> --
> 
> This flags are different from gl_rasterization_rules, as they only
> affect fragment.position as seen by the shader, while
> gl_rasterization_rules affects the "trigger point" for rasterization
> itself only. I quoted the answer to this I already gave at the end of
> the message.
> 
> OpenGL makes the convention part of the shader.
> 
> Of course, we could design Gallium in a different way, but I don't see
> any advantage that would justify the inconvenience.
> Also, since the flags only affect the fragment shader (as discussed
> below), it makes sense for it to be part of it.

I think this is the most convincing point -- no other API than GL will
make this configurable, and GL puts it in the shader.

Unless implementing it this way runs us into major problems, I don't see
any justification for introducing an extra gap between GL and gallium
semantics, which means I'm basically OK with Luca's approach.

Keith


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