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| 1 Contributing WebGL conformance tests Guidelines |
| 2 =============================================== |
| 3 |
| 4 Thank you for contibuting to the WebGL conformance tests. |
| 5 Please try to follow these guidelines when submitting a test. |
| 6 |
| 7 * 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"). |
| 8 |
| 9 * All changes and/or new tests should go in the sdk/tests/conformance folder |
| 10 |
| 11 The tests under conformance-suites are snapshots and are only to be updated by |
| 12 the WebGL Working Group when "official" snapshots are taken. |
| 13 |
| 14 * Please use the Khronos Group License (MIT) |
| 15 |
| 16 These lines appears at the top of every html and js file under sdk/tests/conform
ance |
| 17 |
| 18 <!-- |
| 19 /* |
| 20 ** Copyright (c) 2012 The Khronos Group Inc. |
| 21 ** |
| 22 ** Permission is hereby granted, free of charge, to any person obtaining a |
| 23 ** copy of this software and/or associated documentation files (the |
| 24 ** "Materials"), to deal in the Materials without restriction, including |
| 25 ** without limitation the rights to use, copy, modify, merge, publish, |
| 26 ** distribute, sublicense, and/or sell copies of the Materials, and to |
| 27 ** permit persons to whom the Materials are furnished to do so, subject to |
| 28 ** the following conditions: |
| 29 ** |
| 30 ** The above copyright notice and this permission notice shall be included |
| 31 ** in all copies or substantial portions of the Materials. |
| 32 ** |
| 33 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| 34 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| 35 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| 36 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| 37 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| 38 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| 39 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| 40 */ |
| 41 --> |
| 42 |
| 43 * Please use code similar to the code in existing tests |
| 44 |
| 45 Ideally, copy an existing test and modify it for your new test. Try not to d
uplicate |
| 46 code that already exists where approriate. In particular |
| 47 |
| 48 * use the functions in WebGLTestUtils rather than duplicating functionalit
y. |
| 49 |
| 50 In particular, as much as possible, keep the WebGL code in your test spe
cific |
| 51 to the issue being tested and try to use the helper functions to handle |
| 52 common setup. |
| 53 |
| 54 Examples: |
| 55 |
| 56 * to create a WebGL context call `WebGLTestUtils.create3DContext`. Pa
ssed nothing |
| 57 it will create an offscreen canvas. Passed a canvas element it will
create |
| 58 a context on that element. Passed a string it will look up the canv
as element |
| 59 with the matching id and create a context from that element. |
| 60 |
| 61 * use `WebGLTestUtils.checkCanvas` or `WebGLTestUtils.checkCanvasRect
` rather |
| 62 than checking rendering results by hand. |
| 63 |
| 64 * use the various quad and draw functions |
| 65 |
| 66 * `WebGLTestUtils.setupUnitQuad` and `WebGLTestUtils.clearAndDra
wUnitQuad` for |
| 67 simple drawing. |
| 68 |
| 69 * `WebGLTestUtils.setupColorQuad`, `WebGLTestUtils.drawFloatColo
rQuad`, and |
| 70 `WebGLTestUilts.drawUByteColorQuad` for drawing in a particula
r color. |
| 71 |
| 72 * `WebGLTestUtils.setupIndexedQuad` and `WebGLTestUtils.clearAnd
DrawIndexedQuad` |
| 73 if you need a higher subdivision of vertices and/or vertex col
ors. |
| 74 |
| 75 * use `WebgLTestUtils.setupTexturedQuad` if you need a unit quad
with texture coords. |
| 76 By default the positions will be at location 0 and the texture
coords at location 1. |
| 77 |
| 78 * If you need a custom shader use `WebGLTestUtils.setupProgram`. Note
that it takes |
| 79 the following arguments. `gl`, `shaders`, `opt_attribs`, `opt_locat
ions` where: |
| 80 |
| 81 `gl` is the WebGL context. |
| 82 |
| 83 `shaders` are an array of either script element ids, shader source,
or WebGLShader |
| 84 objects. The first element in the array is the vertex shader, the s
econd the fragment |
| 85 shader. |
| 86 |
| 87 `opt_attribs` is an optional array of attribute names. If provided
the named attributes |
| 88 will have their locations bound to their index in this array. |
| 89 |
| 90 `opt_locations` is an optional array of attribute locations. If pro
vided each attribute |
| 91 name in `opt_attribs` is bound to the corresponding location in `op
t_locations`. |
| 92 |
| 93 * If you need to wait for a composite call `WebGLTestUtils.waitForCom
posite`. |
| 94 As compositing is a browser specfic thing this provides a central p
lace to |
| 95 update all tests that rely on compositing to function. |
| 96 |
| 97 * Code/Tag Order |
| 98 |
| 99 Most tests run inline. They don't use window.onload or the load event. T
his works by placing |
| 100 the script tag inside the body, *after* the canvas and required divs. |
| 101 |
| 102 <canvas id="example"></canvas> |
| 103 <div id="description"></div> |
| 104 <div id="console"></div> |
| 105 <script> |
| 106 var wtu = WebGLDebugUtils; |
| 107 var gl = wtu.create3DContext("example"); |
| 108 ... |
| 109 |
| 110 * Ending Tests |
| 111 |
| 112 * Tests that are short and run synchronously end with |
| 113 |
| 114 <script src="../../resources/js-test-post.js"></script> |
| 115 |
| 116 * Tests that take a long time use setTimeout so as not to freeze the b
rowser. |
| 117 |
| 118 Many browsers will terminate JavaScript that takes more than a few s
econds to execute |
| 119 without returning control to the browser. The workaround is code lik
e this |
| 120 |
| 121 var numTests = 10; |
| 122 var currenTest = 0; |
| 123 function runNextTest() { |
| 124 if (currentTest == numTests) { |
| 125 finishTest(); // Tells the harness you're done. |
| 126 return; |
| 127 } |
| 128 // Run your test. |
| 129 ... |
| 130 ++currentTest; |
| 131 setTimeout(runNextTest, 100); |
| 132 } |
| 133 runNextTest(); |
| 134 |
| 135 Remember the tests need to run without timing out even and slow mobi
le devices. |
| 136 The harness resets the timeout timer everytime a test reports succes
s or failure |
| 137 so as long as some part of your test calls `testPassed` or `testFail
ed` or one of the |
| 138 many wrappers (`shouldXXX`, `glErrorShouldBe`, `WebGLTestUtils.check
CanvasXXX`, etc..) |
| 139 every so often the harness will not timeout your test. |
| 140 |
| 141 * The test harness requries the global variable `successfullyParse` to
be set to true. |
| 142 This usually appears at the end of a file. |
| 143 |
| 144 var successfullyParsed = true; |
| 145 |
| 146 * Do not use browser specfic code. |
| 147 |
| 148 * Do not check the browser version. Use feature detection. |
| 149 |
| 150 * If you do need feature detection consider putting it into WebGLTestU
tils so that |
| 151 other tests can go through the same abstraction and the workaround i
s isolated |
| 152 to one place. |
| 153 |
| 154 * Vendors may place test harness specific code in the testing infrustr
ucture. |
| 155 |
| 156 resources/js-test-pre.js |
| 157 conformance/more/unit.js |
| 158 |
| 159 * Indent with spaces not tabs. (not everyone uses your tab settings). |
| 160 |
| 161 * All HTML files must have a `<!DOCTYPE html>` |
| 162 |
| 163 * All HTML files must have a `<meta charset="utf-8">` |
| 164 |
| 165 * All JavaScript must start with "use strict"; |
| 166 |
| 167 * If adding a new test edit the approriate 00_test_list.txt file |
| 168 |
| 169 Each folder has a 00_test_list.txt file that lists the test in that folder. |
| 170 Each new test should be prefixed with the option `--min-version <version>` w
here |
| 171 version is 1 more than the newest official verison. At the time of this writ
ing |
| 172 all new tests should be prefixed with `--min-version 1.0.2` |
| 173 |
| 174 |
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