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d9212263aa
The macOS backend uses a desktop OpenGL context, not a OpenGL ES context. The main difference is that sRGB have to be enabled and a vertex buffer must be bound. Do that and fix Window.Screenshot for scenes more complex than a glClear. Signed-off-by: Elias Naur <mail@eliasnaur.com>
43 lines
906 B
Go
43 lines
906 B
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package headless
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import (
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"image"
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"image/color"
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"testing"
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"gioui.org/f32"
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"gioui.org/op"
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"gioui.org/op/paint"
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)
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func TestHeadless(t *testing.T) {
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sz := image.Point{X: 800, Y: 600}
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w, err := NewWindow(sz.X, sz.Y)
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if err != nil {
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t.Skipf("headless windows not supported: %v", err)
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}
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col := color.RGBA{A: 0xff, R: 0xcc, G: 0xcc}
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var ops op.Ops
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paint.ColorOp{Color: col}.Add(&ops)
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// Paint only part of the screen to avoid the glClear optimization.
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paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{
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X: float32(sz.X) - 100,
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Y: float32(sz.Y) - 100,
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}}}.Add(&ops)
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w.Frame(&ops)
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img, err := w.Screenshot()
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if err != nil {
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t.Fatal(err)
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}
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if isz := img.Bounds().Size(); isz != sz {
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t.Errorf("got %v screenshot, expected %v", isz, sz)
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}
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if got := img.RGBAAt(0, 0); got != col {
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t.Errorf("got color %v, expected %v", got, col)
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}
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}
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