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+<!--
+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.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>Bug - pow() with constant vector exponent should not crash</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>
+<script src="../../../js/glsl-conformance-test.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<script id="fshaderTest" type="x-shader/x-fragment">
+precision mediump float;
+void main()
+{
+ // pow() with a constant vector exponent may cause a crash on NVIDIA 331 series OpenGL drivers
+ vec2 v = pow(gl_FragCoord.xy, vec2(2.0));
+ float y = pow(v, vec2(0.45, 0.5)).y;
+ gl_FragColor = vec4(0.0, 1.0 + y - gl_FragCoord.y, 0.0, 1.0);
+}
+</script>
+<script id="fshaderNestedTest" type="x-shader/x-fragment">
+precision mediump float;
+void main()
+{
+ // pow() with a constant vector exponent may cause a crash on NVIDIA 331 series OpenGL drivers
+ // workarounds for this should work even if problematic pow() statements are nested within
+ // each other.
+ float y = pow(pow(gl_FragCoord.xy, vec2(2.0)), vec2(0.45, 0.5)).y;
+ gl_FragColor = vec4(0.0, 1.0 + y - gl_FragCoord.y, 0.0, 1.0);
+}
+</script>
+<script>
+"use strict";
+
+// This test has quite a lot of tolerance since pow() doesn't have explicit precision requirements
+// in ESSL1, and in ESSL3 the limits are very loose.
+GLSLConformanceTester.runRenderTests([
+ {
+ fShaderId: "fshaderTest",
+ fShaderSuccess: true,
+ linkSuccess: true,
+ renderTolerance: 20,
+ passMsg: "shader with pow() with a constant vector exponent should not crash",
+ },
+ {
+ fShaderId: "fshaderNestedTest",
+ fShaderSuccess: true,
+ linkSuccess: true,
+ renderTolerance: 20,
+ passMsg: "shader with nested pow() calls with constant vector exponents should not crash",
+ }
+]);
+</script>
+</body>
+</html>
+