blob: 2a89c575cef57bbf7072b60881c7ab0d7a73d8cd [file] [log] [blame]
<!doctype html>
<meta charset=utf-8>
<title>WebVR IDL test</title>
<link rel="help" href="">
<script src=/resources/testharness.js></script>
<script src=/resources/testharnessreport.js></script>
<script src=/resources/WebIDLParser.js></script>
<script src=/resources/idlharness.js></script>
<script id="webvr_idl" type=text/plain>
// Archived version of the WebVR spec from
interface VRDisplay : EventTarget {
readonly attribute boolean isPresenting;
* Dictionary of capabilities describing the VRDisplay.
[SameObject] readonly attribute VRDisplayCapabilities capabilities;
* If this VRDisplay supports room-scale experiences, the optional
* stage attribute contains details on the room-scale parameters.
* The stageParameters attribute can not change between null
* and non-null once the VRDisplay is enumerated; however,
* the values within VRStageParameters may change after
* any call to VRDisplay.submitFrame as the user may re-configure
* their environment at any time.
readonly attribute VRStageParameters? stageParameters;
* Return the current VREyeParameters for the given eye.
VREyeParameters getEyeParameters(VREye whichEye);
* An identifier for this distinct VRDisplay. Used as an
* association point in the Gamepad API.
readonly attribute unsigned long displayId;
* A display name, a user-readable name identifying it.
readonly attribute DOMString displayName;
* Populates the passed VRFrameData with the information required to render
* the current frame.
boolean getFrameData(VRFrameData frameData);
* z-depth defining the near plane of the eye view frustum
* enables mapping of values in the render target depth
* attachment to scene coordinates. Initially set to 0.01.
attribute double depthNear;
* z-depth defining the far plane of the eye view frustum
* enables mapping of values in the render target depth
* attachment to scene coordinates. Initially set to 10000.0.
attribute double depthFar;
* The callback passed to `requestAnimationFrame` will be called
* any time a new frame should be rendered. When the VRDisplay is
* presenting the callback will be called at the native refresh
* rate of the HMD. When not presenting this function acts
* identically to how window.requestAnimationFrame acts. Content should
* make no assumptions of frame rate or vsync behavior as the HMD runs
* asynchronously from other displays and at differing refresh rates.
long requestAnimationFrame(FrameRequestCallback callback);
* Passing the value returned by `requestAnimationFrame` to
* `cancelAnimationFrame` will unregister the callback.
void cancelAnimationFrame(long handle);
* Begin presenting to the VRDisplay. Must be called in response to a user gesture.
* Repeat calls while already presenting will update the layers being displayed.
* If the number of values in the leftBounds/rightBounds arrays is not 0 or 4 for any of the passed layers the promise is rejected
* If the source of any of the layers is not present (null), the promise is rejected.
Promise<void> requestPresent(sequence<VRLayerInit> layers);
* Stops presenting to the VRDisplay.
Promise<void> exitPresent();
* Get the layers currently being presented.
sequence<VRLayerInit> getLayers();
* The layer provided to the VRDisplay will be captured and presented
* in the HMD. Calling this function has the same effect on the source
* canvas as any other operation that uses its source image, and canvases
* created without preserveDrawingBuffer set to true will be cleared.
void submitFrame();
typedef (HTMLCanvasElement or
OffscreenCanvas) VRSource;
dictionary VRLayerInit {
VRSource? source = null;
sequence<float> leftBounds = [];
sequence<float> rightBounds = [];
interface VRDisplayCapabilities {
readonly attribute boolean hasPosition;
readonly attribute boolean hasExternalDisplay;
readonly attribute boolean canPresent;
readonly attribute unsigned long maxLayers;
enum VREye {
interface VRPose {
readonly attribute Float32Array? position;
readonly attribute Float32Array? linearVelocity;
readonly attribute Float32Array? linearAcceleration;
readonly attribute Float32Array? orientation;
readonly attribute Float32Array? angularVelocity;
readonly attribute Float32Array? angularAcceleration;
interface VRFrameData {
readonly attribute Float32Array leftProjectionMatrix;
readonly attribute Float32Array leftViewMatrix;
readonly attribute Float32Array rightProjectionMatrix;
readonly attribute Float32Array rightViewMatrix;
readonly attribute VRPose pose;
interface VREyeParameters {
readonly attribute Float32Array offset;
readonly attribute unsigned long renderWidth;
readonly attribute unsigned long renderHeight;
interface VRStageParameters {
readonly attribute Float32Array sittingToStandingTransform;
readonly attribute float sizeX;
readonly attribute float sizeZ;
partial interface Navigator {
Promise<sequence<VRDisplay>> getVRDisplays();
readonly attribute FrozenArray<VRDisplay> activeVRDisplays;
readonly attribute boolean vrEnabled;
enum VRDisplayEventReason {
[Constructor(DOMString type, VRDisplayEventInit eventInitDict)]
interface VRDisplayEvent : Event {
readonly attribute VRDisplay display;
readonly attribute VRDisplayEventReason? reason;
dictionary VRDisplayEventInit : EventInit {
required VRDisplay display;
VRDisplayEventReason reason;
partial interface Window {
attribute EventHandler onvrdisplayconnect;
attribute EventHandler onvrdisplaydisconnect;
attribute EventHandler onvrdisplayactivate;
attribute EventHandler onvrdisplaydeactivate;
attribute EventHandler onvrdisplayblur;
attribute EventHandler onvrdisplayfocus;
attribute EventHandler onvrdisplaypresentchange;
partial interface Gamepad {
readonly attribute unsigned long displayId;
<h1 class="instructions">Description</h1>
<p class="instructions">
This test verifies that implementations of the WebVR API match its WebIDL definition.
<div id='log'></div>
setup( () => {
var idl_array = new IdlArray();
idl_array.add_untested_idls("[Global=Window, Exposed=Window] interface Window {};");
idl_array.add_untested_idls("interface Navigator {};");
idl_array.add_untested_idls("interface Event {};");
idl_array.add_untested_idls("interface EventTarget {};");
idl_array.add_untested_idls("interface HTMLIFrameElement {};");
idl_array.add_untested_idls("interface Gamepad {};");
idl_array.add_untested_idls(`dictionary EventInit {
boolean bubbles = false;
boolean cancelable = false;
boolean composed = false;
}, {explicit_done: true});