util_blitter_save_vertex_shader(r300->blitter, r300->vs_state.state);
util_blitter_save_viewport(r300->blitter, &r300->viewport);
util_blitter_save_vertex_elements(r300->blitter, r300->velems);
- util_blitter_save_vertex_buffers(r300->blitter, r300->vbuf_mgr->nr_vertex_buffers,
- r300->vbuf_mgr->vertex_buffer);
+ if (r300->vbuf_mgr) {
+ util_blitter_save_vertex_buffers(r300->blitter, r300->vbuf_mgr->nr_vertex_buffers,
+ r300->vbuf_mgr->vertex_buffer);
+ } else {
+ util_blitter_save_vertex_buffers(r300->blitter, r300->swtcl_nr_vertex_buffers,
+ r300->swtcl_vertex_buffer);
+ }
if (op & R300_SAVE_FRAMEBUFFER) {
util_blitter_save_framebuffer(r300->blitter, r300->fb_state.state);