Mesa eliminates the loop and therefore the loop_count uniform, which
causes shader_runner to report failure when it tries to set it.
---
.../execution/vs-loop-zero-iterations-two-exits2.shader_test | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
diff --git
a/tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits2.shader_test
b/tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits2.shader_test
index 7443fd5197f1..4e306527b862 100644
---
a/tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits2.shader_test
+++
b/tests/spec/glsl-1.10/execution/vs-loop-zero-iterations-two-exits2.shader_test
@@ -10,8 +10,10 @@ uniform int loop_count;
void main()
{
gl_Position = gl_Vertex;
+ /* Make sure that loop_count uniform live */
+ float one = float(loop_count == 0 || loop_count == 1);
- vec4 colour = vec4(1.0, 0.0, 0.0, 1.0);
+ vec4 colour = vec4(1.0, 0.0, 0.0, one);
for (int i = 0; i < 0; i++) {
colour = vec4(0.0, 1.0, 0.0, 1.0);
--
2.9.3
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