https://bugs.freedesktop.org/show_bug.cgi?id=30007
--- Comment #20 from Marek Olšák maraeo@gmail.com 2010-09-12 14:45:29 PDT --- (In reply to comment #18)
(In reply to comment #9)
Thanks. I am pretty sure the GLSL compiler fails to unroll a loop.
I think the shader that failed to compile is a different shader that we use for scaling textures for the taskbar thumbnails. The blur shader doesn't use loops.
But I have attached a piglit test that I hope can be used to reproduce the bug.
I don't have an R300, but the blur shader works for me with R600C and the new GLSL compiler. The piglit test fails with R600G, but not with the symptoms described in this bug report.
Why would you use relative addressing (= indirect indexing) in the fragment shader then? If it's not indexing with a loop counter (my assumption), what is it?