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diff --git a/dom/canvas/test/webgl-conf/checkout/test-guidelines.md b/dom/canvas/test/webgl-conf/checkout/test-guidelines.md new file mode 100644 index 000000000..909738cee --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/test-guidelines.md @@ -0,0 +1,181 @@ +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` + + |