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renderer(metal): fix tests
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@ -125,7 +125,7 @@ pub const Contents = struct {
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const bg_cells = try alloc.alloc(mtl_shaders.CellBg, cell_count);
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const bg_cells = try alloc.alloc(mtl_shaders.CellBg, cell_count);
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errdefer alloc.free(bg_cells);
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errdefer alloc.free(bg_cells);
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@memset(bg_cells, .{0, 0, 0, 0});
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@memset(bg_cells, .{ 0, 0, 0, 0 });
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// The foreground lists can hold 3 types of items:
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// The foreground lists can hold 3 types of items:
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// - Glyphs
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// - Glyphs
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@ -231,7 +231,7 @@ test Contents {
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for (0..rows) |y| {
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for (0..rows) |y| {
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try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
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try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
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for (0..cols) |x| {
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for (0..cols) |x| {
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try testing.expectEqual(.{0, 0, 0, 0}, c.bgCell(y, x).*);
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try testing.expectEqual(.{ 0, 0, 0, 0 }, c.bgCell(y, x).*);
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}
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}
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}
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}
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// And the cursor row should have a capacity of 1 and also be empty.
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// And the cursor row should have a capacity of 1 and also be empty.
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@ -241,7 +241,7 @@ test Contents {
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// Add some contents.
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// Add some contents.
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const bg_cell: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
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const bg_cell: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
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const fg_cell: mtl_shaders.CellText = .{
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const fg_cell: mtl_shaders.CellText = .{
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.mode = .fg,
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.mode = .{ .fg = true },
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.grid_pos = .{ 4, 1 },
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.grid_pos = .{ 4, 1 },
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.color = .{ 0, 0, 0, 1 },
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.color = .{ 0, 0, 0, 1 },
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};
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};
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@ -256,13 +256,16 @@ test Contents {
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for (0..rows) |y| {
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for (0..rows) |y| {
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try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
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try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
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for (0..cols) |x| {
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for (0..cols) |x| {
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try testing.expectEqual(.{0, 0, 0, 0}, c.bgCell(y, x).*);
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try testing.expectEqual(.{ 0, 0, 0, 0 }, c.bgCell(y, x).*);
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}
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}
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}
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}
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// Add a cursor.
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// Add a cursor.
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const cursor_cell: mtl_shaders.CellText = .{
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const cursor_cell: mtl_shaders.CellText = .{
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.mode = .cursor,
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.mode = .{
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.fg = false,
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.cursor = true,
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},
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.grid_pos = .{ 2, 3 },
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.grid_pos = .{ 2, 3 },
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.color = .{ 0, 0, 0, 1 },
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.color = .{ 0, 0, 0, 1 },
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};
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};
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@ -289,7 +292,7 @@ test "Contents clear retains other content" {
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// bg and fg cells in row 1
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// bg and fg cells in row 1
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const bg_cell_1: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
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const bg_cell_1: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
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const fg_cell_1: mtl_shaders.CellText = .{
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const fg_cell_1: mtl_shaders.CellText = .{
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.mode = .fg,
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.mode = .{ .fg = true },
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.grid_pos = .{ 4, 1 },
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.grid_pos = .{ 4, 1 },
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.color = .{ 0, 0, 0, 1 },
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.color = .{ 0, 0, 0, 1 },
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};
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};
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@ -298,7 +301,7 @@ test "Contents clear retains other content" {
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// bg and fg cells in row 2
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// bg and fg cells in row 2
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const bg_cell_2: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
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const bg_cell_2: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
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const fg_cell_2: mtl_shaders.CellText = .{
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const fg_cell_2: mtl_shaders.CellText = .{
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.mode = .fg,
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.mode = .{ .fg = true },
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.grid_pos = .{ 4, 2 },
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.grid_pos = .{ 4, 2 },
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.color = .{ 0, 0, 0, 1 },
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.color = .{ 0, 0, 0, 1 },
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};
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};
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@ -329,7 +332,7 @@ test "Contents clear last added content" {
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// bg and fg cells in row 1
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// bg and fg cells in row 1
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const bg_cell_1: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
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const bg_cell_1: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
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const fg_cell_1: mtl_shaders.CellText = .{
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const fg_cell_1: mtl_shaders.CellText = .{
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.mode = .fg,
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.mode = .{ .fg = true },
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.grid_pos = .{ 4, 1 },
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.grid_pos = .{ 4, 1 },
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.color = .{ 0, 0, 0, 1 },
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.color = .{ 0, 0, 0, 1 },
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};
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};
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@ -338,7 +341,7 @@ test "Contents clear last added content" {
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// bg and fg cells in row 2
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// bg and fg cells in row 2
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const bg_cell_2: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
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const bg_cell_2: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
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const fg_cell_2: mtl_shaders.CellText = .{
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const fg_cell_2: mtl_shaders.CellText = .{
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.mode = .fg,
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.mode = .{ .fg = true },
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.grid_pos = .{ 4, 2 },
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.grid_pos = .{ 4, 2 },
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.color = .{ 0, 0, 0, 1 },
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.color = .{ 0, 0, 0, 1 },
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};
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};
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