[Piglit] [PATCH] Revert "fs-discard-exit-3: New test for another bug in handling 1.30's discard rule."

Eric Anholt eric at anholt.net
Mon Feb 2 11:16:19 PST 2015


Francisco Jerez <currojerez at riseup.net> writes:

> This reverts commit 3fad0868f023f1d726e230968a4df3327de38823.
>
> This test doesn't make any sense to me, it begins quoting the GLSL
> 1.30 spec on the interaction of the discard keyword with control flow:
>
>  "[...] Control flow exits the shader, and subsequent implicit or
>   explicit derivatives are undefined when this control flow is
>   non-uniform (meaning different fragments within the primitive take
>   different control paths)."
>
> IOW the discard keyword is a control flow statement that can
> potentially make subsequent derivatives undefined if only some subset
> of the fragments execute it.  The test then goes on and does the exact
> opposite: It samples a texture after a non-uniform discard expecting
> that implicit derivatives will be calculated correctly, while
> according to the spec quotation they have undefined results.
>
> If the quoted text doesn't seem clear enough, see section 6.4 "Jumps"
> of the same specification:
>
>  "These are the jumps:
>     jump_statement:
>     [...]
>        discard; // in the fragment shader language only"
>
> and section 8.7 "Texture Lookup Functions":
>
>  "Implicit derivatives are undefined within non-uniform control flow
>   and for vertex shader texture fetches."
>
> More recent spec versions have made the meaning of non-uniform control
> clearer.  From the GLSL spec version 4.4, section 3.8.2 "Uniform and
> Non-Uniform Control Flow":
>
>  "Control flow becomes non-uniform when different fragments take
>   different paths through control-flow statements (selection,
>   iteration, and jumps). [...] Other examples of non-uniform flow
>   control can occur within switch statements and after conditional
>   breaks, continues, early returns, and after fragment discards, when
>   the condition is true for some fragments but not others."
>
> There was some discussion about this topic in Khronos bug 5449, which
> motivated the inclusion of the first sentence quoted above in the GLSL
> 1.30 spec.  The rationale was that continuing the execution of
> discarded fragments after a non-uniform discard would be ill-defined
> because it could easily lead to infinite loops and break invariants of
> the program.

Yeah, on the other hand, we found that not continuing the execution of
discarded fragments within a subspan that contained still-enabled
fragments caused incorrect rendering.

See 9e9ae280e215988287b0f875c81bc2e146b9f5dd.
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