Files
XCEngine/tests/RHI/D3D12/test_fence.cpp
ssdfasd 795cb10183 Add Phase 1 D3D12 tests for Device and Fence
- Implement real D3D12 tests for Device (feature level, descriptor handle,
  shader model, resource binding tier, tiled resources)
- Implement real D3D12 tests for Fence (create, signal, wait, event)
- Move tests from tests/D3D12_engine/test/ to tests/RHI/D3D12/
- All 22 tests pass
2026-03-17 03:39:27 +08:00

98 lines
3.1 KiB
C++

#include "fixtures/D3D12TestFixture.h"
#include <Windows.h>
TEST_F(D3D12TestFixture, Fence_CreateFence_Success) {
ASSERT_NE(GetDevice(), nullptr);
ComPtr<ID3D12Fence> fence;
HRESULT hr = GetDevice()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
ASSERT_HRESULT_SUCCEEDED(hr);
ASSERT_NE(fence.Get(), nullptr);
}
TEST_F(D3D12TestFixture, Fence_GetCompletedValue_Initial) {
ComPtr<ID3D12Fence> fence;
HRESULT hr = GetDevice()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
ASSERT_HRESULT_SUCCEEDED(hr);
EXPECT_EQ(fence->GetCompletedValue(), 0);
}
TEST_F(D3D12TestFixture, Fence_SignalAndWait) {
ComPtr<ID3D12Fence> fence;
HRESULT hr = GetDevice()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
ASSERT_HRESULT_SUCCEEDED(hr);
const UINT64 fenceValue = 100;
hr = GetCommandQueue()->Signal(fence.Get(), fenceValue);
ASSERT_HRESULT_SUCCEEDED(hr);
HANDLE eventHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT_NE(eventHandle, nullptr);
hr = fence->SetEventOnCompletion(fenceValue, eventHandle);
ASSERT_HRESULT_SUCCEEDED(hr);
DWORD waitResult = WaitForSingleObject(eventHandle, 1000);
EXPECT_EQ(waitResult, WAIT_OBJECT_0);
EXPECT_EQ(fence->GetCompletedValue(), fenceValue);
CloseHandle(eventHandle);
}
TEST_F(D3D12TestFixture, Fence_SetEventOnCompletion) {
ComPtr<ID3D12Fence> fence;
HRESULT hr = GetDevice()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
ASSERT_HRESULT_SUCCEEDED(hr);
const UINT64 fenceValue = 200;
hr = GetCommandQueue()->Signal(fence.Get(), fenceValue);
ASSERT_HRESULT_SUCCEEDED(hr);
HANDLE eventHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT_NE(eventHandle, nullptr);
hr = fence->SetEventOnCompletion(fenceValue, eventHandle);
ASSERT_HRESULT_SUCCEEDED(hr);
DWORD waitResult = WaitForSingleObject(eventHandle, 1000);
EXPECT_EQ(waitResult, WAIT_OBJECT_0);
EXPECT_EQ(fence->GetCompletedValue(), fenceValue);
CloseHandle(eventHandle);
}
TEST_F(D3D12TestFixture, Fence_MultipleSignals) {
ComPtr<ID3D12Fence> fence;
HRESULT hr = GetDevice()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
ASSERT_HRESULT_SUCCEEDED(hr);
const UINT64 value1 = 1;
const UINT64 value2 = 2;
const UINT64 value3 = 3;
hr = GetCommandQueue()->Signal(fence.Get(), value1);
ASSERT_HRESULT_SUCCEEDED(hr);
hr = GetCommandQueue()->Signal(fence.Get(), value2);
ASSERT_HRESULT_SUCCEEDED(hr);
hr = GetCommandQueue()->Signal(fence.Get(), value3);
ASSERT_HRESULT_SUCCEEDED(hr);
HANDLE eventHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT_NE(eventHandle, nullptr);
hr = fence->SetEventOnCompletion(value3, eventHandle);
ASSERT_HRESULT_SUCCEEDED(hr);
DWORD waitResult = WaitForSingleObject(eventHandle, 1000);
EXPECT_EQ(waitResult, WAIT_OBJECT_0);
EXPECT_EQ(fence->GetCompletedValue(), value3);
CloseHandle(eventHandle);
}