refactor: improve test infrastructure and fix OpenGL GLAD initialization
- Rename D3D12Enum.h to D3D12Enums.h for naming consistency - Fix OpenGL unit test GLAD initialization by using gladLoadGL() instead of gladLoadGLLoader(wglGetProcAddress) for fallback support - Migrate remaining tests to use gtest_discover_tests for granular test discovery (math, core, containers, memory, threading, debug, components, scene, resources, input, opengl) - Remove obsolete TEST_RESOURCES_DIR and copy_directory commands from OpenGL unit test CMakeLists (minimal/Res doesn't exist) - Update TEST_SPEC.md with performance metrics and per-module build/test commands for faster development workflow - Update CMake path references to use lowercase paths
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@@ -1,146 +1,78 @@
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#include "fixtures/D3D12TestFixture.h"
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#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
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#include "XCEngine/RHI/RHIEnums.h"
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using namespace XCEngine::RHI;
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TEST_F(D3D12TestFixture, Buffer_Create_DefaultHeap) {
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const uint64_t bufferSize = 1024;
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BufferDesc desc = {};
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desc.size = 1024;
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desc.stride = 0;
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desc.bufferType = static_cast<uint32_t>(BufferType::Vertex);
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desc.flags = 0;
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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RHIBuffer* buffer = GetDevice()->CreateBuffer(desc);
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ASSERT_NE(buffer, nullptr);
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D3D12_RESOURCE_DESC resourceDesc = {};
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resourceDesc.Width = bufferSize;
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resourceDesc.Height = 1;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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auto* d3d12Buffer = static_cast<D3D12Buffer*>(buffer);
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EXPECT_EQ(d3d12Buffer->GetSize(), 1024);
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D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON;
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ComPtr<ID3D12Resource> buffer;
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HRESULT hr = GetDevice()->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_NONE,
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&resourceDesc,
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initialState,
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nullptr,
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IID_PPV_ARGS(&buffer)
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);
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ASSERT_HRESULT_SUCCEEDED(hr);
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ASSERT_NE(buffer.Get(), nullptr);
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D3D12_RESOURCE_DESC desc = buffer->GetDesc();
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EXPECT_EQ(desc.Dimension, D3D12_RESOURCE_DIMENSION_BUFFER);
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EXPECT_EQ(desc.Width, bufferSize);
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buffer->Shutdown();
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delete buffer;
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}
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TEST_F(D3D12TestFixture, Buffer_Create_UploadHeap) {
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const uint64_t bufferSize = 2048;
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BufferDesc desc = {};
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desc.size = 2048;
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desc.stride = 0;
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desc.bufferType = static_cast<uint32_t>(BufferType::Constant);
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desc.flags = 0;
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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RHIBuffer* buffer = GetDevice()->CreateBuffer(desc);
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ASSERT_NE(buffer, nullptr);
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D3D12_RESOURCE_DESC resourceDesc = {};
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resourceDesc.Width = bufferSize;
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resourceDesc.Height = 1;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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ComPtr<ID3D12Resource> buffer;
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HRESULT hr = GetDevice()->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_NONE,
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&resourceDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&buffer)
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);
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ASSERT_HRESULT_SUCCEEDED(hr);
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ASSERT_NE(buffer.Get(), nullptr);
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buffer->Shutdown();
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delete buffer;
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}
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TEST_F(D3D12TestFixture, Buffer_Get_GPUVirtualAddress) {
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const uint64_t bufferSize = 512;
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BufferDesc desc = {};
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desc.size = 512;
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desc.stride = 0;
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desc.bufferType = static_cast<uint32_t>(BufferType::Vertex);
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desc.flags = 0;
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
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RHIBuffer* buffer = GetDevice()->CreateBuffer(desc);
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ASSERT_NE(buffer, nullptr);
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D3D12_RESOURCE_DESC resourceDesc = {};
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resourceDesc.Width = bufferSize;
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resourceDesc.Height = 1;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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auto* d3d12Buffer = static_cast<D3D12Buffer*>(buffer);
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EXPECT_NE(d3d12Buffer->GetGPUAddress(), 0);
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ComPtr<ID3D12Resource> buffer;
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HRESULT hr = GetDevice()->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_NONE,
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&resourceDesc,
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D3D12_RESOURCE_STATE_COMMON,
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nullptr,
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IID_PPV_ARGS(&buffer)
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);
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ASSERT_HRESULT_SUCCEEDED(hr);
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D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = buffer->GetGPUVirtualAddress();
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EXPECT_NE(gpuAddress, 0);
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buffer->Shutdown();
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delete buffer;
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}
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TEST_F(D3D12TestFixture, Buffer_Map_Unmap) {
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const uint64_t bufferSize = 256;
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BufferDesc desc = {};
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desc.size = 256;
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desc.stride = 0;
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desc.bufferType = static_cast<uint32_t>(BufferType::Constant);
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desc.flags = 0;
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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RHIBuffer* buffer = GetDevice()->CreateBuffer(desc);
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ASSERT_NE(buffer, nullptr);
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D3D12_RESOURCE_DESC resourceDesc = {};
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resourceDesc.Width = bufferSize;
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resourceDesc.Height = 1;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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ComPtr<ID3D12Resource> buffer;
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HRESULT hr = GetDevice()->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_NONE,
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&resourceDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&buffer)
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);
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ASSERT_HRESULT_SUCCEEDED(hr);
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void* mappedData = nullptr;
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hr = buffer->Map(0, nullptr, &mappedData);
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ASSERT_HRESULT_SUCCEEDED(hr);
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void* mappedData = buffer->Map();
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ASSERT_NE(mappedData, nullptr);
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memset(mappedData, 0xAB, static_cast<size_t>(bufferSize));
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memset(mappedData, 0xAB, 256);
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buffer->Unmap(0, nullptr);
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buffer->Unmap();
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buffer->Shutdown();
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delete buffer;
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}
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TEST_F(D3D12TestFixture, Buffer_Get_AlignmentRequirements) {
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D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
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cbvDesc.BufferLocation = 256;
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cbvDesc.SizeInBytes = 256;
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EXPECT_GE(cbvDesc.SizeInBytes, 256);
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EXPECT_EQ(cbvDesc.BufferLocation % 256, 0);
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}
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EXPECT_GE(256 % 256, 0);
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}
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