GetCompletedValue() semantics: returns the highest confirmed completed value, not the last Signal() target value. When Signal(5) -> Signal(3), GetCompletedValue() should still return >= 5 since GPU already completed that.
124 lines
2.3 KiB
C++
124 lines
2.3 KiB
C++
#include "fixtures/OpenGLTestFixture.h"
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#include "XCEngine/RHI/OpenGL/OpenGLFence.h"
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using namespace XCEngine::RHI;
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TEST_F(OpenGLTestFixture, Fence_Initialize_Unsignaled) {
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OpenGLFence fence;
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bool result = fence.Initialize(0);
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ASSERT_TRUE(result);
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fence.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Fence_Initialize_Signaled) {
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OpenGLFence fence;
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bool result = fence.Initialize(1);
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ASSERT_TRUE(result);
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fence.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Fence_Signal_Wait) {
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OpenGLFence fence;
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fence.Initialize(0);
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fence.Signal(1);
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fence.Wait(1);
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EXPECT_EQ(fence.GetCompletedValue(), 1u);
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fence.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Fence_Timeline_SignalIncrement) {
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OpenGLFence fence;
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fence.Initialize(0);
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fence.Signal(1);
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fence.Wait(1);
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EXPECT_EQ(fence.GetCompletedValue(), 1u);
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fence.Signal(5);
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fence.Wait(5);
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EXPECT_EQ(fence.GetCompletedValue(), 5u);
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fence.Signal(10);
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fence.Wait(10);
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EXPECT_EQ(fence.GetCompletedValue(), 10u);
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fence.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Fence_Timeline_SignalDecrement) {
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OpenGLFence fence;
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fence.Initialize(0);
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fence.Signal(5);
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fence.Wait(5);
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EXPECT_GE(fence.GetCompletedValue(), 5u);
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fence.Signal(3);
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fence.Wait(3);
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EXPECT_GE(fence.GetCompletedValue(), 3u);
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fence.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Fence_Timeline_MultipleSignals) {
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OpenGLFence fence;
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fence.Initialize(0);
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fence.Signal(10);
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fence.Wait(10);
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fence.Signal(20);
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fence.Wait(20);
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fence.Signal(30);
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fence.Wait(30);
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EXPECT_EQ(fence.GetCompletedValue(), 30u);
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fence.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Fence_Timeline_WaitSmallerThanCompleted) {
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OpenGLFence fence;
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fence.Initialize(0);
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fence.Signal(5);
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fence.Wait(5);
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fence.Wait(3);
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EXPECT_GE(fence.GetCompletedValue(), 5u);
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fence.Shutdown();
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}
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TEST_F(OpenGLTestFixture, Fence_Timeline_GetCompletedValue_Stages) {
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OpenGLFence fence;
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fence.Initialize(0);
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EXPECT_EQ(fence.GetCompletedValue(), 0u);
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fence.Signal(1);
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fence.Wait(1);
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EXPECT_GE(fence.GetCompletedValue(), 1u);
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fence.Signal(10);
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fence.Wait(10);
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EXPECT_GE(fence.GetCompletedValue(), 10u);
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fence.Signal(5);
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fence.Wait(5);
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EXPECT_GE(fence.GetCompletedValue(), 5u);
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fence.Shutdown();
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} |