重构D3D12集成测试目录结构,每个测试独立子文件夹隔离资源

This commit is contained in:
2026-03-20 16:33:35 +08:00
parent 33e9958751
commit dba3dc23f2
16 changed files with 254 additions and 297 deletions

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@@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.15)
project(D3D12_Integration)
set(ENGINE_ROOT_DIR ${CMAKE_SOURCE_DIR}/../engine)
set(ENGINE_ROOT_DIR ${CMAKE_SOURCE_DIR}/engine)
find_package(Python3 REQUIRED)
@@ -11,12 +11,11 @@ enable_testing()
# Minimal test - just verifies initialization and render loop
add_executable(D3D12_Minimal
WIN32
main_minimal.cpp
minimal/main.cpp
)
target_include_directories(D3D12_Minimal PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/stbi
${CMAKE_CURRENT_SOURCE_DIR}/minimal
${ENGINE_ROOT_DIR}/include
)
@@ -25,12 +24,6 @@ target_compile_definitions(D3D12_Minimal PRIVATE
_UNICODE
)
target_include_directories(D3D12_Minimal PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}
${ENGINE_ROOT_DIR}/third_party
${ENGINE_ROOT_DIR}/include
)
target_link_libraries(D3D12_Minimal PRIVATE
d3d12
dxgi
@@ -42,14 +35,13 @@ target_link_libraries(D3D12_Minimal PRIVATE
# Render model test - complete rendering with model, shader, texture
add_executable(D3D12_RenderModel
WIN32
main_render.cpp
${CMAKE_CURRENT_SOURCE_DIR}/stbi/stb_image.cpp
render_model/main.cpp
)
target_include_directories(D3D12_RenderModel PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/stbi
${CMAKE_CURRENT_SOURCE_DIR}/render_model
${ENGINE_ROOT_DIR}/include
${ENGINE_ROOT_DIR}
)
target_compile_definitions(D3D12_RenderModel PRIVATE
@@ -57,12 +49,6 @@ target_compile_definitions(D3D12_RenderModel PRIVATE
_UNICODE
)
target_include_directories(D3D12_RenderModel PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}
${ENGINE_ROOT_DIR}/third_party
${ENGINE_ROOT_DIR}/include
)
target_link_libraries(D3D12_RenderModel PRIVATE
d3d12
dxgi
@@ -74,71 +60,58 @@ target_link_libraries(D3D12_RenderModel PRIVATE
# Copy Res folder to output directory for Minimal test
add_custom_command(TARGET D3D12_Minimal POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/Res
$<TARGET_FILE_DIR:D3D12_Minimal>/Res
${CMAKE_CURRENT_SOURCE_DIR}/minimal/Res
$<TARGET_FILE_DIR:D3D12_Minimal>/Res
)
# Copy Res folder to output directory for RenderModel test
add_custom_command(TARGET D3D12_RenderModel POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/Res
$<TARGET_FILE_DIR:D3D12_RenderModel>/Res
${CMAKE_CURRENT_SOURCE_DIR}/render_model/Res
$<TARGET_FILE_DIR:D3D12_RenderModel>/Res
)
# Copy test scripts to output directory for Minimal test
add_custom_command(TARGET D3D12_Minimal POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/run.bat
$<TARGET_FILE_DIR:D3D12_Minimal>/run.bat
$<TARGET_FILE_DIR:D3D12_Minimal>/
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/compare_ppm.py
$<TARGET_FILE_DIR:D3D12_Minimal>/compare_ppm.py
$<TARGET_FILE_DIR:D3D12_Minimal>/
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
$<TARGET_FILE_DIR:D3D12_Minimal>/GT.ppm
${CMAKE_CURRENT_SOURCE_DIR}/run_integration_test.py
$<TARGET_FILE_DIR:D3D12_Minimal>/
)
# Copy test scripts to output directory for RenderModel test
add_custom_command(TARGET D3D12_RenderModel POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/run.bat
$<TARGET_FILE_DIR:D3D12_RenderModel>/run.bat
$<TARGET_FILE_DIR:D3D12_RenderModel>/
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/compare_ppm.py
$<TARGET_FILE_DIR:D3D12_RenderModel>/compare_ppm.py
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
$<TARGET_FILE_DIR:D3D12_RenderModel>/GT.ppm
)
# Copy run_integration_test.py to output directories
add_custom_command(TARGET D3D12_Minimal POST_BUILD
$<TARGET_FILE_DIR:D3D12_RenderModel>/
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/run_integration_test.py
$<TARGET_FILE_DIR:D3D12_Minimal>/run_integration_test.py
)
add_custom_command(TARGET D3D12_RenderModel POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/run_integration_test.py
$<TARGET_FILE_DIR:D3D12_RenderModel>/run_integration_test.py
$<TARGET_FILE_DIR:D3D12_RenderModel>/
)
# Register integration tests with CTest
add_test(NAME D3D12_Minimal_Integration
COMMAND ${Python3_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/run_integration_test.py
COMMAND ${Python3_EXECUTABLE} $<TARGET_FILE_DIR:D3D12_Minimal>/run_integration_test.py
$<TARGET_FILE:D3D12_Minimal>
minimal.ppm
${CMAKE_CURRENT_SOURCE_DIR}/GT_minimal.ppm
${CMAKE_CURRENT_SOURCE_DIR}/minimal/GT_minimal.ppm
5
WORKING_DIRECTORY $<TARGET_FILE_DIR:D3D12_Minimal>
)
add_test(NAME D3D12_RenderModel_Integration
COMMAND ${Python3_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/run_integration_test.py
COMMAND ${Python3_EXECUTABLE} $<TARGET_FILE_DIR:D3D12_RenderModel>/run_integration_test.py
$<TARGET_FILE:D3D12_RenderModel>
screenshot.ppm
${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
${CMAKE_CURRENT_SOURCE_DIR}/render_model/GT.ppm
5
WORKING_DIRECTORY $<TARGET_FILE_DIR:D3D12_RenderModel>
)

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@@ -0,0 +1,99 @@
struct VertexData{
float4 position:POSITION;
float4 texcoord:TEXCOORD0;
float4 normal:NORMAL;
float4 tangent:TANGENT;
};
struct VSOut{
float4 position:SV_POSITION;
float4 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
static const float PI=3.141592;
cbuffer globalConstants:register(b0){
float4 misc;
};
Texture2D T_DiffuseTexture:register(t0);
SamplerState samplerState:register(s0);
struct MaterialData{
float r;
};
StructuredBuffer<MaterialData> materialData:register(t0,space1);
cbuffer DefaultVertexCB:register(b1){
float4x4 ProjectionMatrix;
float4x4 ViewMatrix;
float4x4 ModelMatrix;
float4x4 IT_ModelMatrix;
float4x4 ReservedMemory[1020];
};
VSOut MainVS(VertexData inVertexData){
VSOut vo;
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
float4 positionWS=mul(ModelMatrix,inVertexData.position);
float4 positionVS=mul(ViewMatrix,positionWS);
vo.position=mul(ProjectionMatrix,positionVS);
//vo.position=float4(positionWS.xyz+vo.normal.xyz*sin(misc.x)*0.2f,1.0f);
vo.texcoord=inVertexData.texcoord;
return vo;
}
[maxvertexcount(4)]
void MainGS(triangle VSOut inPoint[3],uint inPrimitiveID:SV_PrimitiveID,
inout TriangleStream<VSOut> outTriangleStream){
outTriangleStream.Append(inPoint[0]);
outTriangleStream.Append(inPoint[1]);
outTriangleStream.Append(inPoint[2]);
/*VSOut vo;
float3 positionWS=inPoint[0].position.xyz;
float3 N=normalize(inPoint[0].normal.xyz);
vo.normal=float4(N,0.0f);
float3 helperVec=abs(N.y)>0.999?float3(0.0f,0.0f,1.0f):float3(0.0f,1.0f,0.0f);
float3 tangent=normalize(cross(N,helperVec));//u
float3 bitangent=normalize(cross(tangent,N));//v
float scale=materialData[inPrimitiveID].r;
float3 p0WS=positionWS-(bitangent*0.5f-tangent*0.5f)*scale;//left bottom
float4 p0VS=mul(ViewMatrix,float4(p0WS,1.0f));
vo.position=mul(ProjectionMatrix,p0VS);
vo.texcoord=float4(0.0f,1.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p1WS=positionWS-(bitangent*0.5f+tangent*0.5f)*scale;//right bottom
float4 p1VS=mul(ViewMatrix,float4(p1WS,1.0f));
vo.position=mul(ProjectionMatrix,p1VS);
vo.texcoord=float4(1.0f,1.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p2WS=positionWS+(bitangent*0.5f+tangent*0.5f)*scale;//left top
float4 p2VS=mul(ViewMatrix,float4(p2WS,1.0f));
vo.position=mul(ProjectionMatrix,p2VS);
vo.texcoord=float4(0.0f,0.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p3WS=positionWS+(bitangent*0.5f-tangent*0.5f)*scale;//right top
float4 p3VS=mul(ViewMatrix,float4(p3WS,1.0f));
vo.position=mul(ProjectionMatrix,p3VS);
vo.texcoord=float4(1.0f,0.0f,0.0f,0.0f);
outTriangleStream.Append(vo);*/
}
float4 MainPS(VSOut inPSInput):SV_TARGET{
float3 N=normalize(inPSInput.normal.xyz);
float3 bottomColor=float3(0.1f,0.4f,0.6f);
float3 topColor=float3(0.7f,0.7f,0.7f);
float theta=asin(N.y);//-PI/2 ~ PI/2
theta/=PI;//-0.5~0.5
theta+=0.5f;//0.0~1.0
float ambientColorIntensity=1.0;
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
float4 diffuseColor=T_DiffuseTexture.Sample(samplerState,inPSInput.texcoord.xy);
float3 surfaceColor=diffuseColor.rgb;
return float4(surfaceColor,1.0f);
}

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@@ -0,0 +1,65 @@
struct VertexData{
float4 position:POSITION;
float4 texcoord:TEXCOORD0;
float4 normal:NORMAL;
float4 tangent:TANGENT;
};
struct VSOut{
float4 position:SV_POSITION;
float4 normal:NORMAL;
float4 texcoord:TEXCOORD0;
float4 positionWS:TEXCOORD1;
};
static const float PI=3.141592;
cbuffer globalConstants:register(b0){
float4 misc;
};
cbuffer DefaultVertexCB:register(b1){
float4x4 ProjectionMatrix;
float4x4 ViewMatrix;
float4x4 ModelMatrix;
float4x4 IT_ModelMatrix;
float4x4 ReservedMemory[1020];
};
VSOut MainVS(VertexData inVertexData){
VSOut vo;
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
float3 positionMS=inVertexData.position.xyz+vo.normal*sin(misc.x);
float4 positionWS=mul(ModelMatrix,float4(positionMS,1.0));
float4 positionVS=mul(ViewMatrix,positionWS);
vo.position=mul(ProjectionMatrix,positionVS);
vo.positionWS=positionWS;
vo.texcoord=inVertexData.texcoord;
return vo;
}
float4 MainPS(VSOut inPSInput):SV_TARGET{
float3 N=normalize(inPSInput.normal.xyz);
float3 bottomColor=float3(0.1f,0.4f,0.6f);
float3 topColor=float3(0.7f,0.7f,0.7f);
float theta=asin(N.y);//-PI/2 ~ PI/2
theta/=PI;//-0.5~0.5
theta+=0.5f;//0.0~1.0
float ambientColorIntensity=0.2;
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
float3 L=normalize(float3(1.0f,1.0f,-1.0f));
float diffuseIntensity=max(0.0f,dot(N,L));
float3 diffuseLightColor=float3(0.1f,0.4f,0.6f);
float3 diffuseColor=diffuseLightColor*diffuseIntensity;
float3 specularColor=float3(0.0f,0.0f,0.0f);
if(diffuseIntensity>0.0f){
float3 cameraPositionWS=float3(0.0f,0.0f,0.0f);
float3 V=normalize(cameraPositionWS.xyz-inPSInput.positionWS.xyz);
float3 R=normalize(reflect(-L,N));
float specularIntensity=pow(max(0.0f,dot(V,R)),128.0f);
specularColor=float3(1.0f,1.0f,1.0f)*specularIntensity;
}
float3 surfaceColor=ambientColor+diffuseColor+specularColor;
return float4(surfaceColor,1.0f);
}

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@@ -31,7 +31,7 @@
#include "XCEngine/Debug/ConsoleLogSink.h"
#include "XCEngine/Debug/FileLogSink.h"
#include "XCEngine/Containers/String.h"
#include "stbi/stb_image.h"
#include "third_party/stb/stb_image.h"
using namespace XCEngine::RHI;
using namespace XCEngine::Debug;

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@@ -1,2 +0,0 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

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