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