Bug 31690 - i915 shader compiler fails to flatten if in Aquarium webgl demo.
Summary: i915 shader compiler fails to flatten if in Aquarium webgl demo.
Alias: None
Product: Mesa
Classification: Unclassified
Component: Drivers/DRI/i915 (show other bugs)
Version: git
Hardware: x86 (IA32) Linux (All)
: medium normal
Assignee: Kenneth Graunke
QA Contact:
Depends on:
Reported: 2010-11-17 14:48 UTC by Kenneth Waters
Modified: 2010-12-01 15:23 UTC (History)
0 users

See Also:
i915 platform:
i915 features:


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Description Kenneth Waters 2010-11-17 14:48:24 UTC
The demo can be located here, http://webglsamples.googlecode.com/hg/aquarium/aquarium.html .  The compiler fails to flatten an if statement in a fragment shader containing a discard.

uniform vec4 lightColor;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
uniform vec4 ambient;
uniform sampler2D diffuse;
uniform vec4 specular;
uniform float shininess;
uniform float specularFactor;
uniform float fogPower;
uniform float fogMult;
uniform float fogOffset;
uniform vec4 fogColor;
vec4 lit(in float l, in float h, in float m){
return vec4(1.0, max(l, 0.0), (((l > 0.0)) ? (pow(max(0.0, h), m)) : (0.0)), 1.0);
void main(){
vec4 diffuseColor = texture2D(diffuse, v_texCoord);
if ((diffuseColor[3] < 0.30000001))
vec3 normal = normalize(v_normal);
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 surfaceToView = normalize(v_surfaceToView);
vec3 halfVector = normalize((surfaceToLight + surfaceToView));
vec4 litR = lit(dot(normal, surfaceToLight), dot(normal, halfVector), shininess);
vec4 outColor = vec4((lightColor * (((diffuseColor * litR[1]) + (diffuseColor * ambient)) + ((specular * litR[2]) * specularFactor))).xyz, diffuseColor[3]);
(outColor = mix(outColor, vec4(fogColor.xyz, diffuseColor[3]), clamp(((pow((v_position[2] / v_position[3]), fogPower) * fogMult) - fogOffset), 0.0, 1.0)));
(gl_FragColor = outColor);

I've attached a full log with INTEL_DEBUG=wm and MESA_GLSL=dump, the shader in question is program 100, shader 102.
Comment 1 Eric Anholt 2010-11-17 17:22:46 UTC
Ken had talked about doing this (ir_discard taking a condition), so I'll assign it to him.  Several discard-related piglit tests already cover the issue.
Comment 2 Kenneth Graunke 2010-12-01 15:23:11 UTC
This should be fixed by the following commits:

commit 1802cb9bafc4125300870be51e8b22ddd795d61e
Author: Kenneth Graunke <kenneth@whitecape.org>
Date:   Mon Nov 29 10:59:16 2010 -0800

    glsl: Remove "discard" support from lower_jumps.
    The new lower_discard and opt_discard_simplification passes should
    handle all the necessary transformations, so lower_jumps doesn't need to
    support it.
    Also, lower_jumps incorrectly handled conditional discards - it would
    unconditionally truncate all code after the discard.  Rather than fixing
    the bug, simply remove the code.
    NOTE: This is a candidate for the 7.9 branch.

commit 940df10100d740ef27fa39026fd51c3199ed3d62
Author: Kenneth Graunke <kenneth@whitecape.org>
Date:   Thu Nov 25 01:09:26 2010 -0800

    glsl: Add a lowering pass to move discards out of if-statements.
    This should allow lower_if_to_cond_assign to work in the presence of
    discards, fixing bug #31690 and likely #31983.
    NOTE: This is a candidate for the 7.9 branch.

commit 9a1d063c6d679c2155f5eb80f1cb94368d36bf2c
Author: Kenneth Graunke <kenneth@whitecape.org>
Date:   Wed Nov 24 22:02:26 2010 -0800

    glsl: Add an optimization pass to simplify discards.
    NOTE: This is a candidate for the 7.9 branch.

Technically I think only the middle commit is strictly necessary, but having all three is best.

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