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+<!--
+
+/*
+** Copyright (c) 2014 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.
+*/
+
+-->
+
+<!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>