- Rename D3D12Enum.h to D3D12Enums.h for naming consistency - Fix OpenGL unit test GLAD initialization by using gladLoadGL() instead of gladLoadGLLoader(wglGetProcAddress) for fallback support - Migrate remaining tests to use gtest_discover_tests for granular test discovery (math, core, containers, memory, threading, debug, components, scene, resources, input, opengl) - Remove obsolete TEST_RESOURCES_DIR and copy_directory commands from OpenGL unit test CMakeLists (minimal/Res doesn't exist) - Update TEST_SPEC.md with performance metrics and per-module build/test commands for faster development workflow - Update CMake path references to use lowercase paths
77 lines
2.0 KiB
C++
77 lines
2.0 KiB
C++
#include "D3D12TestFixture.h"
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#include <memory>
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namespace XCEngine {
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namespace RHI {
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void D3D12TestFixture::SetUpTestSuite() {
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}
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void D3D12TestFixture::TearDownTestSuite() {
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}
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void D3D12TestFixture::SetUp() {
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m_device = std::make_unique<D3D12Device>();
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RHIDeviceDesc desc;
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desc.enableDebugLayer = false;
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desc.enableGPUValidation = false;
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if (!m_device->Initialize(desc)) {
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GTEST_SKIP() << "Failed to initialize D3D12Device";
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return;
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}
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m_commandQueue = std::make_unique<D3D12CommandQueue>();
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if (!m_commandQueue->Initialize(m_device->GetDevice(), CommandQueueType::Direct)) {
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GTEST_SKIP() << "Failed to create command queue";
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return;
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}
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m_commandAllocator = std::make_unique<D3D12CommandAllocator>();
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if (!m_commandAllocator->Initialize(m_device->GetDevice(), CommandQueueType::Direct)) {
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GTEST_SKIP() << "Failed to create command allocator";
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return;
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}
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m_commandList = std::make_unique<D3D12CommandList>();
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if (!m_commandList->Initialize(m_device->GetDevice(), CommandQueueType::Direct, m_commandAllocator->GetCommandAllocator())) {
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GTEST_SKIP() << "Failed to create command list";
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return;
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}
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}
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void D3D12TestFixture::TearDown() {
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if (m_commandQueue) {
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WaitForGPU();
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}
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if (m_commandList) {
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m_commandList->Shutdown();
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m_commandList.reset();
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}
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if (m_commandAllocator) {
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m_commandAllocator->Shutdown();
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m_commandAllocator.reset();
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}
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if (m_commandQueue) {
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m_commandQueue->Shutdown();
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m_commandQueue.reset();
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}
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if (m_device) {
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m_device->Shutdown();
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m_device.reset();
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}
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}
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void D3D12TestFixture::WaitForGPU() {
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if (!m_commandQueue) return;
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auto fence = std::make_unique<D3D12Fence>();
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if (fence->Initialize(m_device->GetDevice(), 0)) {
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m_commandQueue->Signal(fence.get(), 1);
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fence->Wait(1);
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}
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}
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} // namespace RHI
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} // namespace XCEngine
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