fixup_shader_state(ctx, &emit.key);
enum fd_dirty_3d_state dirty = ctx->dirty;
+ const struct ir3_shader_variant *vp = fd4_emit_get_vp(&emit);
+ const struct ir3_shader_variant *fp = fd4_emit_get_fp(&emit);
/* do regular pass first, since that is more likely to fail compiling: */
- if (!(fd4_emit_get_vp(&emit) && fd4_emit_get_fp(&emit)))
+ if (!vp || !fp)
return false;
+ ctx->stats.vs_regs += ir3_shader_halfregs(vp);
+ ctx->stats.fs_regs += ir3_shader_halfregs(fp);
+
emit.key.binning_pass = false;
emit.dirty = dirty;