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