Complete OpenGL test suite - 56 tests
Added missing tests to reach planned 56: - CommandList: EnableDisable_DepthTest, EnableDisable_Blending - RTV: GetTexture, GetMipLevel - DSV: Initialize_Texture, GetTexture, GetMipLevel Final count: 56 tests across all 12 components
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[2026-03-15 17:36:10] [DEBUG] [Rendering] [DEBUG] D3D12 Test Application Started
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[2026-03-15 17:52:42] [DEBUG] [Rendering] [DEBUG] D3D12 Test Application Started
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[2026-03-15 17:52:53] [DEBUG] [Rendering] [DEBUG] D3D12 Test Application Started
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[2026-03-15 17:57:07] [DEBUG] [Rendering] [DEBUG] D3D12 Test Application Started
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[2026-03-16 13:25:12] [DEBUG] [Rendering] [DEBUG] D3D12 Test Application Started
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[2026-03-16 13:25:13] [DEBUG] [Rendering] [DEBUG] Texture loaded: width=-858993460, height=-858993460, channels=-858993460, pixels=0000000000000000
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[2026-03-16 13:25:13] [DEBUG] [Rendering] [DEBUG] WaitForCompletion: completed=1, waiting for=1
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[2026-03-16 13:25:13] [DEBUG] [Rendering] [DEBUG] WaitForCompletion: completed=1, waiting for=1
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[2026-03-17 00:39:42] [DEBUG] [Rendering] [DEBUG] D3D12 Test Application Started
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[2026-03-17 00:39:42] [DEBUG] [Rendering] [DEBUG] Texture loaded: width=-858993460, height=-858993460, channels=-858993460, pixels=0000000000000000
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[2026-03-17 00:39:42] [DEBUG] [Rendering] [DEBUG] WaitForCompletion: completed=1, waiting for=1
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[2026-03-17 00:39:42] [DEBUG] [Rendering] [DEBUG] WaitForCompletion: completed=1, waiting for=1
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@@ -1,2 +0,0 @@
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@echo off
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dir /b "D:\Xuanchi\Main\XCEngine"
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@@ -104,3 +104,29 @@ TEST_F(OpenGLTestFixture, CommandList_SetScissor) {
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EXPECT_EQ(scissor[2], 800);
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EXPECT_EQ(scissor[2], 800);
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EXPECT_EQ(scissor[3], 600);
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EXPECT_EQ(scissor[3], 600);
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}
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}
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TEST_F(OpenGLTestFixture, CommandList_EnableDisable_DepthTest) {
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OpenGLCommandList cmdList;
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cmdList.EnableDepthTest(true);
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GLint depthTest = 0;
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glGetIntegerv(GL_DEPTH_TEST, &depthTest);
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EXPECT_EQ(depthTest, 1);
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cmdList.EnableDepthTest(false);
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glGetIntegerv(GL_DEPTH_TEST, &depthTest);
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EXPECT_EQ(depthTest, 0);
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}
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TEST_F(OpenGLTestFixture, CommandList_EnableDisable_Blending) {
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OpenGLCommandList cmdList;
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cmdList.EnableBlending(true);
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GLint blend = 0;
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glGetIntegerv(GL_BLEND, &blend);
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EXPECT_EQ(blend, 1);
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cmdList.EnableBlending(false);
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glGetIntegerv(GL_BLEND, &blend);
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EXPECT_EQ(blend, 0);
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}
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@@ -1,5 +1,6 @@
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#include "fixtures/OpenGLTestFixture.h"
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#include "fixtures/OpenGLTestFixture.h"
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#include "XCEngine/RHI/OpenGL/OpenGLDepthStencilView.h"
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#include "XCEngine/RHI/OpenGL/OpenGLDepthStencilView.h"
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#include "XCEngine/RHI/OpenGL/OpenGLTexture.h"
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using namespace XCEngine::RHI;
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using namespace XCEngine::RHI;
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@@ -16,3 +17,44 @@ TEST_F(OpenGLTestFixture, DepthStencilView_Bind_Unbind) {
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dsv.Shutdown();
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dsv.Shutdown();
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}
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}
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TEST_F(OpenGLTestFixture, DepthStencilView_Initialize_Texture) {
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OpenGLTexture texture;
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texture.Initialize2D(64, 64, 4, nullptr, false);
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OpenGLDepthStencilView dsv;
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bool result = dsv.Initialize(texture.GetID());
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if (result) {
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EXPECT_NE(dsv.GetFramebuffer(), 0u);
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dsv.Shutdown();
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}
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texture.Shutdown();
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}
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TEST_F(OpenGLTestFixture, DepthStencilView_GetTexture) {
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OpenGLTexture texture;
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texture.Initialize2D(64, 64, 4, nullptr, false);
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OpenGLDepthStencilView dsv;
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dsv.Initialize(texture.GetID());
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EXPECT_EQ(dsv.GetTexture(), texture.GetID());
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dsv.Shutdown();
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texture.Shutdown();
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}
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TEST_F(OpenGLTestFixture, DepthStencilView_GetMipLevel) {
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OpenGLTexture texture;
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texture.Initialize2D(64, 64, 4, nullptr, false);
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OpenGLDepthStencilView dsv;
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dsv.Initialize(texture.GetID(), 2);
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EXPECT_EQ(dsv.GetMipLevel(), 2);
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dsv.Shutdown();
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texture.Shutdown();
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}
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@@ -37,3 +37,29 @@ TEST_F(OpenGLTestFixture, RenderTargetView_Bind_Unbind) {
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rtv.Shutdown();
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rtv.Shutdown();
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texture.Shutdown();
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texture.Shutdown();
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}
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}
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TEST_F(OpenGLTestFixture, RenderTargetView_GetTexture) {
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OpenGLTexture texture;
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texture.Initialize2D(64, 64, 4, nullptr, false);
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OpenGLRenderTargetView rtv;
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rtv.Initialize(texture.GetID());
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EXPECT_EQ(rtv.GetTexture(), texture.GetID());
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rtv.Shutdown();
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texture.Shutdown();
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}
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TEST_F(OpenGLTestFixture, RenderTargetView_GetMipLevel) {
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OpenGLTexture texture;
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texture.Initialize2D(64, 64, 4, nullptr, false);
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OpenGLRenderTargetView rtv;
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rtv.Initialize(texture.GetID(), 0);
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EXPECT_EQ(rtv.GetMipLevel(), 0);
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rtv.Shutdown();
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texture.Shutdown();
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}
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