[Piglit] [PATCH 1/2] vs-loop-zero-iterations-two-exits2: Fix on Mesa.

Eric Anholt eric at anholt.net
Wed Sep 28 15:38:12 UTC 2016


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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