コード例 #1
0
ファイル: fd3_draw.c プロジェクト: DirectFB/mesa
static void
fd3_draw(struct fd_context *ctx, const struct pipe_draw_info *info)
{
	unsigned dirty = ctx->dirty;
	draw_impl(ctx, info, ctx->binning_ring,
			dirty & ~(FD_DIRTY_BLEND), true);
	draw_impl(ctx, info, ctx->ring, dirty, false);
}
コード例 #2
0
ファイル: fd3_draw.c プロジェクト: chemecse/mesa
static bool
fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info,
             unsigned index_offset)
{
	struct fd3_context *fd3_ctx = fd3_context(ctx);
	struct fd3_emit emit = {
		.debug = &ctx->debug,
		.vtx  = &ctx->vtx,
		.prog = &ctx->prog,
		.info = info,
		.key = {
			.color_two_side = ctx->rasterizer->light_twoside,
			.vclamp_color = ctx->rasterizer->clamp_vertex_color,
			.fclamp_color = ctx->rasterizer->clamp_fragment_color,
			.half_precision = ctx->in_blit &&
					fd_half_precision(&ctx->batch->framebuffer),
			.has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate),
			.vsaturate_s = fd3_ctx->vsaturate_s,
			.vsaturate_t = fd3_ctx->vsaturate_t,
			.vsaturate_r = fd3_ctx->vsaturate_r,
			.fsaturate_s = fd3_ctx->fsaturate_s,
			.fsaturate_t = fd3_ctx->fsaturate_t,
			.fsaturate_r = fd3_ctx->fsaturate_r,
		},
		.rasterflat = ctx->rasterizer->flatshade,
		.sprite_coord_enable = ctx->rasterizer->sprite_coord_enable,
		.sprite_coord_mode = ctx->rasterizer->sprite_coord_mode,
	};

	if (fd3_needs_manual_clipping(ctx->prog.vp, ctx->rasterizer))
		emit.key.ucp_enables = ctx->rasterizer->clip_plane_enable;

	fixup_shader_state(ctx, &emit.key);

	unsigned dirty = ctx->dirty;

	/* do regular pass first, since that is more likely to fail compiling: */

	if (!(fd3_emit_get_vp(&emit) && fd3_emit_get_fp(&emit)))
		return false;

	emit.key.binning_pass = false;
	emit.dirty = dirty;
	draw_impl(ctx, ctx->batch->draw, &emit, index_offset);

	/* and now binning pass: */
	emit.key.binning_pass = true;
	emit.dirty = dirty & ~(FD_DIRTY_BLEND);
	emit.vp = NULL;   /* we changed key so need to refetch vp */
	emit.fp = NULL;
	draw_impl(ctx, ctx->batch->binning, &emit, index_offset);

	fd_context_all_clean(ctx);

	return true;
}
static void
fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
{
	struct fd3_context *fd3_ctx = fd3_context(ctx);
	struct pipe_framebuffer_state *pfb = &ctx->framebuffer;
	struct fd3_emit emit = {
		.vtx  = &ctx->vtx,
		.prog = &ctx->prog,
		.info = info,
		.key = {
			/* do binning pass first: */
			.binning_pass = true,
			.color_two_side = ctx->rasterizer ? ctx->rasterizer->light_twoside : false,
			.alpha = util_format_is_alpha(pipe_surface_format(pfb->cbufs[0])),
			// TODO set .half_precision based on render target format,
			// ie. float16 and smaller use half, float32 use full..
			.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
			.has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate ||
							 fd3_ctx->vinteger_s || fd3_ctx->finteger_s),
			.vsaturate_s = fd3_ctx->vsaturate_s,
			.vsaturate_t = fd3_ctx->vsaturate_t,
			.vsaturate_r = fd3_ctx->vsaturate_r,
			.fsaturate_s = fd3_ctx->fsaturate_s,
			.fsaturate_t = fd3_ctx->fsaturate_t,
			.fsaturate_r = fd3_ctx->fsaturate_r,
			.vinteger_s = fd3_ctx->vinteger_s,
			.finteger_s = fd3_ctx->finteger_s,
		},
		.format = pipe_surface_format(pfb->cbufs[0]),
		.rasterflat = ctx->rasterizer && ctx->rasterizer->flatshade,
	};
	unsigned dirty;

	fixup_shader_state(ctx, &emit.key);

	dirty = ctx->dirty;
	emit.dirty = dirty & ~(FD_DIRTY_BLEND);
	draw_impl(ctx, ctx->binning_ring, &emit);

	/* and now regular (non-binning) pass: */
	emit.key.binning_pass = false;
	emit.dirty = dirty;
	emit.vp = NULL;   /* we changed key so need to refetch vp */
	draw_impl(ctx, ctx->ring, &emit);
}
コード例 #4
0
void RenderableElement::draw(RenderCache& renderCache) const
{
    draw_impl(renderCache);

    // also draw next element in the chain
    if (d_next)
    {
        d_next->draw(renderCache);
    }
}
コード例 #5
0
void Twister::draw()
{
    float verts[] = { 
        -radius(), -radius()*0.65f,
         radius(), -radius()*0.65f,
         radius(),  radius()*0.65f,        
        -radius(),  radius()*0.65f,
    };

    draw_impl( verts, angle );
}
コード例 #6
0
void Orbital::draw()
{
    float verts[] = { 
        -radius(), -radius(),
        radius(), -radius(),
        radius(),  radius(),        
        -radius(),  radius(),
    };

    draw_impl( verts, 0 );
}
コード例 #7
0
/*************************************************************************
	Draw the element chain starting with this element.
*************************************************************************/
void RenderableElement::draw(const Vector3& position, const Rect& clip_rect)
{
	Vector3	final_pos(position);
	final_pos.d_x += d_area.d_left;
	final_pos.d_y += d_area.d_top;

	// call implementation function to perform actual rendering
	draw_impl(final_pos, clip_rect);

	// render next element in the chain if any.
	if (d_next != NULL)
	{
		d_next->draw(position, clip_rect);
	}

}
コード例 #8
0
ファイル: fd6_draw.c プロジェクト: ValveSoftware/steamos_mesa
static bool
fd6_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info,
             unsigned index_offset)
{
	struct fd6_context *fd6_ctx = fd6_context(ctx);
	struct fd6_emit emit = {
		.debug = &ctx->debug,
		.vtx  = &ctx->vtx,
		.prog = &ctx->prog,
		.info = info,
		.key = {
			.color_two_side = ctx->rasterizer->light_twoside,
			.vclamp_color = ctx->rasterizer->clamp_vertex_color,
			.fclamp_color = ctx->rasterizer->clamp_fragment_color,
			.rasterflat = ctx->rasterizer->flatshade,
			.half_precision = ctx->in_blit &&
					fd_half_precision(&ctx->batch->framebuffer),
			.ucp_enables = ctx->rasterizer->clip_plane_enable,
			.has_per_samp = (fd6_ctx->fsaturate || fd6_ctx->vsaturate ||
					fd6_ctx->fastc_srgb || fd6_ctx->vastc_srgb),
			.vsaturate_s = fd6_ctx->vsaturate_s,
			.vsaturate_t = fd6_ctx->vsaturate_t,
			.vsaturate_r = fd6_ctx->vsaturate_r,
			.fsaturate_s = fd6_ctx->fsaturate_s,
			.fsaturate_t = fd6_ctx->fsaturate_t,
			.fsaturate_r = fd6_ctx->fsaturate_r,
			.vastc_srgb = fd6_ctx->vastc_srgb,
			.fastc_srgb = fd6_ctx->fastc_srgb,
			.vsamples = ctx->tex[PIPE_SHADER_VERTEX].samples,
			.fsamples = ctx->tex[PIPE_SHADER_FRAGMENT].samples,
		},
		.rasterflat = ctx->rasterizer->flatshade,
		.sprite_coord_enable = ctx->rasterizer->sprite_coord_enable,
		.sprite_coord_mode = ctx->rasterizer->sprite_coord_mode,
	};

	fixup_shader_state(ctx, &emit.key);

	unsigned dirty = ctx->dirty;
	const struct ir3_shader_variant *vp = fd6_emit_get_vp(&emit);
	const struct ir3_shader_variant *fp = fd6_emit_get_fp(&emit);

	/* do regular pass first, since that is more likely to fail compiling: */

	if (!vp || !fp)
		return false;

	ctx->stats.vs_regs += ir3_shader_halfregs(vp);
	ctx->stats.fs_regs += ir3_shader_halfregs(fp);

	/* figure out whether we need to disable LRZ write for binning
	 * pass using draw pass's fp:
	 */
	emit.no_lrz_write = fp->writes_pos || fp->has_kill;

	emit.key.binning_pass = false;
	emit.dirty = dirty;

	draw_impl(ctx, ctx->batch->draw, &emit, index_offset);

	/* and now binning pass: */
	emit.key.binning_pass = true;
	emit.dirty = dirty & ~(FD_DIRTY_BLEND);
	emit.vp = NULL;   /* we changed key so need to refetch vp */
	emit.fp = NULL;
	draw_impl(ctx, ctx->batch->binning, &emit, index_offset);

	if (emit.streamout_mask) {
		struct fd_ringbuffer *ring = ctx->batch->draw;

		for (unsigned i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
			if (emit.streamout_mask & (1 << i)) {
				fd6_event_write(ctx->batch, ring, FLUSH_SO_0 + i, false);
			}
		}
	}

	fd_context_all_clean(ctx);

	return true;
}
コード例 #9
0
ファイル: fd3_draw.c プロジェクト: Haifen/Mesa-3D
static void
fd3_draw(struct fd_context *ctx, const struct pipe_draw_info *info)
{
	unsigned dirty = ctx->dirty;
	struct fd3_shader_key key = {
			/* do binning pass first: */
			.binning_pass = true,
			.color_two_side = ctx->rasterizer ? ctx->rasterizer->light_twoside : false,
			// TODO set .half_precision based on render target format,
			// ie. float16 and smaller use half, float32 use full..
			.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
	};
	draw_impl(ctx, info, ctx->binning_ring,
			dirty & ~(FD_DIRTY_BLEND), key);
	/* and now regular (non-binning) pass: */
	key.binning_pass = false;
	draw_impl(ctx, info, ctx->ring, dirty, key);
}

/* binning pass cmds for a clear:
 * NOTE: newer blob drivers don't use binning for clear, which is probably
 * preferable since it is low vtx count.  However that doesn't seem to
 * actually work for me.  Not sure if it is depending on support for
 * clear pass (rather than using solid-fill shader), or something else
 * that newer blob is doing differently.  Once that is figured out, we
 * can remove fd3_clear_binning().
 */
static void
fd3_clear_binning(struct fd_context *ctx, unsigned dirty)
{
	struct fd3_context *fd3_ctx = fd3_context(ctx);
	struct fd_ringbuffer *ring = ctx->binning_ring;
	struct fd3_shader_key key = {
			.binning_pass = true,
			.half_precision = true,
	};

	fd3_emit_state(ctx, ring, &ctx->solid_prog, dirty, key);

	fd3_emit_vertex_bufs(ring, fd3_shader_variant(ctx->solid_prog.vp, key),
			(struct fd3_vertex_buf[]) {{
				.prsc = fd3_ctx->solid_vbuf,
				.stride = 12,
				.format = PIPE_FORMAT_R32G32B32_FLOAT,
			}}, 1);

	OUT_PKT0(ring, REG_A3XX_PC_PRIM_VTX_CNTL, 1);
	OUT_RING(ring, A3XX_PC_PRIM_VTX_CNTL_STRIDE_IN_VPC(0) |
			A3XX_PC_PRIM_VTX_CNTL_POLYMODE_FRONT_PTYPE(PC_DRAW_TRIANGLES) |
			A3XX_PC_PRIM_VTX_CNTL_POLYMODE_BACK_PTYPE(PC_DRAW_TRIANGLES) |
			A3XX_PC_PRIM_VTX_CNTL_PROVOKING_VTX_LAST);
	OUT_PKT0(ring, REG_A3XX_VFD_INDEX_MIN, 4);
	OUT_RING(ring, 0);            /* VFD_INDEX_MIN */
	OUT_RING(ring, 2);            /* VFD_INDEX_MAX */
	OUT_RING(ring, 0);            /* VFD_INSTANCEID_OFFSET */
	OUT_RING(ring, 0);            /* VFD_INDEX_OFFSET */
	OUT_PKT0(ring, REG_A3XX_PC_RESTART_INDEX, 1);
	OUT_RING(ring, 0xffffffff);   /* PC_RESTART_INDEX */

	OUT_PKT3(ring, CP_EVENT_WRITE, 1);
	OUT_RING(ring, PERFCOUNTER_STOP);

	fd_draw(ctx, ring, DI_PT_RECTLIST, IGNORE_VISIBILITY,
			DI_SRC_SEL_AUTO_INDEX, 2, INDEX_SIZE_IGN, 0, 0, NULL);
}

static void
fd3_clear(struct fd_context *ctx, unsigned buffers,
		const union pipe_color_union *color, double depth, unsigned stencil)
{
	struct fd3_context *fd3_ctx = fd3_context(ctx);
	struct fd_ringbuffer *ring = ctx->ring;
	unsigned dirty = ctx->dirty;
	unsigned ce, i;
	struct fd3_shader_key key = {
			.half_precision = true,
	};

	dirty &= FD_DIRTY_VIEWPORT | FD_DIRTY_FRAMEBUFFER | FD_DIRTY_SCISSOR;
	dirty |= FD_DIRTY_PROG;

	fd3_clear_binning(ctx, dirty);

	/* emit generic state now: */
	fd3_emit_state(ctx, ring, &ctx->solid_prog, dirty, key);

	OUT_PKT0(ring, REG_A3XX_RB_BLEND_ALPHA, 1);
	OUT_RING(ring, A3XX_RB_BLEND_ALPHA_UINT(0xff) |
			A3XX_RB_BLEND_ALPHA_FLOAT(1.0));

	OUT_PKT0(ring, REG_A3XX_RB_RENDER_CONTROL, 1);
	OUT_RINGP(ring, A3XX_RB_RENDER_CONTROL_ALPHA_TEST_FUNC(FUNC_NEVER),
			&fd3_ctx->rbrc_patches);

	if (buffers & PIPE_CLEAR_DEPTH) {
		OUT_PKT0(ring, REG_A3XX_RB_DEPTH_CONTROL, 1);
		OUT_RING(ring, A3XX_RB_DEPTH_CONTROL_Z_WRITE_ENABLE |
				A3XX_RB_DEPTH_CONTROL_Z_ENABLE |
				A3XX_RB_DEPTH_CONTROL_ZFUNC(FUNC_ALWAYS));

		OUT_PKT0(ring, REG_A3XX_GRAS_CL_VPORT_ZOFFSET, 2);
		OUT_RING(ring, A3XX_GRAS_CL_VPORT_ZOFFSET(0.0));
		OUT_RING(ring, A3XX_GRAS_CL_VPORT_ZSCALE(depth));
		ctx->dirty |= FD_DIRTY_VIEWPORT;
	} else {
		OUT_PKT0(ring, REG_A3XX_RB_DEPTH_CONTROL, 1);
		OUT_RING(ring, A3XX_RB_DEPTH_CONTROL_ZFUNC(FUNC_NEVER));
	}

	if (buffers & PIPE_CLEAR_STENCIL) {
		OUT_PKT0(ring, REG_A3XX_RB_STENCILREFMASK, 2);
		OUT_RING(ring, A3XX_RB_STENCILREFMASK_STENCILREF(stencil) |
				A3XX_RB_STENCILREFMASK_STENCILMASK(stencil) |
				A3XX_RB_STENCILREFMASK_STENCILWRITEMASK(0xff));
		OUT_RING(ring, A3XX_RB_STENCILREFMASK_STENCILREF(0) |
				A3XX_RB_STENCILREFMASK_STENCILMASK(0) |
				0xff000000 | // XXX ???
				A3XX_RB_STENCILREFMASK_STENCILWRITEMASK(0xff));

		OUT_PKT0(ring, REG_A3XX_RB_STENCIL_CONTROL, 1);
		OUT_RING(ring, A3XX_RB_STENCIL_CONTROL_STENCIL_ENABLE |
				A3XX_RB_STENCIL_CONTROL_FUNC(FUNC_ALWAYS) |
				A3XX_RB_STENCIL_CONTROL_FAIL(STENCIL_KEEP) |
				A3XX_RB_STENCIL_CONTROL_ZPASS(STENCIL_REPLACE) |
				A3XX_RB_STENCIL_CONTROL_ZFAIL(STENCIL_KEEP) |
				A3XX_RB_STENCIL_CONTROL_FUNC_BF(FUNC_NEVER) |
				A3XX_RB_STENCIL_CONTROL_FAIL_BF(STENCIL_KEEP) |
				A3XX_RB_STENCIL_CONTROL_ZPASS_BF(STENCIL_KEEP) |
				A3XX_RB_STENCIL_CONTROL_ZFAIL_BF(STENCIL_KEEP));
	} else {
		OUT_PKT0(ring, REG_A3XX_RB_STENCILREFMASK, 2);
		OUT_RING(ring, A3XX_RB_STENCILREFMASK_STENCILREF(0) |
				A3XX_RB_STENCILREFMASK_STENCILMASK(0) |
				A3XX_RB_STENCILREFMASK_STENCILWRITEMASK(0));
		OUT_RING(ring, A3XX_RB_STENCILREFMASK_BF_STENCILREF(0) |
				A3XX_RB_STENCILREFMASK_BF_STENCILMASK(0) |
				A3XX_RB_STENCILREFMASK_BF_STENCILWRITEMASK(0));

		OUT_PKT0(ring, REG_A3XX_RB_STENCIL_CONTROL, 1);
		OUT_RING(ring, A3XX_RB_STENCIL_CONTROL_FUNC(FUNC_NEVER) |
				A3XX_RB_STENCIL_CONTROL_FAIL(STENCIL_KEEP) |
				A3XX_RB_STENCIL_CONTROL_ZPASS(STENCIL_KEEP) |
				A3XX_RB_STENCIL_CONTROL_ZFAIL(STENCIL_KEEP) |
				A3XX_RB_STENCIL_CONTROL_FUNC_BF(FUNC_NEVER) |
				A3XX_RB_STENCIL_CONTROL_FAIL_BF(STENCIL_KEEP) |
				A3XX_RB_STENCIL_CONTROL_ZPASS_BF(STENCIL_KEEP) |
				A3XX_RB_STENCIL_CONTROL_ZFAIL_BF(STENCIL_KEEP));
	}

	if (buffers & PIPE_CLEAR_COLOR) {
		ce = 0xf;
	} else {
		ce = 0x0;
	}

	for (i = 0; i < 4; i++) {
		OUT_PKT0(ring, REG_A3XX_RB_MRT_CONTROL(i), 1);
		OUT_RING(ring, A3XX_RB_MRT_CONTROL_ROP_CODE(ROP_COPY) |
				A3XX_RB_MRT_CONTROL_DITHER_MODE(DITHER_ALWAYS) |
				A3XX_RB_MRT_CONTROL_COMPONENT_ENABLE(ce));

		OUT_PKT0(ring, REG_A3XX_RB_MRT_BLEND_CONTROL(i), 1);
		OUT_RING(ring, A3XX_RB_MRT_BLEND_CONTROL_RGB_SRC_FACTOR(FACTOR_ONE) |
				A3XX_RB_MRT_BLEND_CONTROL_RGB_BLEND_OPCODE(BLEND_DST_PLUS_SRC) |
				A3XX_RB_MRT_BLEND_CONTROL_RGB_DEST_FACTOR(FACTOR_ZERO) |
				A3XX_RB_MRT_BLEND_CONTROL_ALPHA_SRC_FACTOR(FACTOR_ONE) |
				A3XX_RB_MRT_BLEND_CONTROL_ALPHA_BLEND_OPCODE(BLEND_DST_PLUS_SRC) |
				A3XX_RB_MRT_BLEND_CONTROL_ALPHA_DEST_FACTOR(FACTOR_ZERO) |
				A3XX_RB_MRT_BLEND_CONTROL_CLAMP_ENABLE);
	}

	OUT_PKT0(ring, REG_A3XX_GRAS_SU_MODE_CONTROL, 1);
	OUT_RING(ring, A3XX_GRAS_SU_MODE_CONTROL_LINEHALFWIDTH(0));

	fd3_emit_vertex_bufs(ring, fd3_shader_variant(ctx->solid_prog.vp, key),
			(struct fd3_vertex_buf[]) {{
				.prsc = fd3_ctx->solid_vbuf,
				.stride = 12,
				.format = PIPE_FORMAT_R32G32B32_FLOAT,
			}}, 1);

	fd_wfi(ctx, ring);
	fd3_emit_constant(ring, SB_FRAG_SHADER, 0, 0, 4, color->ui, NULL);

	OUT_PKT0(ring, REG_A3XX_PC_PRIM_VTX_CNTL, 1);
	OUT_RING(ring, A3XX_PC_PRIM_VTX_CNTL_STRIDE_IN_VPC(0) |
			A3XX_PC_PRIM_VTX_CNTL_POLYMODE_FRONT_PTYPE(PC_DRAW_TRIANGLES) |
			A3XX_PC_PRIM_VTX_CNTL_POLYMODE_BACK_PTYPE(PC_DRAW_TRIANGLES) |
			A3XX_PC_PRIM_VTX_CNTL_PROVOKING_VTX_LAST);
	OUT_PKT0(ring, REG_A3XX_VFD_INDEX_MIN, 4);
	OUT_RING(ring, 0);            /* VFD_INDEX_MIN */
	OUT_RING(ring, 2);            /* VFD_INDEX_MAX */
	OUT_RING(ring, 0);            /* VFD_INSTANCEID_OFFSET */
	OUT_RING(ring, 0);            /* VFD_INDEX_OFFSET */
	OUT_PKT0(ring, REG_A3XX_PC_RESTART_INDEX, 1);
	OUT_RING(ring, 0xffffffff);   /* PC_RESTART_INDEX */

	OUT_PKT3(ring, CP_EVENT_WRITE, 1);
	OUT_RING(ring, PERFCOUNTER_STOP);

	fd_draw(ctx, ring, DI_PT_RECTLIST, USE_VISIBILITY,
			DI_SRC_SEL_AUTO_INDEX, 2, INDEX_SIZE_IGN, 0, 0, NULL);
}

void
fd3_draw_init(struct pipe_context *pctx)
{
	struct fd_context *ctx = fd_context(pctx);
	ctx->draw = fd3_draw;
	ctx->clear = fd3_clear;
}
コード例 #10
0
ファイル: sprite.cpp プロジェクト: vermosen/testOpenGL
	void sprite::draw() 
	{
		glEnd();
		draw_impl();
	}
コード例 #11
0
ファイル: fd4_draw.c プロジェクト: Kalamatee/mesa
static bool
fd4_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
{
	struct fd4_context *fd4_ctx = fd4_context(ctx);
	struct fd4_emit emit = {
		.debug = &ctx->debug,
		.vtx  = &ctx->vtx,
		.prog = &ctx->prog,
		.info = info,
		.key = {
			.color_two_side = ctx->rasterizer->light_twoside,
			.vclamp_color = ctx->rasterizer->clamp_vertex_color,
			.fclamp_color = ctx->rasterizer->clamp_fragment_color,
			.rasterflat = ctx->rasterizer->flatshade,
			// TODO set .half_precision based on render target format,
			// ie. float16 and smaller use half, float32 use full..
			.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
			.ucp_enables = ctx->rasterizer->clip_plane_enable,
			.has_per_samp = (fd4_ctx->fsaturate || fd4_ctx->vsaturate ||
					fd4_ctx->fastc_srgb || fd4_ctx->vastc_srgb),
			.vsaturate_s = fd4_ctx->vsaturate_s,
			.vsaturate_t = fd4_ctx->vsaturate_t,
			.vsaturate_r = fd4_ctx->vsaturate_r,
			.fsaturate_s = fd4_ctx->fsaturate_s,
			.fsaturate_t = fd4_ctx->fsaturate_t,
			.fsaturate_r = fd4_ctx->fsaturate_r,
			.vastc_srgb = fd4_ctx->vastc_srgb,
			.fastc_srgb = fd4_ctx->fastc_srgb,
		},
		.rasterflat = ctx->rasterizer->flatshade,
		.sprite_coord_enable = ctx->rasterizer->sprite_coord_enable,
		.sprite_coord_mode = ctx->rasterizer->sprite_coord_mode,
	};

	fixup_shader_state(ctx, &emit.key);

	unsigned dirty = ctx->dirty;

	/* do regular pass first, since that is more likely to fail compiling: */

	if (!(fd4_emit_get_vp(&emit) && fd4_emit_get_fp(&emit)))
		return false;

	emit.key.binning_pass = false;
	emit.dirty = dirty;

	struct fd_ringbuffer *ring = ctx->batch->draw;

	if (ctx->rasterizer->rasterizer_discard) {
		fd_wfi(ctx->batch, ring);
		OUT_PKT3(ring, CP_REG_RMW, 3);
		OUT_RING(ring, REG_A4XX_RB_RENDER_CONTROL);
		OUT_RING(ring, ~A4XX_RB_RENDER_CONTROL_DISABLE_COLOR_PIPE);
		OUT_RING(ring, A4XX_RB_RENDER_CONTROL_DISABLE_COLOR_PIPE);
	}

	draw_impl(ctx, ctx->batch->draw, &emit);

	if (ctx->rasterizer->rasterizer_discard) {
		fd_wfi(ctx->batch, ring);
		OUT_PKT3(ring, CP_REG_RMW, 3);
		OUT_RING(ring, REG_A4XX_RB_RENDER_CONTROL);
		OUT_RING(ring, ~A4XX_RB_RENDER_CONTROL_DISABLE_COLOR_PIPE);
		OUT_RING(ring, 0);
	}

	/* and now binning pass: */
	emit.key.binning_pass = true;
	emit.dirty = dirty & ~(FD_DIRTY_BLEND);
	emit.vp = NULL;   /* we changed key so need to refetch vp */
	emit.fp = NULL;
	draw_impl(ctx, ctx->batch->binning, &emit);

	return true;
}