Note that llvm::UnwindInst may not be supported after LLVM 3.0.

Change-Id: I9598ddd584fdf67690405331a860d3a43f12517a
diff --git a/src/glsl/ir_to_llvm.cpp b/src/glsl/ir_to_llvm.cpp
index 9b880d9..b5b439b 100644
--- a/src/glsl/ir_to_llvm.cpp
+++ b/src/glsl/ir_to_llvm.cpp
@@ -989,7 +989,13 @@
       // method has been removed from the IRBuilder.  Here's the
       // temporary workaround.  But it would be better to remove
       // this in the future.
-      new llvm::UnwindInst(ctx, discard); /// XXX! Deprecated
+      //
+      // A solution after LLVM 3.0: To add a global boolean in the shader to
+      // store whether it was discarded or not and just continue on normally,
+      // and handle the discard outside the shader, in the scanline function.
+      // The discard instruction is not used frequently, so it should be okay
+      // performance wise.
+      new llvm::UnwindInst(ctx, discard); /// Deprecated
 
       bb = after;
       bld.SetInsertPoint(bb);