Brian Paul wrote:
> 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?

It does.
The Mesa generated shaders doesn't set Base.String making Base.String a
bad choice for checking the validity of the Base struct.

I am just trying to find a check that is valid in all cases and can be
used by r300 & r200.


Rune Petersen

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