Fix pass condition for atomic usage tests
Any vertex processing shader could be called an implementation defined
number of times.
OpenGL 4.6 spec, "11.1.3 Shader Execution":
"Implementations are allowed to skip the execution of certain shader
invocations, and to execute additional shader invocations for any shader
type during programmable vertex processing due to implementation dependent
reasons, including the execution of shader invocations that do not have an
active program object present for the particular shader stage, as long as
the results of rendering otherwise remain unchanged [...]"
Components: OpenGL
Affects: KHR-Single-GL4*.arrays_of_arrays_gl.AtomicUsage
Change-Id: I14385afa1de874c6f0fa21fe2a6ad73cb4ff0e7d