* Right half: {1,3,5,7,9,11,13,15}
*/
+/* Important note: We have to use the standard DX positions, because
+ * the primitive discard compute shader relies on them.
+ */
+
/* 1x MSAA */
static const uint32_t sample_locs_1x =
FILL_SREG( 0, 0, 0, 0, 0, 0, 0, 0); /* S1, S2, S3 fields are not used by 1x */