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internal/restorable: bug fix: pixel info was unexpectedly lost
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e36007a3a3
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@ -494,9 +494,9 @@ func (i *Image) makeStaleIfDependingOnShader(shader *Shader) {
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// readPixelsFromGPU reads the pixels from GPU and resolves the image's 'stale' state.
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func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error {
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i.basePixels = Pixels{}
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var r image.Rectangle
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if i.stale {
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i.basePixels = Pixels{}
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r = i.staleRegion
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} else {
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for _, d := range i.drawTrianglesHistory {
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@ -1129,3 +1129,36 @@ func TestDrawTrianglesAndReadPixels(t *testing.T) {
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t.Errorf("got: %v, want: %v", got, want)
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}
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}
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func TestWritePixelsAndDrawTriangles(t *testing.T) {
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src := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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dst := restorable.NewImage(2, 1, restorable.ImageTypeRegular)
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src.WritePixels([]byte{0x80, 0x80, 0x80, 0x80}, 0, 0, 1, 1)
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// Call WritePixels first.
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dst.WritePixels([]byte{0x40, 0x40, 0x40, 0x40}, 0, 0, 1, 1)
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// Call DrawTriangles at a different region second.
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vs := quadVertices(src, 1, 1, 1, 0)
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is := graphics.QuadIndices()
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dr := graphicsdriver.Region{
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X: 1,
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Y: 0,
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Width: 1,
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Height: 1,
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}
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dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
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// Get the pixels.
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pix := make([]byte, 4*2*1)
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if err := dst.ReadPixels(ui.GraphicsDriverForTesting(), pix, 0, 0, 2, 1); err != nil {
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t.Fatal(err)
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}
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if got, want := (color.RGBA{R: pix[0], G: pix[1], B: pix[2], A: pix[3]}), (color.RGBA{R: 0x40, G: 0x40, B: 0x40, A: 0x40}); !sameColors(got, want, 1) {
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t.Errorf("got: %v, want: %v", got, want)
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}
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if got, want := (color.RGBA{R: pix[4], G: pix[5], B: pix[6], A: pix[7]}), (color.RGBA{R: 0x80, G: 0x80, B: 0x80, A: 0x80}); !sameColors(got, want, 1) {
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t.Errorf("got: %v, want: %v", got, want)
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}
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}
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