Rune Petersen wrote:
> 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.

Does replacing the above test with this work?

    if (mesa_vp->Base.NumInstructions == 0)
       return GL_FALSE;

-Brian

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