draw_bind_fragment_shader(svga->swtnl.draw,
svga->curr.fs->draw_shader);
if (dirty & SVGA_NEW_VBUFFER)
draw_set_vertex_buffers(svga->swtnl.draw, 0,
draw_bind_fragment_shader(svga->swtnl.draw,
svga->curr.fs->draw_shader);
if (dirty & SVGA_NEW_VBUFFER)
draw_set_vertex_buffers(svga->swtnl.draw, 0,