Files
XCEngine/tests/Resources/test_shader.cpp
ssdfasd 02ca59edf6 test(Resources): Add comprehensive resource system tests (8 new test files, +48 test cases)
- Add Shader tests (8 test cases)
- Add Material tests (13 test cases)
- Add FileArchive tests (7 test cases)
- Add Loader tests for Texture, Mesh, Audio, Shader, Material (4 tests each)
- Implement IResourceLoader.cpp with ReadFileData and GetExtension
- Update CMakeLists.txt to include new test files and source
2026-03-18 00:09:06 +08:00

104 lines
2.8 KiB
C++

#include <gtest/gtest.h>
#include <XCEngine/Resources/Shader.h>
#include <XCEngine/Resources/ResourceTypes.h>
#include <XCEngine/Containers/Array.h>
using namespace XCEngine::Resources;
using namespace XCEngine::Containers;
namespace {
TEST(Shader, DefaultConstructor) {
Shader shader;
EXPECT_EQ(shader.GetShaderType(), ShaderType::Fragment);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::GLSL);
EXPECT_FALSE(shader.IsValid());
EXPECT_EQ(shader.GetMemorySize(), 0u);
}
TEST(Shader, GetType) {
Shader shader;
EXPECT_EQ(shader.GetType(), ResourceType::Shader);
}
TEST(Shader, SetGetShaderType) {
Shader shader;
shader.SetShaderType(ShaderType::Vertex);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Vertex);
shader.SetShaderType(ShaderType::Fragment);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Fragment);
shader.SetShaderType(ShaderType::Geometry);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Geometry);
shader.SetShaderType(ShaderType::Compute);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Compute);
}
TEST(Shader, SetGetShaderLanguage) {
Shader shader;
shader.SetShaderLanguage(ShaderLanguage::GLSL);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::GLSL);
shader.SetShaderLanguage(ShaderLanguage::HLSL);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::HLSL);
shader.SetShaderLanguage(ShaderLanguage::SPIRV);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::SPIRV);
}
TEST(Shader, SetGetSourceCode) {
Shader shader;
const char* source = "#version 330 core\nvoid main() {}";
shader.SetSourceCode(source);
EXPECT_EQ(shader.GetSourceCode(), source);
}
TEST(Shader, SetGetCompiledBinary) {
Shader shader;
XCEngine::Containers::Array<XCEngine::Core::uint8> binary = { 0x00, 0x01, 0x02, 0x03 };
shader.SetCompiledBinary(binary);
EXPECT_EQ(shader.GetCompiledBinary().Size(), 4u);
EXPECT_EQ(shader.GetCompiledBinary()[0], 0x00);
EXPECT_EQ(shader.GetCompiledBinary()[3], 0x03);
}
TEST(Shader, AddGetUniforms) {
Shader shader;
ShaderUniform uniform1;
uniform1.name = "uModelView";
uniform1.location = 0;
uniform1.size = 1;
uniform1.type = 4;
shader.AddUniform(uniform1);
const auto& uniforms = shader.GetUniforms();
EXPECT_EQ(uniforms.Size(), 1u);
EXPECT_EQ(uniforms[0].name, "uModelView");
}
TEST(Shader, AddGetAttributes) {
Shader shader;
ShaderAttribute attr1;
attr1.name = "aPosition";
attr1.location = 0;
attr1.size = 1;
attr1.type = 3;
shader.AddAttribute(attr1);
const auto& attributes = shader.GetAttributes();
EXPECT_EQ(attributes.Size(), 1u);
EXPECT_EQ(attributes[0].name, "aPosition");
}
} // namespace