},
.rasterflat = ctx->rasterizer && ctx->rasterizer->flatshade,
};
- unsigned dirty;
+ uint32_t dirty, vconst;
fixup_shader_state(ctx, &emit.key);
+ /* save/restore vertex const state too, so that vertex
+ * shader consts also get emitted for render pass:
+ */
+ vconst = ctx->constbuf[PIPE_SHADER_VERTEX].dirty_mask;
+
dirty = ctx->dirty;
emit.dirty = dirty & ~(FD_DIRTY_BLEND);
draw_impl(ctx, ctx->binning_ring, &emit);
+ ctx->constbuf[PIPE_SHADER_VERTEX].dirty_mask = vconst;
+
/* and now regular (non-binning) pass: */
emit.key.binning_pass = false;
emit.dirty = dirty;
fd3_emit_vertex_bufs(ring, &emit);
+ ctx->constbuf[PIPE_SHADER_FRAGMENT].dirty_mask = ~0;
fd3_emit_constant(ring, SB_FRAG_SHADER, 0, 0, 4, color->ui, NULL);
OUT_PKT0(ring, REG_A3XX_PC_PRIM_VTX_CNTL, 1);
uint32_t first_immediate;
uint32_t base = 0;
- // XXX TODO only emit dirty consts.. but we need to keep track if
- // they are clobbered by a clear, gmem2mem, or mem2gmem..
- constbuf->dirty_mask = enabled_mask;
-
/* in particular, with binning shader we may end up with unused
* consts, ie. we could end up w/ constlen that is smaller
* than first_immediate. In that case truncate the user consts