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      <base href="https://bugs.freedesktop.org/" />
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        <tr>
          <th>Priority</th>
          <td>medium
          </td>
        </tr>

        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - GLSL: opt_vectorize goes wrong on texture lookups"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=82574">82574</a>
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>idr@freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>GLSL: opt_vectorize goes wrong on texture lookups
          </td>
        </tr>

        <tr>
          <th>QA Contact</th>
          <td>intel-3d-bugs@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>normal
          </td>
        </tr>

        <tr>
          <th>Classification</th>
          <td>Unclassified
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>aras@unity3d.com
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>git
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>glsl-compiler
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>Mesa
          </td>
        </tr></table>
      <p>
        <div>
        <pre>Looks like opt_vectorize is too eager on texture lookups. For example, a shader
like this (which does a color correction effect by looking up R,G,B channels
into a ramp texture):

uniform sampler2D _MainTex;
uniform sampler2D _RampTex;
varying vec2 varUV;
void main()
{
  vec4 orig = texture2D (_MainTex, varUV);
  float rr = texture2D (_RampTex, orig.xx).x;
  float gg = texture2D (_RampTex, orig.yy).y;
  float bb = texture2D (_RampTex, orig.zz).z;
  vec4 color = vec4 (rr, gg, bb, orig.w);
  gl_FragData[0] = color;
}

These 3 lookups effectively get vectorized into something like a:

  t.xyz = texture2DProj (_RampTex, t.xyz).xyz;


I can make this bug go away by stopping vectorizing on texture samples, i.e.
adding something like this to opt_vectorize.cpp:


/**
 * Upon entering an ir_texture, remove the current assignment from
 * further consideration. Vectorizing multiple texture lookups into one
 * is wrong.
 */
ir_visitor_status
ir_vectorize_visitor::visit_enter(ir_texture *)
{
   this->current_assignment = NULL;
   return visit_continue_with_parent;
}</pre>
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