void
etna_blit_save_state(struct etna_context *ctx)
{
+ util_blitter_save_fragment_constant_buffer_slot(ctx->blitter,
+ ctx->constant_buffer[PIPE_SHADER_FRAGMENT].cb);
util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->vertex_buffer.vb);
util_blitter_save_vertex_elements(ctx->blitter, ctx->vertex_elements);
util_blitter_save_vertex_shader(ctx->blitter, ctx->shader.bind_vs);
util_blitter_save_rasterizer(ctx->blitter, ctx->rasterizer);
util_blitter_save_viewport(ctx->blitter, &ctx->viewport_s);
- util_blitter_save_scissor(ctx->blitter, &ctx->scissor_s);
+ util_blitter_save_scissor(ctx->blitter, &ctx->scissor);
util_blitter_save_fragment_shader(ctx->blitter, ctx->shader.bind_fs);
util_blitter_save_blend(ctx->blitter, ctx->blend);
util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->zsa);