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+Contributing WebGL conformance tests Guidelines
+===============================================
+
+Thank you for contributing to the WebGL conformance tests.
+Please try to follow these guidelines when submitting a test.
+
+* If you're new to git [here's a terse set of instructions](http://www.khronos.org/webgl/wiki/Using_Github_To_Contribute "Using Github to Contribute").
+
+* All changes and/or new tests should go in the sdk/tests folder:
+ * Tests that apply to WebGL 1 to sdk/tests/conformance
+ * Tests that only concern WebGL 2 to sdk/tests/conformance2
+
+The tests under conformance-suites are snapshots and are only to be updated by
+the WebGL Working Group when "official" snapshots are taken.
+
+* Please use the Khronos Group License (MIT)
+
+These lines appears at the top of every html and js file under sdk/tests/conformance
+
+ <!--
+ /*
+ ** Copyright (c) 2015 The Khronos Group Inc.
+ **
+ ** Permission is hereby granted, free of charge, to any person obtaining a
+ ** copy of this software and/or associated documentation files (the
+ ** "Materials"), to deal in the Materials without restriction, including
+ ** without limitation the rights to use, copy, modify, merge, publish,
+ ** distribute, sublicense, and/or sell copies of the Materials, and to
+ ** permit persons to whom the Materials are furnished to do so, subject to
+ ** the following conditions:
+ **
+ ** The above copyright notice and this permission notice shall be included
+ ** in all copies or substantial portions of the Materials.
+ **
+ ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+ ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+ */
+ -->
+
+* Please use code similar to the code in existing tests
+
+ Ideally, copy an existing test and modify it for your new test. Try not to duplicate
+ code that already exists where appropriate. In particular
+
+ * use the functions in WebGLTestUtils rather than duplicating functionality.
+
+ In particular, as much as possible, keep the WebGL code in your test specific
+ to the issue being tested and try to use the helper functions to handle
+ common setup.
+
+ Examples:
+
+ * to create a WebGL context call `WebGLTestUtils.create3DContext`. Passed nothing
+ it will create an offscreen canvas. Passed a canvas element it will create
+ a context on that element. Passed a string it will look up the canvas element
+ with the matching id and create a context from that element.
+
+ * use `WebGLTestUtils.checkCanvas` or `WebGLTestUtils.checkCanvasRect` rather
+ than checking rendering results by hand.
+
+ * use the various quad and draw functions
+
+ * `WebGLTestUtils.setupUnitQuad` and `WebGLTestUtils.clearAndDrawUnitQuad` for
+ simple drawing.
+
+ * `WebGLTestUtils.setupColorQuad`, `WebGLTestUtils.drawFloatColorQuad`, and
+ `WebGLTestUilts.drawUByteColorQuad` for drawing in a particular color.
+
+ * `WebGLTestUtils.setupIndexedQuad` and `WebGLTestUtils.clearAndDrawIndexedQuad`
+ if you need a higher subdivision of vertices and/or vertex colors.
+
+ * use `WebgLTestUtils.setupTexturedQuad` if you need a unit quad with texture coords.
+ By default the positions will be at location 0 and the texture coords at location 1.
+
+ * If you need a custom shader use `WebGLTestUtils.setupProgram`. Note that it takes
+ the following arguments. `gl`, `shaders`, `opt_attribs`, `opt_locations`, and
+ `opt_logShaders` where:
+
+ `gl` is the WebGL context.
+
+ `shaders` are an array of either script element ids, shader source, or WebGLShader
+ objects. The first element in the array is the vertex shader, the second the fragment
+ shader.
+
+ `opt_attribs` is an optional array of attribute names. If provided the named attributes
+ will have their locations bound to their index in this array.
+
+ `opt_locations` is an optional array of attribute locations. If provided each attribute
+ name in `opt_attribs` is bound to the corresponding location in `opt_locations`.
+
+ `opt_logShaders` is an optional boolean value. If set to true, the shader source will
+ be logged on the test page. It is recommended to use this in tests that concentrate on
+ shaders.
+
+ * If you need to wait for a composite call `WebGLTestUtils.waitForComposite`.
+ As compositing is a browser specific thing this provides a central place to
+ update all tests that rely on compositing to function.
+
+ * Code/Tag Order
+
+ Most tests run inline. They don't use window.onload or the load event. This works by placing
+ the script tag inside the body, *after* the canvas and required divs.
+
+ <canvas id="example"></canvas>
+ <div id="description"></div>
+ <div id="console"></div>
+ <script>
+ var wtu = WebGLDebugUtils;
+ var gl = wtu.create3DContext("example");
+ ...
+
+ * Ending Tests
+
+ * Tests that are short and run synchronously end with
+
+ <script src="../../resources/js-test-post.js"></script>
+
+ * Tests that take a long time use setTimeout so as not to freeze the browser.
+
+ Many browsers will terminate JavaScript that takes more than a few seconds to execute
+ without returning control to the browser. The workaround is code like this
+
+ var numTests = 10;
+ var currenTest = 0;
+ function runNextTest() {
+ if (currentTest == numTests) {
+ finishTest(); // Tells the harness you're done.
+ return;
+ }
+ // Run your test.
+ ...
+ ++currentTest;
+ setTimeout(runNextTest, 100);
+ }
+ runNextTest();
+
+ Remember the tests need to run without timing out even and slow mobile devices.
+ The harness resets the timeout timer every time a test reports success or failure
+ so as long as some part of your test calls `testPassed` or `testFailed` or one of the
+ many wrappers (`shouldXXX`, `glErrorShouldBe`, `WebGLTestUtils.checkCanvasXXX`, etc..)
+ every so often the harness will not timeout your test.
+
+ * The test harness requires the global variable `successfullyParsed` to be set to true.
+ This usually appears at the end of a file.
+
+ var successfullyParsed = true;
+
+ * Do not use browser specific code.
+
+ * Do not check the browser version. Use feature detection.
+
+ * If you do need feature detection consider putting it into WebGLTestUtils so that
+ other tests can go through the same abstraction and the workaround is isolated
+ to one place.
+
+ * Vendors may place test harness specific code in the testing infrastructure.
+
+ resources/js-test-pre.js
+ conformance/more/unit.js
+
+ * Indent with spaces not tabs. (not everyone uses your tab settings).
+
+ * All HTML files must have a `<!DOCTYPE html>`
+
+ * All HTML files must have a `<meta charset="utf-8">`
+
+ * All JavaScript must start with "use strict";
+
+* If adding a new test edit the appropriate 00_test_list.txt file
+
+ Each folder has a 00_test_list.txt file that lists the test in that folder.
+ Each new test should be prefixed with the option `--min-version <version>` where
+ version is 1 more than the newest official version. At the time of this writing
+ all new tests should be prefixed with `--min-version 1.0.4`
+
+