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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@@ -1,62 +1,40 @@
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#include "fixtures/D3D12TestFixture.h"
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#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
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using namespace XCEngine::RHI;
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TEST_F(D3D12TestFixture, Views_Create_RTVDescriptorHeap) {
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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heapDesc.NumDescriptors = 1;
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heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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D3D12DescriptorHeap heap;
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ASSERT_TRUE(heap.Initialize(GetDevice()->GetDevice(), DescriptorHeapType::RTV, 1, false));
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ComPtr<ID3D12DescriptorHeap> descriptorHeap;
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HRESULT hr = GetDevice()->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&descriptorHeap));
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ASSERT_HRESULT_SUCCEEDED(hr);
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D3D12_CPU_DESCRIPTOR_HANDLE handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
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CPUDescriptorHandle handle = heap.GetCPUDescriptorHandle(0);
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EXPECT_NE(handle.ptr, 0);
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}
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TEST_F(D3D12TestFixture, Views_Create_DSVDescriptorHeap) {
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
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heapDesc.NumDescriptors = 1;
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heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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D3D12DescriptorHeap heap;
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ASSERT_TRUE(heap.Initialize(GetDevice()->GetDevice(), DescriptorHeapType::DSV, 1, false));
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ComPtr<ID3D12DescriptorHeap> descriptorHeap;
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HRESULT hr = GetDevice()->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&descriptorHeap));
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ASSERT_HRESULT_SUCCEEDED(hr);
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D3D12_CPU_DESCRIPTOR_HANDLE handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
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CPUDescriptorHandle handle = heap.GetCPUDescriptorHandle(0);
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EXPECT_NE(handle.ptr, 0);
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}
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TEST_F(D3D12TestFixture, Views_Create_CBVDescriptorHeap) {
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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heapDesc.NumDescriptors = 1;
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heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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D3D12DescriptorHeap heap;
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ASSERT_TRUE(heap.Initialize(GetDevice()->GetDevice(), DescriptorHeapType::CBV_SRV_UAV, 1, true));
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ComPtr<ID3D12DescriptorHeap> descriptorHeap;
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HRESULT hr = GetDevice()->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&descriptorHeap));
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ASSERT_HRESULT_SUCCEEDED(hr);
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D3D12_CPU_DESCRIPTOR_HANDLE handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
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CPUDescriptorHandle handle = heap.GetCPUDescriptorHandle(0);
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EXPECT_NE(handle.ptr, 0);
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}
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TEST_F(D3D12TestFixture, Views_Get_RTVDescriptorHandleIncrement) {
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UINT rtvSize = GetDevice()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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UINT rtvSize = GetDevice()->GetDescriptorHandleIncrementSize(DescriptorHeapType::RTV);
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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heapDesc.NumDescriptors = 4;
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heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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D3D12DescriptorHeap heap;
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ASSERT_TRUE(heap.Initialize(GetDevice()->GetDevice(), DescriptorHeapType::RTV, 4, false));
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ComPtr<ID3D12DescriptorHeap> descriptorHeap;
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HRESULT hr = GetDevice()->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&descriptorHeap));
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ASSERT_HRESULT_SUCCEEDED(hr);
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CPUDescriptorHandle handle1 = heap.GetCPUDescriptorHandle(0);
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CPUDescriptorHandle handle2 = heap.GetCPUDescriptorHandle(1);
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D3D12_CPU_DESCRIPTOR_HANDLE handle1 = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
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D3D12_CPU_DESCRIPTOR_HANDLE handle2 = handle1;
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handle2.ptr += rtvSize;
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EXPECT_NE(handle1.ptr, handle2.ptr);
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}
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EXPECT_EQ(handle2.ptr - handle1.ptr, rtvSize);
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}
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