Screenshot testing for Rust games
- Compares screenshots taken at test time with reference screenshots.
- Outputs the actual screenshot taken and a image containing only those pixels which differ.
- Compatible with OpenGL apps
Example test (for a Piston + OpenGL app):
#[test]
fn check_basic_screen() {
let size = [1280, 720];
let mut app = App::new(size, build_glutin_window(size));
let Size { width: draw_width, height: draw_height } = app.window.draw_size();
let Size { width, height } = app.window.size();
app.render_into_viewport(Viewport {
rect: [0, 0, draw_width as i32, draw_height as i32],
window_size: [width, height],
draw_size: [draw_width, draw_height]
});
xray::gl_screenshot_test("basic_rendering/initial_map", 0, 0, draw_width, draw_height);
}
- Write your test.
- Run your test.
- The first time the test will fail, as there is no reference screenshot. The actual screenshot taken
during the test will be stored at
test_output/<test_name>/actual.png
. - Verify the generated screenshot is correct.
- Copy the generated screenshot to
references/<test_name>.png
- Continue development.
- If you break the application such that the test no longer renders the same
output, the test will fail and the following files will be produced:
test_output/<test_name>/actual.png
-> Containing the screenshot taken during the test.test_output/<test_name>/expected.png
-> Containing the reference image the screenshot was compared against.test_output/<test_name>/diff.png
-> Containing only those pixels which are different.
- Linux/X11: You should run the tests in single threaded mode. Since each test will be creating X11 windows to render into, and creating multiple windows too quickly will result in some of them failing to obtain an input method. This may be possible to fix by wrapping the new window creation in a mutex, but I have't had time to investigate.