There are two failing shaders here. The first shader fails with too many instructions. It looks like we could get it to pass if we had a Common Subexpression Elimination optimization. The second shader fails because it uses 7 Texture indirections and the hardware can only do 4. However three of the Texture indirections contain only KIL instructions, so I think we may be able to fix it, but I need to see what the GLSL looks like. Can you add the environment variable MESA_GLSL=dump and post the output again: MESA_GLSL=dump RADEON_DEBUG=fp,vp firefox &>mapsgl.log