list_for_each_entry(struct ir3_block, __block, __list, node)
 #define foreach_block_safe(__block, __list) \
        list_for_each_entry_safe(struct ir3_block, __block, __list, node)
+#define foreach_block_rev(__block, __list) \
+       list_for_each_entry_rev(struct ir3_block, __block, __list, node)
 
 /* iterators for arrays: */
 #define foreach_array(__array, __list) \
 
        }
 }
 
+/* Here we workaround the fact that kill doesn't actually kill the thread as
+ * GL expects. The last instruction always needs to be an end instruction,
+ * which means that if we're stuck in a loop where kill is the only way out,
+ * then we may have to jump out to the end. kill may also have the d3d
+ * semantics of converting the thread to a helper thread, rather than setting
+ * the exec mask to 0, in which case the helper thread could get stuck in an
+ * infinite loop.
+ *
+ * We do this late, both to give the scheduler the opportunity to reschedule
+ * kill instructions earlier and to avoid having to create a separate basic
+ * block.
+ *
+ * TODO: Assuming that the wavefront doesn't stop as soon as all threads are
+ * killed, we might benefit by doing this more aggressively when the remaining
+ * part of the program after the kill is large, since that would let us
+ * skip over the instructions when there are no non-killed threads left.
+ */
+static void
+kill_sched(struct ir3 *ir, struct ir3_shader_variant *so)
+{
+       /* True if we know that this block will always eventually lead to the end
+        * block:
+        */
+       bool always_ends = true;
+       bool added = false;
+       struct ir3_block *last_block =
+               list_last_entry(&ir->block_list, struct ir3_block, node);
+
+       foreach_block_rev (block, &ir->block_list) {
+               for (unsigned i = 0; i < 2 && block->successors[i]; i++) {
+                       if (block->successors[i]->start_ip <= block->end_ip)
+                               always_ends = false;
+               }
+
+               if (always_ends)
+                       continue;
+
+               foreach_instr_safe (instr, &block->instr_list) {
+                       if (instr->opc != OPC_KILL)
+                               continue;
+
+                       struct ir3_instruction *br = ir3_instr_create(block, OPC_BR);
+                       br->regs[1] = instr->regs[1];
+                       br->cat0.target =
+                               list_last_entry(&ir->block_list, struct ir3_block, node);
+
+                       list_del(&br->node);
+                       list_add(&br->node, &instr->node);
+
+                       added = true;
+               }
+       }
+
+       if (added) {
+               /* I'm not entirely sure how the branchstack works, but we probably
+                * need to add at least one entry for the divergence which is resolved
+                * at the end:
+                */
+               so->branchstack++;
+
+               /* We don't update predecessors/successors, so we have to do this
+                * manually:
+                */
+               mark_jp(last_block);
+       }
+}
+
 /* Insert nop's required to make this a legal/valid shader program: */
 static void
 nop_sched(struct ir3 *ir)
        *max_bary = ctx->max_bary;
 
        block_sched(ir);
+       if (so->type == MESA_SHADER_FRAGMENT)
+               kill_sched(ir, so);
        nop_sched(ir);
 
        do {