https://bugs.freedesktop.org/show_bug.cgi?id=68348

--- Comment #1 from Ilia Mirkin <[email protected]> ---
The big difference between the even and odd numbered
shaders/glsl-array-bounds-* seems to be how the invalid index comes about.

In the odd-numbered ones, it comes directly from shader code, e.g.:

void main() {
  int idx = 20;
  array[idx]
}

In the even-numbered ones, it comes from a uniform that I guess is passed in:

uniform int idx;

void main() {
  array[idx]
}

(And the various tests check fragment/vertex shaders, positive/negative
offsets, and the place where the idx comes from, so 8 tests total.)

Although I'm not sure there's actually a problem here... the program is doing
something illegal. You get segfault notifications in dmesg too...

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