sp->num_sampler_views[PIPE_SHADER_FRAGMENT],
sp->sampler_views[PIPE_SHADER_FRAGMENT]);
util_blitter_save_render_condition(sp->blitter, sp->render_cond_query,
- sp->render_cond_mode);
+ sp->render_cond_cond, sp->render_cond_mode);
util_blitter_blit(sp->blitter, info);
}