util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->zsa);
util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref);
util_blitter_save_sample_mask(ctx->blitter, ctx->sample_mask);
- util_blitter_save_framebuffer(ctx->blitter,
- ctx->batch ? &ctx->batch->framebuffer : NULL);
+ util_blitter_save_framebuffer(ctx->blitter, &ctx->framebuffer);
util_blitter_save_fragment_sampler_states(ctx->blitter,
ctx->tex[PIPE_SHADER_FRAGMENT].num_samplers,
(void **)ctx->tex[PIPE_SHADER_FRAGMENT].samplers);
struct fd_context *ctx = fd_context(pctx);
struct pipe_framebuffer_state *cso;
+ DBG("%ux%u, %u layers, %u samples",
+ framebuffer->width, framebuffer->height,
+ framebuffer->layers, framebuffer->samples);
+
if (ctx->screen->reorder) {
struct fd_batch *old_batch = NULL;