spec/glsl-1.10/preprocessor/extension-defined-test: skip
spec/glsl-1.10/preprocessor/extension-if-1: skip
spec/glsl-1.20/execution/vector-out-of-bounds-access/fs-vec4-out-of-bounds-1: crash
-spec/glsl-1.20/execution/vector-out-of-bounds-access/fs-vec4-out-of-bounds-2: crash
-spec/glsl-1.20/execution/vector-out-of-bounds-access/fs-vec4-out-of-bounds-4: crash
-spec/glsl-1.20/execution/vector-out-of-bounds-access/fs-vec4-out-of-bounds-5: crash
spec/glsl-1.20/execution/vector-out-of-bounds-access/fs-vec4-out-of-bounds-6: crash
spec/glsl-1.30/execution/fs-texturegrad-miplevels: fail
spec/glsl-1.30/execution/fs-texturelod-miplevels: fail
summary:
name: results
---- --------
- pass: 15781
+ pass: 15784
fail: 104
- crash: 175
+ crash: 172
skip: 315
timeout: 0
warn: 0
this->const_elements = NULL;
this->type = c->type->get_base_type();
+ /* Section 5.11 (Out-of-Bounds Accesses) of the GLSL 4.60 spec says:
+ *
+ * In the subsections described above for array, vector, matrix and
+ * structure accesses, any out-of-bounds access produced undefined
+ * behavior....Out-of-bounds reads return undefined values, which
+ * include values from other variables of the active program or zero.
+ *
+ * GL_KHR_robustness and GL_ARB_robustness encourage us to return zero.
+ */
+ if (i >= c->type->vector_elements) {
+ this->value = { { 0 } };
+ return;
+ }
+
switch (this->type->base_type) {
case GLSL_TYPE_UINT16: this->value.u16[0] = c->value.u16[i]; break;
case GLSL_TYPE_INT16: this->value.i16[0] = c->value.i16[i]; break;