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
This commit is contained in:
2026-03-23 00:43:02 +08:00
parent 0f0ab8922a
commit f427699ac6
100 changed files with 1191 additions and 1136 deletions

View File

@@ -1,146 +1,78 @@
#include "fixtures/D3D12TestFixture.h"
#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
#include "XCEngine/RHI/RHIEnums.h"
using namespace XCEngine::RHI;
TEST_F(D3D12TestFixture, Buffer_Create_DefaultHeap) {
const uint64_t bufferSize = 1024;
BufferDesc desc = {};
desc.size = 1024;
desc.stride = 0;
desc.bufferType = static_cast<uint32_t>(BufferType::Vertex);
desc.flags = 0;
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
RHIBuffer* buffer = GetDevice()->CreateBuffer(desc);
ASSERT_NE(buffer, nullptr);
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = bufferSize;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
auto* d3d12Buffer = static_cast<D3D12Buffer*>(buffer);
EXPECT_EQ(d3d12Buffer->GetSize(), 1024);
D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON;
ComPtr<ID3D12Resource> buffer;
HRESULT hr = GetDevice()->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
initialState,
nullptr,
IID_PPV_ARGS(&buffer)
);
ASSERT_HRESULT_SUCCEEDED(hr);
ASSERT_NE(buffer.Get(), nullptr);
D3D12_RESOURCE_DESC desc = buffer->GetDesc();
EXPECT_EQ(desc.Dimension, D3D12_RESOURCE_DIMENSION_BUFFER);
EXPECT_EQ(desc.Width, bufferSize);
buffer->Shutdown();
delete buffer;
}
TEST_F(D3D12TestFixture, Buffer_Create_UploadHeap) {
const uint64_t bufferSize = 2048;
BufferDesc desc = {};
desc.size = 2048;
desc.stride = 0;
desc.bufferType = static_cast<uint32_t>(BufferType::Constant);
desc.flags = 0;
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
RHIBuffer* buffer = GetDevice()->CreateBuffer(desc);
ASSERT_NE(buffer, nullptr);
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = bufferSize;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ComPtr<ID3D12Resource> buffer;
HRESULT hr = GetDevice()->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&buffer)
);
ASSERT_HRESULT_SUCCEEDED(hr);
ASSERT_NE(buffer.Get(), nullptr);
buffer->Shutdown();
delete buffer;
}
TEST_F(D3D12TestFixture, Buffer_Get_GPUVirtualAddress) {
const uint64_t bufferSize = 512;
BufferDesc desc = {};
desc.size = 512;
desc.stride = 0;
desc.bufferType = static_cast<uint32_t>(BufferType::Vertex);
desc.flags = 0;
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
RHIBuffer* buffer = GetDevice()->CreateBuffer(desc);
ASSERT_NE(buffer, nullptr);
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = bufferSize;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
auto* d3d12Buffer = static_cast<D3D12Buffer*>(buffer);
EXPECT_NE(d3d12Buffer->GetGPUAddress(), 0);
ComPtr<ID3D12Resource> buffer;
HRESULT hr = GetDevice()->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_COMMON,
nullptr,
IID_PPV_ARGS(&buffer)
);
ASSERT_HRESULT_SUCCEEDED(hr);
D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = buffer->GetGPUVirtualAddress();
EXPECT_NE(gpuAddress, 0);
buffer->Shutdown();
delete buffer;
}
TEST_F(D3D12TestFixture, Buffer_Map_Unmap) {
const uint64_t bufferSize = 256;
BufferDesc desc = {};
desc.size = 256;
desc.stride = 0;
desc.bufferType = static_cast<uint32_t>(BufferType::Constant);
desc.flags = 0;
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
RHIBuffer* buffer = GetDevice()->CreateBuffer(desc);
ASSERT_NE(buffer, nullptr);
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = bufferSize;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ComPtr<ID3D12Resource> buffer;
HRESULT hr = GetDevice()->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&buffer)
);
ASSERT_HRESULT_SUCCEEDED(hr);
void* mappedData = nullptr;
hr = buffer->Map(0, nullptr, &mappedData);
ASSERT_HRESULT_SUCCEEDED(hr);
void* mappedData = buffer->Map();
ASSERT_NE(mappedData, nullptr);
memset(mappedData, 0xAB, static_cast<size_t>(bufferSize));
memset(mappedData, 0xAB, 256);
buffer->Unmap(0, nullptr);
buffer->Unmap();
buffer->Shutdown();
delete buffer;
}
TEST_F(D3D12TestFixture, Buffer_Get_AlignmentRequirements) {
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
cbvDesc.BufferLocation = 256;
cbvDesc.SizeInBytes = 256;
EXPECT_GE(cbvDesc.SizeInBytes, 256);
EXPECT_EQ(cbvDesc.BufferLocation % 256, 0);
}
EXPECT_GE(256 % 256, 0);
}