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

@@ -1,60 +1,70 @@
#include "fixtures/D3D12TestFixture.h"
#include "XCEngine/RHI/D3D12/D3D12Fence.h"
#include <Windows.h>
using namespace XCEngine::RHI;
TEST_F(D3D12TestFixture, Fence_Create_Success) {
ASSERT_NE(GetDevice(), nullptr);
ComPtr<ID3D12Fence> fence;
HRESULT hr = GetDevice()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
ASSERT_HRESULT_SUCCEEDED(hr);
ASSERT_NE(fence.Get(), nullptr);
FenceDesc desc = {};
desc.initialValue = 0;
desc.flags = 0;
RHIFence* fence = GetDevice()->CreateFence(desc);
ASSERT_NE(fence, nullptr);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Get_CompletedValue_Initial) {
ComPtr<ID3D12Fence> fence;
HRESULT hr = GetDevice()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
ASSERT_HRESULT_SUCCEEDED(hr);
FenceDesc desc = {};
desc.initialValue = 0;
desc.flags = 0;
RHIFence* fence = GetDevice()->CreateFence(desc);
ASSERT_NE(fence, nullptr);
EXPECT_EQ(fence->GetCompletedValue(), 0);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Signal_Wait) {
ComPtr<ID3D12Fence> fence;
HRESULT hr = GetDevice()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
ASSERT_HRESULT_SUCCEEDED(hr);
FenceDesc desc = {};
desc.initialValue = 0;
desc.flags = 0;
RHIFence* fence = GetDevice()->CreateFence(desc);
ASSERT_NE(fence, nullptr);
const UINT64 fenceValue = 100;
hr = GetCommandQueue()->Signal(fence.Get(), fenceValue);
ASSERT_HRESULT_SUCCEEDED(hr);
HANDLE eventHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT_NE(eventHandle, nullptr);
hr = fence->SetEventOnCompletion(fenceValue, eventHandle);
ASSERT_HRESULT_SUCCEEDED(hr);
DWORD waitResult = WaitForSingleObject(eventHandle, 1000);
EXPECT_EQ(waitResult, WAIT_OBJECT_0);
GetCommandQueue()->Signal(fence, fenceValue);
fence->Wait(fenceValue);
EXPECT_EQ(fence->GetCompletedValue(), fenceValue);
CloseHandle(eventHandle);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Set_EventOnCompletion) {
ComPtr<ID3D12Fence> fence;
HRESULT hr = GetDevice()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
ASSERT_HRESULT_SUCCEEDED(hr);
FenceDesc desc = {};
desc.initialValue = 0;
desc.flags = 0;
auto* fence = new D3D12Fence();
ASSERT_TRUE(fence->Initialize(GetDevice()->GetDevice(), 200));
const UINT64 fenceValue = 200;
hr = GetCommandQueue()->Signal(fence.Get(), fenceValue);
ASSERT_HRESULT_SUCCEEDED(hr);
GetCommandQueue()->Signal(fence, fenceValue);
HANDLE eventHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT_NE(eventHandle, nullptr);
hr = fence->SetEventOnCompletion(fenceValue, eventHandle);
ASSERT_HRESULT_SUCCEEDED(hr);
fence->GetFence()->SetEventOnCompletion(fenceValue, eventHandle);
DWORD waitResult = WaitForSingleObject(eventHandle, 1000);
EXPECT_EQ(waitResult, WAIT_OBJECT_0);
@@ -62,31 +72,32 @@ TEST_F(D3D12TestFixture, Fence_Set_EventOnCompletion) {
EXPECT_EQ(fence->GetCompletedValue(), fenceValue);
CloseHandle(eventHandle);
fence->Shutdown();
delete fence;
}
TEST_F(D3D12TestFixture, Fence_Signal_Multiple) {
ComPtr<ID3D12Fence> fence;
HRESULT hr = GetDevice()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
ASSERT_HRESULT_SUCCEEDED(hr);
FenceDesc desc = {};
desc.initialValue = 0;
desc.flags = 0;
RHIFence* fence = GetDevice()->CreateFence(desc);
ASSERT_NE(fence, nullptr);
const UINT64 value1 = 1;
const UINT64 value2 = 2;
const UINT64 value3 = 3;
hr = GetCommandQueue()->Signal(fence.Get(), value1);
ASSERT_HRESULT_SUCCEEDED(hr);
GetCommandQueue()->Signal(fence, value1);
GetCommandQueue()->Signal(fence, value2);
GetCommandQueue()->Signal(fence, value3);
hr = GetCommandQueue()->Signal(fence.Get(), value2);
ASSERT_HRESULT_SUCCEEDED(hr);
hr = GetCommandQueue()->Signal(fence.Get(), value3);
ASSERT_HRESULT_SUCCEEDED(hr);
auto* d3d12fence = static_cast<D3D12Fence*>(fence);
HANDLE eventHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT_NE(eventHandle, nullptr);
hr = fence->SetEventOnCompletion(value3, eventHandle);
ASSERT_HRESULT_SUCCEEDED(hr);
d3d12fence->GetFence()->SetEventOnCompletion(value3, eventHandle);
DWORD waitResult = WaitForSingleObject(eventHandle, 1000);
EXPECT_EQ(waitResult, WAIT_OBJECT_0);
@@ -94,4 +105,6 @@ TEST_F(D3D12TestFixture, Fence_Signal_Multiple) {
EXPECT_EQ(fence->GetCompletedValue(), value3);
CloseHandle(eventHandle);
}
fence->Shutdown();
delete fence;
}