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The Android headless build only did software rendering. Vulkan takes the offscreen path desktop headless already uses, and OpenGL ES renders into an EGL pbuffer, so both run from adb shell with no window. Assets are found next to the executable, like on desktop, instead of in an APK path that no longer exists. frametests.py --adb pushes the binary, assets and dumps to a device, runs each dump there with Vulkan and GLES, and compares the screenshots with the host's Vulkan render using Tools/image_compare.py. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>