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<th>Priority</th>
<td>medium
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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Shader branches excluded by uniform values are not optimized out"
href="https://bugs.freedesktop.org/show_bug.cgi?id=83785">83785</a>
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<th>Assignee</th>
<td>mesa-dev@lists.freedesktop.org
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<th>Summary</th>
<td>Shader branches excluded by uniform values are not optimized out
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<th>Severity</th>
<td>major
</td>
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<th>Classification</th>
<td>Unclassified
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<th>OS</th>
<td>All
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<th>Reporter</th>
<td>rconde01@hotmail.com
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<th>Hardware</th>
<td>x86-64 (AMD64)
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<th>Status</th>
<td>NEW
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<th>Version</th>
<td>10.2
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<th>Component</th>
<td>Mesa core
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<th>Product</th>
<td>Mesa
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<pre>In investigating <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Glyphy demo throws unhandled Integer division by zero exception"
href="show_bug.cgi?id=83570">bug 83570</a> I noticed that for shader code such as
uniform bool u_debug;
if(!u_debug)
{
//do some stuff
}
else
{
//do some other stuff
}
both the if and else are executing. Seems like a pretty trivial
optimization...is there a reason it doesn't optimize out the excluded branch,
or is it just "yet to be done"?</pre>
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