util_blitter_save_fragment_shader(sctx->blitter, sctx->ps_shader.cso);
util_blitter_save_sample_mask(sctx->blitter, sctx->sample_mask);
util_blitter_save_scissor(sctx->blitter, &sctx->scissors.states[0]);
+ util_blitter_save_window_rectangles(sctx->blitter,
+ sctx->window_rectangles_include,
+ sctx->num_window_rectangles,
+ sctx->window_rectangles);
}
if (op & SI_SAVE_FRAMEBUFFER)