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<!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>