struct r300_context* r300 = r300_context(pipe);
struct r3xx_fragment_shader* fs = (struct r3xx_fragment_shader*)shader;
- if (!fs->translated) {
+ if (fs == NULL) {
+ r300->fs = NULL;
+ return;
+ } else if (!fs->translated) {
if (r300_screen(r300->context.screen)->caps->is_r500) {
r500_translate_shader(r300, fs);
} else {
}
}
- if (!fs->translated) {
- debug_printf("r300: Couldn't assemble fragment shader...\n");
- /* XXX exit here */
- }
-
+ fs->translated = true;
r300->fs = fs;
r300->dirty_state |= R300_NEW_FRAGMENT_SHADER;
#include "r300_state_shader.h"
+static void r300_copy_passthrough_shader(struct r300_fragment_shader* fs)
+{
+ struct r300_fragment_shader* pt = &r300_passthrough_fragment_shader;
+ fs->shader.stack_size = pt->shader.stack_size;
+ fs->alu_instruction_count = pt->alu_instruction_count;
+ fs->tex_instruction_count = pt->tex_instruction_count;
+ fs->indirections = pt->indirections;
+ fs->instructions[0] = pt->instructions[0];
+}
+
+static void r500_copy_passthrough_shader(struct r500_fragment_shader* fs)
+{
+ struct r500_fragment_shader* pt = &r500_passthrough_fragment_shader;
+ fs->shader.stack_size = pt->shader.stack_size;
+ fs->instruction_count = pt->instruction_count;
+ fs->instructions[0] = pt->instructions[0];
+}
+
void r300_translate_shader(struct r300_context* r300,
struct r300_fragment_shader* fs)
{
- /* XXX fix this at some point */
- *fs = r300_passthrough_fragment_shader;
+ r300_copy_passthrough_shader(fs);
}
void r500_translate_shader(struct r300_context* r300,
struct r500_fragment_shader* fs)
{
- /* XXX fix this at some point */
- *fs = r500_passthrough_fragment_shader;
+ r500_copy_passthrough_shader(fs);
}