Rune Petersen wrote:
> 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.

If you remove the test for mesa_vp->Base.String does Quake3 work?

-Brian


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