From 5f8de423f190bbb79a62f804151bc24824fa32d8 Mon Sep 17 00:00:00 2001
From: "Matt A. Tobin" <mattatobin@localhost.localdomain>
Date: Fri, 2 Feb 2018 04:16:08 -0500
Subject: Add m-esr52 at 52.6.0

---
 .../test/webgl-conf/checkout/test-guidelines.md    | 181 +++++++++++++++++++++
 1 file changed, 181 insertions(+)
 create mode 100644 dom/canvas/test/webgl-conf/checkout/test-guidelines.md

(limited to 'dom/canvas/test/webgl-conf/checkout/test-guidelines.md')

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
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@@ -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`
+
+
-- 
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