<!--
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.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>ANGLE D3D11 Bug - Variables beginning with "dx_"</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<script src="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"></script>
</head>
<body>

<script id="vs" type="x-shader/x-fragment">
precision mediump float;
attribute vec4 position;
varying float dx_var;
void main() {
  gl_Position = position;
  dx_var = position.x;
}

</script>
<script id="fs" type="x-shader/x-fragment">
precision mediump float;
varying float dx_var;
void main() {
  gl_FragColor = vec4(dx_var, 0, 0, 1);
}
</script>

<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
// See http://crbug.com/371868 for original failing case.
description("This test checks an ANGLE D3D11 shader compiler error.");

debug("");
debug("Canvas.getContext");

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
if (!gl) {
  testFailed("context does not exist");
} else {
  testPassed("context exists");

  debug("");
  debug("Checking shader compilation and linking.");

  checkCompilation()
}

function checkCompilation() {
  var vs = gl.createShader(gl.VERTEX_SHADER);
  gl.shaderSource(vs, document.getElementById("vs").text);
  gl.compileShader(vs);
  if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) {
      testFailed("Vertex Shader failed to compile: " + gl.getShaderInfoLog(vs));
      return;
  }

  var fs = gl.createShader(gl.FRAGMENT_SHADER);
  gl.shaderSource(fs, document.getElementById("fs").text);
  gl.compileShader(fs);
  if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
      testFailed("Fragment Shader failed to compile: " + gl.getShaderInfoLog(fs));
      return;
  }

  var p = gl.createProgram();
  gl.attachShader(p, vs);
  gl.attachShader(p, fs);
  gl.linkProgram(p);
  if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
      testFailed("Program failed to link: " + gl.getProgramInfoLog(p));
      return;
  }

  testPassed("Linked Successfully");
}

debug("");
var successfullyParsed = true;

</script>
<script src="../../../js/js-test-post.js"></script>

</body>
</html>
