[Piglit] [PATCH 1/2] vs-loop-zero-iterations-two-exits2: Fix on Mesa.
Alejandro Piñeiro
apinheiro at igalia.com
Wed Sep 28 16:28:23 UTC 2016
Reviewed-by: Alejandro Piñeiro <apinheiro at igalia.com>
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 <apinheiro at igalia.com>
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