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 must appear in a comment at the top of every code file under sdk/tests/conformance ``` Copyright (c) 2019 The Khronos Group Inc. Use of this source code is governed by an MIT-style license that can be found in the LICENSE.txt file. ``` * 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. * If you don't care about composition, `wtu.dispatchPromise` makes it easy to yield back to the event loop. * 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.
* 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 `` * All HTML files must have a `` * 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