResource) {
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m_resource = resource;
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m_ownsResource = ownsResource; // 明确设置所有权
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return true;
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}
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void D3D12Texture::Shutdown() {
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if (m_ownsResource) {
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// 仅当拥有所有权时才释放
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m_resource.Reset();
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}
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// 如果不拥有资源,只是清除引用,不释放底层的 COM 对象
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m_resource.Reset(); // ComPtr::Reset() 只是减少引用计数,不是释放
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// 但要注意:如果不拥有所有权,我们需要保留原始指针以防止意外释放
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// 实际上 ComPtr::Reset() 总是会调用 Release()
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// 所以我们需要用不同的策略
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}
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```
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**等等,`ComPtr::Reset()` 总是会调用 Release()。如果我们要实现"不拥有但不释放",需要用原始指针存储。**
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**修正方案**:
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```cpp
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class D3D12Texture : public RHITexture {
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private:
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ComPtr<ID3D12Resource> m_resource; // 始终持有
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ID3D12Resource* m_externalResource = nullptr; // 外部资源指针(不拥有)
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bool m_ownsResource = false;
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public:
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void Shutdown() override {
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if (m_ownsResource) {
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m_resource.Reset(); // 释放拥有的资源
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}
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// 如果是外部资源(不拥有),只是清除引用
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m_externalResource = nullptr;
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m_resource.Reset(); // 总是 Reset,因为 m_resource 可能持有原始指针的副本
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}
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};
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```
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**更简洁的方案**:让用户自己决定是否通过 `Initialize` 创建 texture。`InitializeFromExisting` 包装但不拥有,使用者负责保证生命周期。
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---
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#### 2.2.2 修改 `D3D12SwapChain`
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**目标**:提供安全的 BackBuffer 访问接口,阻止用户创建重复包装。
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**文件**: `engine/include/XCEngine/RHI/D3D12/D3D12SwapChain.h`
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```cpp
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class D3D12SwapChain : public RHISwapChain {
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public:
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// ... 现有接口 ...
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// 获取 BackBuffer - 返回引用而非指针,防止悬垂
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// 返回的引用在 SwapChain 存活期间有效
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D3D12Texture& GetBackBuffer(uint32_t index);
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const D3D12Texture& GetBackBuffer(uint32_t index) const;
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// 获取当前 BackBuffer
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D3D12Texture& GetCurrentBackBuffer();
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const D3D12Texture& GetCurrentBackBuffer() const;
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// 删除不安全的 GetSwapChain() 暴露方法!
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// 旧接口:IDXGISwapChain3* GetSwapChain() const { return m_swapChain.Get(); }
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// 新策略:如果确实需要原生指针,提供 GetNativeHandle() 但不返回具体类型
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private:
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// 确保 BackBuffer 不能被外部直接修改
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void SetBackBuffer(uint32_t index, D3D12Texture& texture) = delete;
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};
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```
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**修正 `GetBackBuffer` 返回值**:
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```cpp
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D3D12Texture& D3D12SwapChain::GetBackBuffer(uint32_t index) {
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assert(index < m_backBuffers.size() && "BackBuffer index out of range");
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return m_backBuffers[index];
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}
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const D3D12Texture& D3D12SwapChain::GetBackBuffer(uint32_t index) const {
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assert(index < m_backBuffers.size() && "BackBuffer index out of range");
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return m_backBuffers[index];
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}
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```
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---
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#### 2.2.3 更新 `minimal/main.cpp`
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```cpp
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// 修改前(有问题):
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for (int i = 0; i < 2; i++) {
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ID3D12Resource* buffer = nullptr;
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gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer)); // ❌ 原生 API
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gColorRTs[i].InitializeFromExisting(buffer);
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// ...
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}
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// 修改后(使用封装):
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for (int i = 0; i < 2; i++) {
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// 直接使用封装好的 BackBuffer,不再重复包装
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D3D12Texture& backBuffer = gSwapChain.GetBackBuffer(i);
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// RTV 创建
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CPUDescriptorHandle rtvCpuHandle = gRTVHeap.GetCPUDescriptorHandle(i);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { rtvCpuHandle.ptr };
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gRTVs[i].InitializeAt(device, backBuffer.GetResource(), rtvHandle, nullptr);
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}
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```
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**但是**:`gColorRTs[i]` 仍然存在且被用于后续渲染。我们需要决定是:
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- 方案 A:直接使用 `gSwapChain.GetBackBuffer(i)` 替代 `gColorRTs[i]`
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- 方案 B:让 `gColorRTs[i]` 变成对 `gSwapChain.GetBackBuffer(i)` 的引用
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**推荐方案 A**:移除 `gColorRTs` 数组,直接使用 `gSwapChain.GetBackBuffer()`。这样避免重复引用。
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---
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### 2.3 完整修改清单
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| 文件 | 修改内容 |
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|------|----------|
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| `D3D12Texture.h` | 添加 `m_ownsResource` 成员,修改 `InitializeFromExisting` 签名 |
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| `D3D12Texture.cpp` | 实现所有权语义,`Shutdown` 根据所有权决定是否释放 |
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| `D3D12SwapChain.h` | 修改 `GetBackBuffer` 返回引用,删除 `GetSwapChain()` 暴露 |
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| `D3D12SwapChain.cpp` | 实现返回引用的 `GetBackBuffer`,添加断言检查 |
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| `minimal/main.cpp` | 使用封装后的 `GetBackBuffer()`,移除原生 API 调用 |
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| `TEST_SPEC.md` | 更新架构说明,移除已知限制 7.2 |
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---
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## 3. 实施步骤
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### Phase 1: 基础修改
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1. 修改 `D3D12Texture` 添加所有权语义
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2. 修改 `D3D12SwapChain` 的 `GetBackBuffer` 返回引用
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3. 运行单元测试确保基础功能正常
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### Phase 2: 更新集成测试
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1. 修改 `minimal/main.cpp` 使用新的 `GetBackBuffer()` API
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2. 移除 `gColorRTs` 数组(如果可能)
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3. 验证截图功能正常
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### Phase 3: 文档和清理
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1. 更新 `TEST_SPEC.md`
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2. 删除 `OpenGL_Test_Restructuring_Plan.md` 中对 D3D12 的过时引用
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3. 提交所有更改
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---
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## 4. 风险和注意事项
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### 4.1 兼容性风险
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- `InitializeFromExisting` 签名变更会影响所有调用方
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- 需要检查所有使用此方法的代码
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### 4.2 生命周期风险
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- `GetBackBuffer()` 返回的引用在 `Shutdown()` 后无效
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- 用户必须确保在 SwapChain 存活期间使用
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### 4.3 ComPtr 行为澄清
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```cpp
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// ComPtr::Reset() 调用 Release()
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// 如果多个 ComPtr 指向同一资源,Reset 只会减少引用计数
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// 只有最后一个 Reset 才会真正释放
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ComPtr<ID3D12Resource> a = resource; // AddRef
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ComPtr<ID3D12Resource> b = resource; // AddRef
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a.Reset(); // Release,资源仍未释放(b 还持有)
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b.Reset(); // 最后一个 Release,资源被释放
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```
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**关键点**:如果 `D3D12Texture` 和 `m_backBuffers` 都持有同一个 `ID3D12Resource` 的 `ComPtr`,那么:
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- `gColorRTs[i].InitializeFromExisting(buffer)` 会让 `gColorRTs[i].m_resource` 指向 `buffer`
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- `m_backBuffers[i].InitializeFromExisting(buffer)` 已经让 `m_backBuffers[i].m_resource` 指向 `buffer`
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- 现在有两个 `ComPtr` 指向同一个资源
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**问题**:这两个 `ComPtr` 是在不同对象中的,它们各自会增加引用计数。但原始的 `GetBuffer()` 返回的 `buffer` 指针被两个 `ComPtr` 接管了。
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让我重新审视 `D3D12SwapChain::Initialize`:
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```cpp
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m_backBuffers.resize(m_bufferCount);
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for (uint32_t i = 0; i < m_bufferCount; ++i) {
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ID3D12Resource* resource = nullptr;
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m_swapChain->GetBuffer(i, IID_PPV_ARGS(&resource)); // resource 的引用计数 = 1
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m_backBuffers[i].InitializeFromExisting(resource); // ComPtr 接管,引用计数 = 2
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}
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```
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**问题**:`resource` 被传给了 `InitializeFromExisting`,ComPtr 构造时会 `AddRef`。但 `resource` 是局部变量,函数结束后 `resource` 局部变量销毁但不影响 COM 对象的引用计数。
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等等,这里有个问题:
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```cpp
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ID3D12Resource* resource = nullptr;
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m_swapChain->GetBuffer(i, IID_PPV_ARGS(&resource)); // GetBuffer 返回的指针赋给 resource,引用计数 = 1
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m_backBuffers[i].InitializeFromExisting(resource); // ComPtr 拷贝构造,引用计数 = 2
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// 函数结束,resource 局部变量销毁(不影响引用计数,因为是指针变量)
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```
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所以 `m_backBuffers[i].m_resource` 和 `m_swapChain` 内部都持有同一个 COM 对象的引用。
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然后 `minimal/main.cpp` 又做了一次:
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```cpp
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ID3D12Resource* buffer = nullptr;
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gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer)); // buffer 引用计数 = 3
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gColorRTs[i].InitializeFromExisting(buffer); // gColorRTs[i].m_resource 引用计数 = 4
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// buffer 局部变量销毁
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```
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现在有三个 `ComPtr`(`m_backBuffers[i].m_resource`, `gColorRTs[i].m_resource`, `m_swapChain` 内部)指向同一个对象。引用计数 = 4。
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**这不是问题**!因为 `ComPtr` 的拷贝构造会 `AddRef`。最终:
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- `m_backBuffers[i]` 销毁 → 引用计数--
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- `gColorRTs[i]` 销毁 → 引用计数--
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- `m_swapChain` 销毁 → 引用计数--
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引用计数最终归零,资源被正确释放。
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**那问题是什么?**
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回到 `Shutdown`:
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```cpp
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void D3D12Texture::Shutdown() {
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m_resource.Reset(); // ComPtr::Reset() 调用 Release()
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}
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```
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如果 `gColorRTs[i]` 先于 `m_swapChain` 销毁:
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- `gColorRTs[i].Shutdown()` → `m_resource.Reset()` → Release() → 引用计数从 4 变成 3
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- `m_swapChain` 销毁时 → 内部资源 Release() → 引用计数从 3 变成 2
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**这也应该是正常的...**
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但等等!`m_backBuffers[i]` 是在 `D3D12SwapChain` 内部的 vector 中:
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||||
|
||||
```cpp
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std::vector<D3D12Texture> m_backBuffers;
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||||
```
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||||
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如果 `minimal/main.cpp` 中 `gSwapChain.Shutdown()` 被调用:
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- `D3D12SwapChain::~D3D12SwapChain()` 调用 `Shutdown()`
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||||
- `Shutdown()` 调用 `m_swapChain.Reset()`(仅重置 swapchain 指针)
|
||||
- 然后 vector `m_backBuffers` 销毁,每个 `D3D12Texture` 析构调用 `Shutdown()`
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- 每个 `Shutdown()` 调用 `m_resource.Reset()` → 释放 back buffer
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||||
|
||||
**但是**:`gColorRTs[i]` 是在全局变量中独立创建的:
|
||||
|
||||
```cpp
|
||||
D3D12Texture gColorRTs[2]; // 独立于 SwapChain
|
||||
```
|
||||
|
||||
如果 `gSwapChain.Shutdown()` 先执行,`m_backBuffers` 的 `m_resource` 被释放,那么 `gColorRTs[i].m_resource` 就变成悬垂的 `ComPtr`!
|
||||
|
||||
```cpp
|
||||
// gSwapChain.Shutdown() 执行后:
|
||||
m_backBuffers[0].m_resource.Reset(); // 资源被释放!
|
||||
// 但 gColorRTs[0].m_resource 仍然持有同一个(已释放的)指针!
|
||||
// 调用 gColorRTs[0].GetResource() 会返回已释放的 COM 对象!
|
||||
```
|
||||
|
||||
**这就是 bug!** 当 SwapChain 先 shutdown,用户代码中的 `gColorRTs` 就变成悬垂指针。
|
||||
|
||||
---
|
||||
|
||||
## 5. 最终结论
|
||||
|
||||
### 根因
|
||||
`minimal/main.cpp` 创建了与 `D3D12SwapChain` 内部 `m_backBuffers` **重复包装**的 `gColorRTs` 数组。当任何一个先销毁,另一个就变成悬垂指针。
|
||||
|
||||
### 修复方案
|
||||
1. **最小改动**:直接使用 `gSwapChain.GetBackBuffer(i)` 而非创建新的 `gColorRTs`
|
||||
2. **长期方案**:增强 `D3D12Texture` 的所有权语义,区分拥有和非拥有资源
|
||||
|
||||
### 实施
|
||||
按照第 2.3 节的修改清单执行。
|
||||
731
docs/plan/杂/OpenGL_Test_Restructuring_Plan.md
Normal file
731
docs/plan/杂/OpenGL_Test_Restructuring_Plan.md
Normal file
@@ -0,0 +1,731 @@
|
||||
# OpenGL 测试架构重构方案
|
||||
|
||||
本文档是 XCEngine 测试规范的 OpenGL 专项补充,旨在将 OpenGL 后端测试体系重构为与 D3D12 同样规范的标准架构。
|
||||
|
||||
**前置阅读**:
|
||||
- [tests/TEST_SPEC.md](../tests/TEST_SPEC.md) - 通用测试规范
|
||||
- [tests/RHI/D3D12/TEST_SPEC.md](./D3D12/TEST_SPEC.md) - D3D12 专项规范(参考模板)
|
||||
|
||||
**规范版本**: 1.0
|
||||
**最后更新**: 2026-03-20
|
||||
|
||||
---
|
||||
|
||||
## 1. 现状分析
|
||||
|
||||
### 1.1 当前目录结构
|
||||
|
||||
```
|
||||
tests/RHI/OpenGL/
|
||||
├── CMakeLists.txt # 混乱的一级配置
|
||||
├── fixtures/
|
||||
│ ├── OpenGLTestFixture.h
|
||||
│ └── OpenGLTestFixture.cpp
|
||||
├── test_device.cpp
|
||||
├── test_buffer.cpp # 被注释,未启用
|
||||
├── test_fence.cpp # 被注释,未启用
|
||||
├── test_texture.cpp
|
||||
├── test_shader.cpp # 被注释,未启用
|
||||
├── test_pipeline_state.cpp
|
||||
├── test_vertex_array.cpp
|
||||
├── test_command_list.cpp
|
||||
├── test_render_target_view.cpp
|
||||
├── test_depth_stencil_view.cpp
|
||||
├── test_swap_chain.cpp
|
||||
├── test_sampler.cpp
|
||||
└── Res/ # 空文件夹,无实际资源
|
||||
├── Data/
|
||||
├── Shader/
|
||||
└── Texture/
|
||||
```
|
||||
|
||||
### 1.2 当前测试统计
|
||||
|
||||
| 组件 | 文件 | 测试数 | 状态 |
|
||||
|------|------|--------|------|
|
||||
| Device | `test_device.cpp` | 6 | ✅ 启用 |
|
||||
| Buffer | `test_buffer.cpp` | 6 | ❌ 被注释 |
|
||||
| Fence | `test_fence.cpp` | 5 | ❌ 被注释 |
|
||||
| Texture | `test_texture.cpp` | 4 | ✅ 启用 |
|
||||
| Shader | `test_shader.cpp` | 4 | ❌ 被注释 |
|
||||
| PipelineState | `test_pipeline_state.cpp` | 3 | ✅ 启用 |
|
||||
| VertexArray | `test_vertex_array.cpp` | 1 | ✅ 启用 |
|
||||
| CommandList | `test_command_list.cpp` | 14 | ✅ 启用 |
|
||||
| Sampler | `test_sampler.cpp` | 2 | ✅ 启用 |
|
||||
| SwapChain | `test_swap_chain.cpp` | 3 | ✅ 启用 |
|
||||
| RTV | `test_render_target_view.cpp` | 2 | ✅ 启用 |
|
||||
| DSV | `test_depth_stencil_view.cpp` | 2 | ✅ 启用 |
|
||||
| **总计** | | **52** | **37 启用, 15 被注释** |
|
||||
|
||||
### 1.3 与 D3D12 对比
|
||||
|
||||
| 方面 | D3D12 (规范) | OpenGL (现状) |
|
||||
|------|-------------|--------------|
|
||||
| **目录分层** | `unit/` + `integration/` 分离 | 全部扁平 |
|
||||
| **CMake 结构** | 顶层 + unit + integration 三级 | 仅一级 |
|
||||
| **Fixture 设计** | 每测试独立设备 | 静态共享上下文 |
|
||||
| **被注释测试** | 无 | 3 个文件被注释 |
|
||||
| **集成测试** | 有 (Python + Golden Image) | **缺失** |
|
||||
| **测试规范文档** | `TEST_SPEC.md` | **缺失** |
|
||||
| **Res 资源** | 按测试隔离 | 空文件夹 |
|
||||
| **资源复制** | POST_BUILD 自动复制 | 未配置 |
|
||||
|
||||
---
|
||||
|
||||
## 2. 问题详解
|
||||
|
||||
### 2.1 Fixture 设计缺陷
|
||||
|
||||
**当前问题**:
|
||||
```cpp
|
||||
// OpenGL - 静态成员所有测试共享,存在状态污染
|
||||
static GLFWwindow* m_window; // 共享窗口
|
||||
static bool m_contextInitialized; // 共享状态
|
||||
static OpenGLDevice* m_device; // 共享设备
|
||||
```
|
||||
|
||||
**D3D12 规范做法**:
|
||||
```cpp
|
||||
// 每个测试独立创建设备
|
||||
void D3D12TestFixture::SetUp() {
|
||||
D3D12CreateDevice(nullptr, D3D_FEATURE_LEVEL_12_0, ...);
|
||||
}
|
||||
```
|
||||
|
||||
**OpenGL 重构方向**:
|
||||
```cpp
|
||||
// 方案A: 每测试创建独立上下文 (推荐)
|
||||
class OpenGLTestFixture : public ::testing::Test {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
// 创建独立 OpenGL 上下文
|
||||
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
|
||||
m_window = glfwCreateWindow(640, 480, "Test", nullptr, nullptr);
|
||||
glfwMakeContextCurrent(m_window);
|
||||
gladLoadGLLoader(...);
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
### 2.2 CMake 配置混乱
|
||||
|
||||
**当前问题**:
|
||||
```cmake
|
||||
# 硬编码绝对路径
|
||||
include_directories(${CMAKE_SOURCE_DIR}/tests/OpenPackage/include/)
|
||||
include_directories(${CMAKE_SOURCE_DIR}/tests/OpenPackage/lib/)
|
||||
link_directories(${CMAKE_SOURCE_DIR}/tests/OpenPackage/lib/)
|
||||
|
||||
# 被注释的测试源文件
|
||||
# test_buffer.cpp
|
||||
# test_fence.cpp
|
||||
# test_shader.cpp
|
||||
```
|
||||
|
||||
**D3D12 规范做法**:
|
||||
```cmake
|
||||
# 顶层 CMakeLists.txt 仅做 add_subdirectory
|
||||
add_subdirectory(unit)
|
||||
add_subdirectory(integration)
|
||||
|
||||
# unit/CMakeLists.txt 独立配置
|
||||
# integration/CMakeLists.txt 独立配置
|
||||
```
|
||||
|
||||
### 2.3 资源目录为空
|
||||
|
||||
当前 `Res/` 下的 `Data/`、`Shader/`、`Texture/` 均为空目录,没有实际测试资源。
|
||||
|
||||
---
|
||||
|
||||
## 3. 重构目标
|
||||
|
||||
### 3.1 目标目录结构
|
||||
|
||||
```
|
||||
tests/RHI/OpenGL/
|
||||
├── CMakeLists.txt # 顶层配置
|
||||
├── TEST_SPEC.md # 本文档 (OpenGL 专项)
|
||||
├── TEST_IMPROVEMENT_PLAN.md # 改进计划
|
||||
├── unit/
|
||||
│ ├── CMakeLists.txt # 单元测试构建
|
||||
│ ├── fixtures/
|
||||
│ │ ├── OpenGLTestFixture.h
|
||||
│ │ └── OpenGLTestFixture.cpp
|
||||
│ ├── test_device.cpp
|
||||
│ ├── test_buffer.cpp
|
||||
│ ├── test_fence.cpp
|
||||
│ ├── test_texture.cpp
|
||||
│ ├── test_shader.cpp
|
||||
│ ├── test_pipeline_state.cpp
|
||||
│ ├── test_vertex_array.cpp
|
||||
│ ├── test_command_list.cpp
|
||||
│ ├── test_render_target_view.cpp
|
||||
│ ├── test_depth_stencil_view.cpp
|
||||
│ ├── test_swap_chain.cpp
|
||||
│ └── test_sampler.cpp
|
||||
└── integration/
|
||||
├── CMakeLists.txt
|
||||
├── run_integration_test.py # 公共脚本
|
||||
├── compare_ppm.py # PPM 图像比对
|
||||
├── run.bat # Windows 启动脚本
|
||||
├── minimal/ # 最小化测试
|
||||
│ ├── main.cpp
|
||||
│ ├── GT_minimal.ppm
|
||||
│ └── Res/
|
||||
│ └── Shader/
|
||||
│ ├── simple.vert
|
||||
│ └── simple.frag
|
||||
└── render_model/ # 模型渲染测试
|
||||
├── main.cpp
|
||||
├── GT.ppm
|
||||
└── Res/
|
||||
├── Image/
|
||||
├── Model/
|
||||
└── Shader/
|
||||
```
|
||||
|
||||
### 3.2 测试数量目标
|
||||
|
||||
| 组件 | 当前 | 重构后 | 变化 |
|
||||
|------|------|--------|------|
|
||||
| Device | 6 | 6 | - |
|
||||
| Buffer | 0 (被注释) | 6 | +6 |
|
||||
| Fence | 0 (被注释) | 5 | +5 |
|
||||
| Texture | 4 | 4 | - |
|
||||
| Shader | 0 (被注释) | 4 | +4 |
|
||||
| PipelineState | 3 | 3 | - |
|
||||
| VertexArray | 1 | 2 | +1 |
|
||||
| CommandList | 14 | 14 | - |
|
||||
| Sampler | 2 | 2 | - |
|
||||
| SwapChain | 3 | 3 | - |
|
||||
| RTV | 2 | 2 | - |
|
||||
| DSV | 2 | 2 | - |
|
||||
| **单元测试总计** | **37** | **53** | **+16** |
|
||||
| **集成测试** | **0** | **2** | **+2** |
|
||||
|
||||
---
|
||||
|
||||
## 4. 分阶段实施计划
|
||||
|
||||
### Phase 1: 目录结构重构
|
||||
|
||||
**目标**: 建立与 D3D12 一致的目录分层
|
||||
|
||||
**步骤**:
|
||||
1. 创建 `unit/` 和 `integration/` 子目录
|
||||
2. 移动现有测试文件到 `unit/`
|
||||
3. 创建顶层 `CMakeLists.txt` 做 `add_subdirectory`
|
||||
4. 重构 `unit/CMakeLists.txt` 独立配置
|
||||
|
||||
**目录变更**:
|
||||
```
|
||||
# 重构前
|
||||
tests/RHI/OpenGL/CMakeLists.txt
|
||||
tests/RHI/OpenGL/test_*.cpp
|
||||
tests/RHI/OpenGL/fixtures/
|
||||
|
||||
# 重构后
|
||||
tests/RHI/OpenGL/CMakeLists.txt # 顶层,仅 add_subdirectory
|
||||
tests/RHI/OpenGL/unit/CMakeLists.txt # 单元测试构建
|
||||
tests/RHI/OpenGL/unit/test_*.cpp # 测试文件
|
||||
tests/RHI/OpenGL/unit/fixtures/ # Fixture
|
||||
tests/RHI/OpenGL/integration/ # 新增
|
||||
tests/RHI/OpenGL/integration/...
|
||||
```
|
||||
|
||||
### Phase 2: Fixture 重构
|
||||
|
||||
**目标**: 消除静态共享状态,避免测试间污染
|
||||
|
||||
**重构内容**:
|
||||
|
||||
```cpp
|
||||
// OpenGLTestFixture.h 重构
|
||||
class OpenGLTestFixture : public ::testing::Test {
|
||||
protected:
|
||||
void SetUp() override;
|
||||
void TearDown() override;
|
||||
|
||||
GLFWwindow* GetWindow() { return m_window; }
|
||||
void MakeContextCurrent();
|
||||
void DoneContextCurrent();
|
||||
|
||||
void ClearGLErrors();
|
||||
bool CheckGLError(const char* file, int line);
|
||||
void ResetGLState();
|
||||
|
||||
private:
|
||||
GLFWwindow* m_window = nullptr;
|
||||
OpenGLDevice* m_device = nullptr;
|
||||
};
|
||||
|
||||
// OpenGLTestFixture.cpp 重构
|
||||
void OpenGLTestFixture::SetUp() {
|
||||
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
m_window = glfwCreateWindow(640, 480, "OpenGL Tests", nullptr, nullptr);
|
||||
if (!m_window) {
|
||||
GTEST_SKIP() << "Failed to create GLFW window";
|
||||
return;
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(m_window);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
GTEST_SKIP() << "Failed to initialize GLAD";
|
||||
glfwDestroyWindow(m_window);
|
||||
m_window = nullptr;
|
||||
return;
|
||||
}
|
||||
|
||||
m_device = new OpenGLDevice();
|
||||
m_device->CreateRenderWindow(640, 480, "Test Window", false);
|
||||
|
||||
ClearGLErrors();
|
||||
}
|
||||
|
||||
void OpenGLTestFixture::TearDown() {
|
||||
ResetGLState();
|
||||
|
||||
if (m_device) {
|
||||
delete m_device;
|
||||
m_device = nullptr;
|
||||
}
|
||||
|
||||
if (m_window) {
|
||||
glfwDestroyWindow(m_window);
|
||||
m_window = nullptr;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Phase 3: 启用被注释的测试
|
||||
|
||||
**目标**: 激活 `test_buffer.cpp`、`test_fence.cpp`、`test_shader.cpp`
|
||||
|
||||
**步骤**:
|
||||
1. 取消 CMakeLists.txt 中的注释
|
||||
2. 检查并修复可能的编译错误
|
||||
3. 运行测试验证
|
||||
|
||||
**预期新增测试**:
|
||||
- Buffer: 6 tests
|
||||
- Fence: 5 tests
|
||||
- Shader: 4 tests
|
||||
|
||||
### Phase 4: 完善单元测试
|
||||
|
||||
**目标**: 补充缺失的测试用例
|
||||
|
||||
**新增测试计划**:
|
||||
|
||||
| 组件 | 新增测试 | 说明 |
|
||||
|------|---------|------|
|
||||
| VertexArray | 1 | `VertexArray_Bind_MultipleAttributes` |
|
||||
|
||||
### Phase 5: 建立集成测试体系
|
||||
|
||||
**目标**: 建立与 D3D12 一致的集成测试框架
|
||||
|
||||
**步骤**:
|
||||
1. 创建 `integration/` 目录结构
|
||||
2. 复制 `run_integration_test.py` 和 `compare_ppm.py`
|
||||
3. 创建 `minimal/` 集成测试
|
||||
4. 创建 `render_model/` 集成测试
|
||||
5. 配置 CTest 注册
|
||||
|
||||
**minimal/ 集成测试**:
|
||||
```cpp
|
||||
// integration/minimal/main.cpp
|
||||
// 渲染一个简单三角形,输出 PPM 截图
|
||||
int main() {
|
||||
// 1. 初始化 GLFW + OpenGL
|
||||
// 2. 创建窗口
|
||||
// 3. 渲染简单场景
|
||||
// 4. 截图保存为 minimal.ppm
|
||||
// 5. 退出
|
||||
}
|
||||
```
|
||||
|
||||
**Golden Image 生成流程**:
|
||||
1. 在干净硬件环境运行集成测试
|
||||
2. 截图保存为 `GT_<name>.ppm`
|
||||
3. 人工验证截图正确性
|
||||
4. 提交到版本控制
|
||||
|
||||
### Phase 6: 编写测试规范文档
|
||||
|
||||
**目标**: 创建 `TEST_SPEC.md` 和 `TEST_IMPROVEMENT_PLAN.md`
|
||||
|
||||
---
|
||||
|
||||
## 5. CMake 重构详细方案
|
||||
|
||||
### 5.1 顶层 CMakeLists.txt
|
||||
|
||||
```cmake
|
||||
cmake_minimum_required(VERSION 3.15)
|
||||
|
||||
project(OpenGLEngineTests)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
add_subdirectory(unit)
|
||||
add_subdirectory(integration)
|
||||
```
|
||||
|
||||
### 5.2 unit/CMakeLists.txt
|
||||
|
||||
```cmake
|
||||
cmake_minimum_required(VERSION 3.15)
|
||||
|
||||
get_filename_component(PROJECT_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../../../.. ABSOLUTE)
|
||||
|
||||
find_package(OpenGL REQUIRED)
|
||||
|
||||
include_directories(${PROJECT_ROOT_DIR}/engine/include)
|
||||
include_directories(${PROJECT_ROOT_DIR}/engine/src)
|
||||
|
||||
link_directories(${CMAKE_SOURCE_DIR}/tests/OpenGL/package/lib/)
|
||||
|
||||
find_package(GTest REQUIRED)
|
||||
|
||||
set(TEST_SOURCES
|
||||
${CMAKE_SOURCE_DIR}/tests/OpenGL/package/src/glad.c
|
||||
fixtures/OpenGLTestFixture.cpp
|
||||
test_device.cpp
|
||||
test_buffer.cpp
|
||||
test_fence.cpp
|
||||
test_texture.cpp
|
||||
test_shader.cpp
|
||||
test_pipeline_state.cpp
|
||||
test_vertex_array.cpp
|
||||
test_command_list.cpp
|
||||
test_render_target_view.cpp
|
||||
test_depth_stencil_view.cpp
|
||||
test_swap_chain.cpp
|
||||
test_sampler.cpp
|
||||
)
|
||||
|
||||
add_executable(opengl_engine_tests ${TEST_SOURCES})
|
||||
|
||||
target_link_libraries(opengl_engine_tests PRIVATE
|
||||
opengl32
|
||||
glfw3
|
||||
XCEngine
|
||||
GTest::gtest
|
||||
GTest::gtest_main
|
||||
)
|
||||
|
||||
target_include_directories(opengl_engine_tests PRIVATE
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/fixtures
|
||||
${PROJECT_ROOT_DIR}/engine/include
|
||||
${PROJECT_ROOT_DIR}/engine/src
|
||||
)
|
||||
|
||||
target_compile_definitions(opengl_engine_tests PRIVATE
|
||||
TEST_RESOURCES_DIR="${PROJECT_ROOT_DIR}/tests/RHI/OpenGL/integration/minimal/Res"
|
||||
)
|
||||
|
||||
add_custom_command(TARGET opengl_engine_tests POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
${PROJECT_ROOT_DIR}/tests/RHI/OpenGL/integration/minimal/Res
|
||||
$<TARGET_FILE_DIR:opengl_engine_tests>/Res
|
||||
)
|
||||
|
||||
enable_testing()
|
||||
add_test(NAME OpenGLEngineTests COMMAND opengl_engine_tests)
|
||||
```
|
||||
|
||||
### 5.3 integration/CMakeLists.txt
|
||||
|
||||
```cmake
|
||||
cmake_minimum_required(VERSION 3.15)
|
||||
|
||||
project(OpenGL_Integration)
|
||||
|
||||
set(ENGINE_ROOT_DIR ${CMAKE_SOURCE_DIR}/engine)
|
||||
|
||||
find_package(Python3 REQUIRED)
|
||||
|
||||
enable_testing()
|
||||
|
||||
# Minimal test
|
||||
add_executable(OpenGL_Minimal
|
||||
WIN32
|
||||
minimal/main.cpp
|
||||
)
|
||||
|
||||
target_include_directories(OpenGL_Minimal PRIVATE
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/minimal
|
||||
${ENGINE_ROOT_DIR}/include
|
||||
)
|
||||
|
||||
target_link_libraries(OpenGL_Minimal PRIVATE
|
||||
opengl32
|
||||
glfw3
|
||||
d3d12
|
||||
dxgi
|
||||
d3dcompiler
|
||||
XCEngine
|
||||
)
|
||||
|
||||
# Copy Res folder
|
||||
add_custom_command(TARGET OpenGL_Minimal POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/minimal/Res
|
||||
$<TARGET_FILE_DIR:OpenGL_Minimal>/Res
|
||||
)
|
||||
|
||||
# Copy test scripts
|
||||
add_custom_command(TARGET OpenGL_Minimal POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/run.bat
|
||||
$<TARGET_FILE_DIR:OpenGL_Minimal>/
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/compare_ppm.py
|
||||
$<TARGET_FILE_DIR:OpenGL_Minimal>/
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/run_integration_test.py
|
||||
$<TARGET_FILE_DIR:OpenGL_Minimal>/
|
||||
)
|
||||
|
||||
# Register integration test with CTest
|
||||
add_test(NAME OpenGL_Minimal_Integration
|
||||
COMMAND ${Python3_EXECUTABLE} $<TARGET_FILE_DIR:OpenGL_Minimal>/run_integration_test.py
|
||||
$<TARGET_FILE:OpenGL_Minimal>
|
||||
minimal.ppm
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/minimal/GT_minimal.ppm
|
||||
5
|
||||
WORKING_DIRECTORY $<TARGET_FILE_DIR:OpenGL_Minimal>
|
||||
)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 6. 测试前缀对应表
|
||||
|
||||
| 类名 | 测试前缀 |
|
||||
|------|---------|
|
||||
| OpenGLDevice | Device |
|
||||
| OpenGLBuffer | Buffer |
|
||||
| OpenGLFence | Fence |
|
||||
| OpenGLTexture | Texture |
|
||||
| OpenGLShader | Shader |
|
||||
| OpenGLPipelineState | PipelineState |
|
||||
| OpenGLVertexArray | VertexArray |
|
||||
| OpenGLCommandList | CommandList |
|
||||
| OpenGLSampler | Sampler |
|
||||
| OpenGLSwapChain | SwapChain |
|
||||
| OpenGLRenderTargetView | RTV |
|
||||
| OpenGLDepthStencilView | DSV |
|
||||
|
||||
---
|
||||
|
||||
## 7. 测试执行
|
||||
|
||||
### 7.1 单元测试
|
||||
|
||||
```bash
|
||||
# 方式 1: 使用统一脚本
|
||||
python scripts/run_tests.py --unit-only
|
||||
|
||||
# 方式 2: 直接使用 CTest
|
||||
cd build/tests/RHI/OpenGL/unit
|
||||
ctest -C Debug --output-on-failure
|
||||
```
|
||||
|
||||
### 7.2 集成测试
|
||||
|
||||
```bash
|
||||
# 方式 1: 使用统一脚本
|
||||
python scripts/run_tests.py --integration
|
||||
|
||||
# 方式 2: 直接使用 CTest
|
||||
cd build/tests/RHI/OpenGL/integration
|
||||
ctest -C Debug --output-on-failure
|
||||
```
|
||||
|
||||
### 7.3 构建和测试
|
||||
|
||||
```bash
|
||||
# 构建
|
||||
cmake --build . --target OpenGL_Minimal --config Debug
|
||||
|
||||
# 运行测试
|
||||
python scripts/run_tests.py --build
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 8. CI 集成
|
||||
|
||||
### 8.1 GitHub Actions 配置
|
||||
|
||||
```yaml
|
||||
name: OpenGL Tests
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
test:
|
||||
runs-on: windows-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Configure CMake
|
||||
run: cmake -B build -DCMAKE_BUILD_TYPE=Debug
|
||||
|
||||
- name: Build OpenGL Tests
|
||||
run: cmake --build build --target opengl_engine_tests OpenGL_Minimal --config Debug
|
||||
|
||||
- name: Run Unit Tests
|
||||
run: cd build/tests/RHI/OpenGL/unit && ctest -C Debug --output-on-failure
|
||||
|
||||
- name: Run Integration Tests
|
||||
run: python scripts/run_tests.py --integration
|
||||
```
|
||||
|
||||
### 8.2 CI 模式
|
||||
|
||||
`--ci` 模式会跳过需要 GUI 的集成测试:
|
||||
```bash
|
||||
python scripts/run_tests.py --ci # 仅运行单元测试
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 9. 文件清单
|
||||
|
||||
### 9.1 需创建的文件
|
||||
|
||||
| 文件路径 | 说明 |
|
||||
|---------|------|
|
||||
| `tests/RHI/OpenGL/CMakeLists.txt` | 顶层 CMake 配置 |
|
||||
| `tests/RHI/OpenGL/TEST_SPEC.md` | OpenGL 专项规范 |
|
||||
| `tests/RHI/OpenGL/TEST_IMPROVEMENT_PLAN.md` | 改进计划 |
|
||||
| `tests/RHI/OpenGL/unit/CMakeLists.txt` | 单元测试构建配置 |
|
||||
| `tests/RHI/OpenGL/integration/CMakeLists.txt` | 集成测试构建配置 |
|
||||
| `tests/RHI/OpenGL/integration/run_integration_test.py` | 集成测试运行脚本 |
|
||||
| `tests/RHI/OpenGL/integration/compare_ppm.py` | PPM 图像比对脚本 |
|
||||
| `tests/RHI/OpenGL/integration/run.bat` | Windows 启动脚本 |
|
||||
| `tests/RHI/OpenGL/integration/minimal/main.cpp` | 最小化集成测试 |
|
||||
| `tests/RHI/OpenGL/integration/minimal/GT_minimal.ppm` | Golden Image |
|
||||
| `tests/RHI/OpenGL/integration/minimal/Res/Shader/*.vert` | Vertex Shader |
|
||||
| `tests/RHI/OpenGL/integration/minimal/Res/Shader/*.frag` | Fragment Shader |
|
||||
|
||||
### 9.2 需修改的文件
|
||||
|
||||
| 文件路径 | 修改内容 |
|
||||
|---------|---------|
|
||||
| `tests/RHI/OpenGL/fixtures/OpenGLTestFixture.h` | 重构 Fixture 接口 |
|
||||
| `tests/RHI/OpenGL/fixtures/OpenGLTestFixture.cpp` | 重构 Fixture 实现 |
|
||||
| `tests/RHI/OpenGL/CMakeLists.txt` | 简化为 add_subdirectory |
|
||||
|
||||
### 9.3 需移动的文件
|
||||
|
||||
| 原路径 | 新路径 |
|
||||
|-------|-------|
|
||||
| `tests/RHI/OpenGL/test_*.cpp` | `tests/RHI/OpenGL/unit/test_*.cpp` |
|
||||
| `tests/RHI/OpenGL/fixtures/*` | `tests/RHI/OpenGL/unit/fixtures/*` |
|
||||
|
||||
---
|
||||
|
||||
## 10. OpenGL 与 D3D12 测试差异说明
|
||||
|
||||
### 10.1 平台特性差异
|
||||
|
||||
| 方面 | D3D12 | OpenGL |
|
||||
|------|-------|--------|
|
||||
| **设备创建** | `D3D12CreateDevice()` 每测试独立 | 共享 GLFWcontext + Glad |
|
||||
| **上下文管理** | 无 | GLFWwindow 生命周期 |
|
||||
| **错误检查** | `HRESULT` 返回值 | `glGetError()` 状态码 |
|
||||
| **渲染目标** | RTV/DSV descriptor | OpenGL Framebuffer Object |
|
||||
| **同步原语** | `ID3D12Fence` | `glFenceSync` + `glClientWaitSync` |
|
||||
| **管线状态** | PSO 对象 | OpenGL State Machine |
|
||||
| **资源绑定** | CommandList + DescriptorHeap | `glBindBuffer`, `glBindTexture` |
|
||||
|
||||
### 10.2 Fixture 设计差异
|
||||
|
||||
```cpp
|
||||
// D3D12 - 每测试独立 COM 对象
|
||||
class D3D12TestFixture : public ::testing::Test {
|
||||
ComPtr<ID3D12Device> mDevice;
|
||||
ComPtr<ID3D12CommandQueue> mCommandQueue;
|
||||
};
|
||||
|
||||
// OpenGL - 需要共享 context,但每测试独立 window
|
||||
class OpenGLTestFixture : public ::testing::Test {
|
||||
GLFWwindow* m_window; // 每测试独立
|
||||
OpenGLDevice* m_device; // 每测试独立
|
||||
};
|
||||
```
|
||||
|
||||
### 10.3 测试资源差异
|
||||
|
||||
| 方面 | D3D12 | OpenGL |
|
||||
|------|-------|--------|
|
||||
| **Shader 格式** | HLSL (.hlsl) | GLSL (.vert, .frag, .geom) |
|
||||
| **纹理格式** | DDS | PNG/BMP/TGA |
|
||||
| **模型格式** | 自定义 .lhsm | 自定义 .lhsm |
|
||||
|
||||
---
|
||||
|
||||
## 11. 已知问题与待办
|
||||
|
||||
### 11.1 Phase 1 待办
|
||||
|
||||
- [ ] 创建 `unit/` 和 `integration/` 目录
|
||||
- [ ] 移动测试文件到 `unit/`
|
||||
- [ ] 创建顶层 `CMakeLists.txt`
|
||||
- [ ] 重构 `unit/CMakeLists.txt`
|
||||
|
||||
### 11.2 Phase 2 待办
|
||||
|
||||
- [ ] 重构 `OpenGLTestFixture` 消除静态成员
|
||||
- [ ] 验证测试隔离效果
|
||||
|
||||
### 11.3 Phase 3 待办
|
||||
|
||||
- [ ] 启用 `test_buffer.cpp`
|
||||
- [ ] 启用 `test_fence.cpp`
|
||||
- [ ] 启用 `test_shader.cpp`
|
||||
- [ ] 修复编译错误
|
||||
|
||||
### 11.4 Phase 4 待办
|
||||
|
||||
- [ ] 补充 `VertexArray_Bind_MultipleAttributes` 测试
|
||||
|
||||
### 11.5 Phase 5 待办
|
||||
|
||||
- [ ] 创建 `integration/` 目录结构
|
||||
- [ ] 复制并适配 `run_integration_test.py`
|
||||
- [ ] 复制并适配 `compare_ppm.py`
|
||||
- [ ] 创建 `minimal/` 集成测试
|
||||
- [ ] 创建 `render_model/` 集成测试
|
||||
- [ ] 生成 Golden Image
|
||||
|
||||
### 11.6 Phase 6 待办
|
||||
|
||||
- [ ] 编写 `TEST_SPEC.md`
|
||||
- [ ] 编写 `TEST_IMPROVEMENT_PLAN.md`
|
||||
|
||||
---
|
||||
|
||||
## 12. 规范更新记录
|
||||
|
||||
| 版本 | 日期 | 变更 |
|
||||
|------|------|------|
|
||||
| 1.0 | 2026-03-20 | 初始版本,参考 D3D12 TEST_SPEC.md 制定重构方案 |
|
||||
|
||||
---
|
||||
|
||||
**规范版本**: 1.0
|
||||
**最后更新**: 2026-03-20
|
||||
**前置文档**:
|
||||
- [tests/TEST_SPEC.md](../tests/TEST_SPEC.md)
|
||||
- [tests/RHI/D3D12/TEST_SPEC.md](./D3D12/TEST_SPEC.md)
|
||||
Reference in New Issue
Block a user