{
const struct ir3_shader_variant *vp = fd4_emit_get_vp(emit);
const struct ir3_shader_variant *fp = fd4_emit_get_fp(emit);
- const uint32_t dirty = emit->dirty;
+ const enum fd_dirty_3d_state dirty = emit->dirty;
emit_marker(ring, 5);
OUT_RING(ring, A4XX_RB_BLEND_ALPHA_F32(bcolor->color[3]));
}
- if (dirty & FD_DIRTY_VERTTEX)
+ if (ctx->dirty_shader[PIPE_SHADER_VERTEX] & FD_DIRTY_SHADER_TEX)
emit_textures(ctx, ring, SB4_VS_TEX, &ctx->tex[PIPE_SHADER_VERTEX], vp);
- if (dirty & FD_DIRTY_FRAGTEX)
+ if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_TEX)
emit_textures(ctx, ring, SB4_FS_TEX, &ctx->tex[PIPE_SHADER_FRAGMENT], fp);
}