Files
XCEngine/tests/RHI/OpenGL/unit/test_fence.cpp
ssdfasd 08c01dd143 RHI: Refactor Fence module to pure timeline semantics
- Remove IsSignaled() from RHIFence interface (semantic inconsistency)
- Remove Reset() from OpenGL implementation (no D3D12 counterpart)
- OpenGL Fence now uses single GLsync + CPU counters for timeline simulation
- OpenGL Fence Initialize() now accepts uint64_t initialValue (was bool)
- Add comprehensive timeline semantics tests for all backends:
  - Signal increment/decrement scenarios
  - Multiple signals
  - Wait smaller than completed value
  - GetCompletedValue stages verification
- Update documentation to reflect actual implementation
2026-03-24 01:53:00 +08:00

124 lines
2.3 KiB
C++

#include "fixtures/OpenGLTestFixture.h"
#include "XCEngine/RHI/OpenGL/OpenGLFence.h"
using namespace XCEngine::RHI;
TEST_F(OpenGLTestFixture, Fence_Initialize_Unsignaled) {
OpenGLFence fence;
bool result = fence.Initialize(0);
ASSERT_TRUE(result);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_Initialize_Signaled) {
OpenGLFence fence;
bool result = fence.Initialize(1);
ASSERT_TRUE(result);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_Signal_Wait) {
OpenGLFence fence;
fence.Initialize(0);
fence.Signal(1);
fence.Wait(1);
EXPECT_EQ(fence.GetCompletedValue(), 1u);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_Timeline_SignalIncrement) {
OpenGLFence fence;
fence.Initialize(0);
fence.Signal(1);
fence.Wait(1);
EXPECT_EQ(fence.GetCompletedValue(), 1u);
fence.Signal(5);
fence.Wait(5);
EXPECT_EQ(fence.GetCompletedValue(), 5u);
fence.Signal(10);
fence.Wait(10);
EXPECT_EQ(fence.GetCompletedValue(), 10u);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_Timeline_SignalDecrement) {
OpenGLFence fence;
fence.Initialize(0);
fence.Signal(5);
fence.Wait(5);
EXPECT_EQ(fence.GetCompletedValue(), 5u);
fence.Signal(3);
fence.Wait(3);
EXPECT_EQ(fence.GetCompletedValue(), 3u);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_Timeline_MultipleSignals) {
OpenGLFence fence;
fence.Initialize(0);
fence.Signal(10);
fence.Wait(10);
fence.Signal(20);
fence.Wait(20);
fence.Signal(30);
fence.Wait(30);
EXPECT_EQ(fence.GetCompletedValue(), 30u);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_Timeline_WaitSmallerThanCompleted) {
OpenGLFence fence;
fence.Initialize(0);
fence.Signal(5);
fence.Wait(5);
fence.Wait(3);
EXPECT_GE(fence.GetCompletedValue(), 5u);
fence.Shutdown();
}
TEST_F(OpenGLTestFixture, Fence_Timeline_GetCompletedValue_Stages) {
OpenGLFence fence;
fence.Initialize(0);
EXPECT_EQ(fence.GetCompletedValue(), 0u);
fence.Signal(1);
fence.Wait(1);
EXPECT_EQ(fence.GetCompletedValue(), 1u);
fence.Signal(10);
fence.Wait(10);
EXPECT_EQ(fence.GetCompletedValue(), 10u);
fence.Signal(5);
fence.Wait(5);
EXPECT_EQ(fence.GetCompletedValue(), 5u);
fence.Shutdown();
}