We are running webgl confromance test on Mali T-760 (Samsung Galaxy S6) on Chrome on Android.
But, the shader while handling the uniform with 10000 operators hangs and the gpu timeouts (after 10secs).
The same test runs fine on Adreno (TM-530).
test - https://www.khronos.org/registry/webgl/sdk/tests/conformance/glsl/bugs/temp-expressions-should-not-crash.html
Also, you can bring almost any GPU to 'hang' in a single draw call that renders 65536-2 fullscreen triangles that have the most expensive fragment shader that the GPU can handle with blending enabled (to avoid any optimization).
In a heavily simplified calculation for 1080p and assuming 100 cycle per pixel fragment shader... You get about 13600 Giga cycles to render that draw call. Assuming a gigahertz single core GPU, that would take roughly 3.8 hours to complete.