refactor: reorganize unit tests into separate folder
- Move test_*.cpp and fixtures/ to tests/RHI/D3D12/unit/ - Create unit/CMakeLists.txt with proper test configuration - Simplify parent CMakeLists.txt to use add_subdirectory - Integration tests remain in integration/ folder
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75
tests/RHI/D3D12/unit/test_descriptor_heap.cpp
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75
tests/RHI/D3D12/unit/test_descriptor_heap.cpp
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#include "fixtures/D3D12TestFixture.h"
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TEST_F(D3D12TestFixture, DescriptorHeap_Placeholder) {
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ASSERT_NE(GetDevice(), nullptr);
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}
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TEST_F(D3D12TestFixture, DescriptorHeap_CreateCBV_SRV_UAV) {
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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 = 10;
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heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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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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ASSERT_NE(descriptorHeap.Get(), nullptr);
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D3D12_DESCRIPTOR_HEAP_DESC desc = descriptorHeap->GetDesc();
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EXPECT_EQ(desc.Type, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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EXPECT_EQ(desc.NumDescriptors, 10);
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}
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TEST_F(D3D12TestFixture, DescriptorHeap_CreateSampler) {
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
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heapDesc.NumDescriptors = 5;
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heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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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_DESCRIPTOR_HEAP_DESC desc = descriptorHeap->GetDesc();
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EXPECT_EQ(desc.Type, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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}
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TEST_F(D3D12TestFixture, DescriptorHeap_CreateRTV) {
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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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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_DESCRIPTOR_HEAP_DESC desc = descriptorHeap->GetDesc();
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EXPECT_EQ(desc.Type, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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}
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TEST_F(D3D12TestFixture, DescriptorHeap_CreateDSV) {
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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 = 2;
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heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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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_DESCRIPTOR_HEAP_DESC desc = descriptorHeap->GetDesc();
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EXPECT_EQ(desc.Type, D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
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}
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TEST_F(D3D12TestFixture, DescriptorHeap_GetHandleIncrementSize) {
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UINT cbvSrvUavSize = GetDevice()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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UINT samplerSize = GetDevice()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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UINT rtvSize = GetDevice()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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UINT dsvSize = GetDevice()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
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EXPECT_GT(cbvSrvUavSize, 0);
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EXPECT_GT(samplerSize, 0);
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EXPECT_GT(rtvSize, 0);
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EXPECT_GT(dsvSize, 0);
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}
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