test: 添加 Input 模块单元测试
- 创建 tests/Input 目录和 CMakeLists.txt - 添加 28 个测试用例覆盖: - InputManager: Singleton, Initialize/Shutdown, 按键状态, 鼠标, 轴, 按钮 - InputAxis: 默认构造, 正负键, SetValue - InputEvent: KeyEvent, MouseButtonEvent, MouseMoveEvent, MouseWheelEvent, TextInputEvent
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tests/RHI/TEST_ISSUES.md
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tests/RHI/TEST_ISSUES.md
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# RHI 抽象层测试遗留问题报告
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## 测试概述
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RHI 抽象层单元测试通过 `RHI_BACKEND` 环境变量选择后端(D3D12/OpenGL),一次编译后可测试两个后端的抽象接口一致性。
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```bash
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# 运行测试
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RHI_BACKEND=D3D12 ./rhi_unit_tests.exe
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RHI_BACKEND=OpenGL ./rhi_unit_tests.exe
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```
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## 测试结果汇总
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| 后端 | 通过 | 失败 | 总计 |
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|------|------|------|------|
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| D3D12 | 21 | 48 | 69 |
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| OpenGL | 未测试 | - | - |
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---
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## 问题清单
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### 1. D3D12CommandQueue::CreateCommandQueue 未实现
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**严重程度**: 高
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**接口**: `RHIDevice::CreateCommandQueue`
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**现象**: 返回 `nullptr`
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**位置**: `engine/src/RHI/D3D12/D3D12Device.cpp:288`
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```cpp
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RHICommandQueue* D3D12Device::CreateCommandQueue(const CommandQueueDesc& desc) {
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return nullptr; // 未实现
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}
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```
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**影响测试**:
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- `CommandQueue_ExecuteCommandLists`
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- `CommandQueue_SignalWaitFence`
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- `CommandQueue_GetCompletedValue`
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- `CommandQueue_WaitForIdle`
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- `CommandQueue_GetType`
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- `CommandQueue_GetTimestampFrequency`
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- `Device_CreateCommandQueue_ReturnsValid`
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---
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### 2. D3D12CommandList::CreateCommandList 未实现
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**严重程度**: 高
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**接口**: `RHIDevice::CreateCommandList`
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**现象**: 返回 `nullptr`
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**位置**: `engine/src/RHI/D3D12/D3D12Device.cpp:300`
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```cpp
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D3D12CommandList* D3D12Device::CreateCommandListImpl(const CommandListDesc& desc) {
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return nullptr; // 未实现
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}
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```
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**影响测试**:
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- `CommandList_Reset_Close`
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- `CommandList_SetPrimitiveTopology`
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- `CommandList_SetViewport`
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- `CommandList_SetViewports`
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- `CommandList_SetScissorRect`
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- `CommandList_Draw`
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- `CommandList_DrawIndexed`
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- `CommandList_ClearRenderTarget`
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- `CommandList_SetDepthStencilState`
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- `CommandList_SetBlendState`
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- `CommandList_SetStencilRef`
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- `CommandList_TransitionBarrier`
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- `Device_CreateCommandList_ReturnsValid`
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---
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### 3. Texture 枚举值不匹配
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**严重程度**: 高
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**接口**: `RHIDevice::CreateTexture`
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**现象**: 返回 `nullptr`
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**位置**: `engine/src/RHI/D3D12/D3D12Device.cpp:220`
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**原因**: RHI `TextureType` 枚举值与 D3D12 `D3D12_RESOURCE_DIMENSION` 枚举值不匹配
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| RHI TextureType | 值 | D3D12 D3D12_RESOURCE_DIMENSION | 值 |
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|-----------------|-----|----------------------------------|-----|
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| Texture1D | 0 | D3D12_RESOURCE_DIMENSION_BUFFER | 0 |
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| Texture2D | 1 | D3D12_RESOURCE_DIMENSION_TEXTURE1D | 1 |
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| Texture2DArray | 2 | D3D12_RESOURCE_DIMENSION_TEXTURE2D | 2 |
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| Texture3D | 3 | D3D12_RESOURCE_DIMENSION_TEXTURE3D | 3 |
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| TextureCube | 4 | D3D12_RESOURCE_DIMENSION_TEXTURECUBE | 4 |
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| TextureCubeArray | 5 | (无对应) | - |
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**影响测试**:
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- `Texture_Create_Texture2D`
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- `Texture_Create_Texture3D`
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- `Texture_StateManagement`
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- `Texture_Naming`
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- `Texture_GetNativeHandle`
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- `Device_CreateTexture_ReturnsValid`
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---
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### 4. Shader 编译返回 nullptr
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**严重程度**: 中
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**接口**: `RHIDevice::CompileShader`
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**现象**: 返回 `nullptr`
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**可能原因**:
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- Shader 编译参数不正确
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- 需要有效的 shader 源码或文件路径
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**影响测试**:
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- `Shader_Compile_FromSource`
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- `Shader_GetType`
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- `Shader_IsValid`
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- `Shader_Bind_Unbind`
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- `Shader_SetInt`
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- `Shader_SetFloat`
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- `Shader_SetVec3`
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- `Shader_SetVec4`
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- `Shader_SetMat4`
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- `Shader_GetNativeHandle`
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---
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### 5. SwapChain 需要窗口句柄
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**严重程度**: 中
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**接口**: `RHIDevice::CreateSwapChain`
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**现象**: 返回 `nullptr`
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**原因**: `RHIDeviceDesc` 需要有效的 `windowHandle`
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**影响测试**:
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- `SwapChain_Create`
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- `SwapChain_GetCurrentBackBufferIndex`
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- `SwapChain_GetCurrentBackBuffer`
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- `SwapChain_Resize`
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- `SwapChain_FullscreenState`
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- `SwapChain_ShouldClose`
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---
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### 6. Buffer::Map 对某些类型返回 nullptr
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**严重程度**: 中
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**接口**: `RHIBuffer::Map`
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**现象**: D3D12 Constant Buffer 类型可能无法 Map
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**位置**: `tests/RHI/unit/test_buffer.cpp:16`
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```cpp
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RHIBuffer* buffer = GetDevice()->CreateBuffer(desc); // desc.bufferType = Vertex
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void* data = buffer->Map(); // 返回 nullptr
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```
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**影响测试**:
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- `Buffer_Map_Unmap`
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- `Buffer_SetData`
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---
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### 7. RHICapabilities 未填充
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**严重程度**: 低
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**接口**: `RHIDevice::GetCapabilities`
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**现象**: 所有 capability 值为 0
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**位置**: `engine/src/RHI/D3D12/D3D12Device.cpp`
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**影响测试**:
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- `Device_GetCapabilities_ReturnsValid` - 断言 `caps.maxRenderTargets >= 1` 等
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---
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### 8. RHIDeviceInfo 未填充
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**严重程度**: 低
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**接口**: `RHIDevice::GetDeviceInfo`
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**现象**: `vendor` 和 `renderer` 字符串为空
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**位置**: `engine/src/RHI/D3D12/D3D12Device.cpp:QueryAdapterInfo`
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**影响测试**:
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- `Device_GetDeviceInfo_ReturnsValid`
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---
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### 9. Fence::IsSignaled 逻辑问题
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**严重程度**: 低
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**接口**: `RHIFence::IsSignaled`
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**现象**: 初始值应该为 `false`,但返回 `true`
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**位置**: `tests/RHI/unit/test_fence.cpp:80`
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**影响测试**:
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- `Fence_IsSignaled`
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---
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### 10. Sampler::GetNativeHandle 返回 nullptr
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**严重程度**: 低
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**接口**: `RHISampler::GetNativeHandle`
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**现象**: 返回 nullptr 但 Sampler 创建成功
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**位置**: `engine/src/RHI/D3D12/D3D12Sampler.cpp` 或 `engine/src/RHI/OpenGL/OpenGLSampler.cpp`
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**影响测试**:
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- `Sampler_GetNativeHandle`
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---
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## 优先级建议
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### P0 - 必须修复
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1. D3D12CommandQueue::CreateCommandQueue 实现
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2. D3D12CommandList::CreateCommandList 实现
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3. Texture 枚举值对齐
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### P1 - 应该修复
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4. Shader 编译逻辑
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5. SwapChain 窗口支持
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### P2 - 可以修复
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6. Buffer Map 行为确认
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7. Capabilities/DeviceInfo 填充
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8. Fence::IsSignaled 逻辑
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9. Sampler::GetNativeHandle
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---
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## 测试文件位置
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```
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tests/RHI/unit/
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├── fixtures/RHITestFixture.h/.cpp # 测试框架
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├── test_device.cpp # 设备相关测试
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├── test_buffer.cpp # Buffer 相关测试
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├── test_texture.cpp # Texture 相关测试
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├── test_swap_chain.cpp # SwapChain 相关测试
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├── test_command_list.cpp # CommandList 相关测试
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├── test_command_queue.cpp # CommandQueue 相关测试
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├── test_shader.cpp # Shader 相关测试
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├── test_fence.cpp # Fence 相关测试
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└── test_sampler.cpp # Sampler 相关测试
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```
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---
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## 运行测试
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```bash
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# 编译
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cmake --build build --config Debug
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# D3D12 后端测试
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RHI_BACKEND=D3D12 ./build/tests/RHI/unit/Debug/rhi_unit_tests.exe
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# OpenGL 后端测试
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RHI_BACKEND=OpenGL ./build/tests/RHI/unit/Debug/rhi_unit_tests.exe
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```
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