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+Contributing WebGL conformance tests Guidelines |
+=============================================== |
+ |
+Thank you for contibuting 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/conformance folder |
+ |
+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) 2012 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 approriate. 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` 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`. |
+ |
+ * If you need to wait for a composite call `WebGLTestUtils.waitForComposite`. |
+ As compositing is a browser specfic 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 everytime 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 requries the global variable `successfullyParse` to be set to true. |
+ This usually appears at the end of a file. |
+ |
+ var successfullyParsed = true; |
+ |
+ * Do not use browser specfic 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 infrustructure. |
+ |
+ 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 approriate 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 verison. At the time of this writing |
+ all new tests should be prefixed with `--min-version 1.0.2` |
+ |
+ |