Reviewed-by: Alejandro Piñeiro <[email protected]> On 28/09/16 17:38, Eric Anholt wrote: > 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); >
-- Alejandro Piñeiro <[email protected]> _______________________________________________ Piglit mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/piglit
