I don't think uniform arrays can be dynamically sized. In your case you should define the array as the maximum number of lights you will process and then use a uniform to control the number of iterations you do on this array. On the CPU side you can set a subset of the lights[] array according to the 'size' variable.
e.g.
#define MAX_LIGHTS 128
uuniformuniform int size;
uniform SceneLights lights[MAX_LIGHTS];
void main()
{
for(int i = 0; i < size; i++) {
/* Do Some Calculation */
}
}
I think (speculate) the likely reason for this is that it would be impossible to determine the location of a uniform if there are variable sized arrays in your uniform list which depend on the value of another uniform.. e.g.
uniform int arraySize; // offset 0
uniform int myArray[arraySize]; // offset 4
uniform int anotherVar; // offset ????
GLSL would not know were to place anotherVar, because it would need arraySize to be set with a value before it can compute the offset of 'anotherVar'. I suppose the compiler could be clever and re-arrange the order of uniforms to get around this, but this will fail again if you have 2 or more variable sized arrays..