Hi,

Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.

The culprit:
if (!mesa_vp->Base.String)
        return;

To me it looks suspect because checking a pointer to the shader string
to verify that the parsed shader is valid doesn't make sense to me.
And this check i omitted for fragment translation which uses the same
structure.

Anything obvious I missed?


Rune Petersen

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