On Thursday, February 15, 2018 9:18:51 PM PST Timothy Arceri wrote: > --- > src/compiler/glsl/glsl_to_nir.cpp | 5 +++++ > src/compiler/shader_info.h | 2 ++ > 2 files changed, 7 insertions(+) > > diff --git a/src/compiler/glsl/glsl_to_nir.cpp > b/src/compiler/glsl/glsl_to_nir.cpp > index 1a579f41cd..7a9d15015e 100644 > --- a/src/compiler/glsl/glsl_to_nir.cpp > +++ b/src/compiler/glsl/glsl_to_nir.cpp > @@ -406,6 +406,11 @@ nir_visitor::visit(ir_variable *ir) > var->data.pixel_center_integer = ir->data.pixel_center_integer; > var->data.location_frac = ir->data.location_frac; > > + if (var->data.pixel_center_integer) { > + assert(shader->info.stage == MESA_SHADER_FRAGMENT); > + shader->info.fs.pixel_center_integer = true; > + } > + > switch (ir->data.depth_layout) { > case ir_depth_layout_none: > var->data.depth_layout = nir_depth_layout_none; > diff --git a/src/compiler/shader_info.h b/src/compiler/shader_info.h > index 45ef4b5039..11a59ff6ac 100644 > --- a/src/compiler/shader_info.h > +++ b/src/compiler/shader_info.h > @@ -164,6 +164,8 @@ typedef struct shader_info { > > bool post_depth_coverage; > > + bool pixel_center_integer; > + > /** gl_FragDepth layout for ARB_conservative_depth. */ > enum gl_frag_depth_layout depth_layout; > } fs; >
This looks good, thanks Tim! Series is: Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>
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