Make Godot native staging target-aware

This commit is contained in:
gamer147
2026-07-31 08:55:17 -04:00
parent 45bd350c1f
commit 9e619fe10b
4 changed files with 80 additions and 10 deletions

View File

@@ -0,0 +1,31 @@
using System.Runtime.InteropServices;
public class FfmpegMovieNativeTests
{
[Theory]
[InlineData(true, false, Architecture.X64, "win-x64")]
[InlineData(true, false, Architecture.Arm64, "win-arm64")]
[InlineData(false, true, Architecture.X64, "osx-x64")]
[InlineData(false, true, Architecture.Arm64, "osx-arm64")]
[InlineData(false, false, Architecture.X64, "linux-x64")]
[InlineData(false, false, Architecture.Arm64, "linux-arm64")]
public void ResolverUsesOperatingSystemAndProcessArchitecture(
bool isWindows,
bool isMacOS,
Architecture architecture,
string expected)
{
Assert.Equal(
expected,
FfmpegMovieNative.RuntimeIdentifierFor(isWindows, isMacOS, architecture));
}
[Fact]
public void ResolverRejectsUnreservedArchitectures()
{
var error = Assert.Throws<PlatformNotSupportedException>(() =>
FfmpegMovieNative.RuntimeIdentifierFor(false, false, Architecture.Wasm));
Assert.Contains("Linux/Wasm", error.Message);
}
}