Testing
Testing webgl programs can be tricky...
- test-utils
- probe
- headless gl
- puppeteer
- ...
Test device creation
A small but still annoying issue is that creating too many devices in tests can
lead to problems with context loss etc as the test scripts grow.
@luma.gl/test-utils
exports reusable test devices for WebGL and WebGPU.
Accessing GPU in Node.js and CI environments
A frequent problem with WebGL and WebGPU libraries is that they are supported in browsers, but tests typically run on CI machines in the cloud that often do not even have a GPU.
luma.gl has integrations with headless gl and puppeteer that allows tests to be run outside of browser.s
Render Tests
A powerful way to test GPU programs is to render into a texture and compare against a golden image. luma.gl provides a library that handles complications like waiting for resources to load before rendering the image, and doing pixel diffs that accept a small error tolerance.
SnapshotTestRunner
@luma.gl/test-utils
provides this client-side utility for browser-based WebGL render tests.
This class is intended to be used with BrowserTestDriver
from @probe.gl/test-utils
. Together they support the following workflow:
- Launch a Puppeteer instance (headless or non-headless) to run a test application
- In the test application, create a canvas and
WebGLContext
. - For each test case, render something to the
WebGLContext
, take a screenshot, and perform pixel-diffing with a pre-defined "golden image". Report the matching result. - Proceed to the next test case until done.
Example
In your node.js start script:
// This is the script that runs in Node.js and starts the browser
const {BrowserTestDriver} = require('@probe.gl/test-utils');
new BrowserTestDriver().run({
server: {
// Bundles and serves the browser script
command: 'webpack-dev-server',
arguments: ['--env.render-test']
},
headless: true
});
In your script that is run on the browser:
const {SnapshotTestRunner} = require('@luma.gl/test-utils');
const {Cube} = require('@luma.gl/engine');
const TEST_CASES = [
{
name: 'Render A Cube',
// `onRender` receives animation props from the AnimationLoop
onRender: ({gl, done}) => {
const model = new Cube(gl);
model.draw(...);
// ready for capture and diffing
done();
},
goldenImage: './test/render/golden-images/cube.png'
}
];
new TestRender({width: 800, height: 600})
.add(TEST_CASES)
.run({
onTestFail: window.browserTestDriver_fail
})
.then(window.browserTestDriver_finish);