interp_param = 0;
break;
case TGSI_INTERPOLATE_LINEAR:
- if (si_shader_ctx->shader->key.ps.interp_at_sample)
+ if (decl->Interp.Location == TGSI_INTERPOLATE_LOC_SAMPLE)
interp_param = LLVMGetParam(main_fn, SI_PARAM_LINEAR_SAMPLE);
else if (decl->Interp.Location == TGSI_INTERPOLATE_LOC_CENTROID)
interp_param = LLVMGetParam(main_fn, SI_PARAM_LINEAR_CENTROID);
}
/* fall through to perspective */
case TGSI_INTERPOLATE_PERSPECTIVE:
- if (si_shader_ctx->shader->key.ps.interp_at_sample)
+ if (decl->Interp.Location == TGSI_INTERPOLATE_LOC_SAMPLE)
interp_param = LLVMGetParam(main_fn, SI_PARAM_PERSP_SAMPLE);
else if (decl->Interp.Location == TGSI_INTERPOLATE_LOC_CENTROID)
interp_param = LLVMGetParam(main_fn, SI_PARAM_PERSP_CENTROID);
if (sctx->queued.named.rasterizer) {
key->ps.color_two_side = sctx->queued.named.rasterizer->two_side;
key->ps.flatshade = sctx->queued.named.rasterizer->flatshade;
- key->ps.interp_at_sample = sctx->framebuffer.nr_samples > 1 &&
- sctx->ps_iter_samples == sctx->framebuffer.nr_samples;
if (sctx->queued.named.blend) {
key->ps.alpha_to_one = sctx->queued.named.blend->alpha_to_one &&