Roland Scheidegger wrote:
> Rune Petersen wrote:
>> 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?
> That check is there to check if a shader string was even specified in
> the first place (see the thread about "Radeon 9200
> GetProgramiv(GL_VERTEX_PROGRAM_ARB,..." at the mesa3d-dev list). Maybe
> there is some trouble with that, in the case of quake3 and r300 I'd
> suspect it's because no string exists for the shader at all, because
> quake3 obviously doesn't use vertex shaders and it's internally
> generated by fixed function to shader conversion code.
> 
That is what I suspected.
The way I see it Base.String is always set along side the
Base.Instructions pointer. Since the the code actual depends on
Base.Instructions it makes more sense to check it.

The only problem is I am unable to test if it failes as intended.



Rune Petersen

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