screen_caps.gs = screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0;
screen_caps.so = !!screen->get_param(screen, PIPE_CAP_STREAM_OUTPUT);
screen_caps.queries = screen->get_param(screen, PIPE_CAP_OCCLUSION_QUERY);
- screen_caps.render_condition = screen_caps.queries;
+ screen_caps.render_condition = screen->get_param(screen, PIPE_CAP_CONDITIONAL_RENDER);
for(unsigned i = 0; i < PIPE_SHADER_TYPES; ++i)
screen_caps.constant_buffers[i] = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONST_BUFFERS);
screen_caps.stages = 0;