info->input_cylindrical_wrap[reg] = (ubyte)fulldecl->Interp.CylindricalWrap;
info->num_inputs++;
+ if (fulldecl->Interp.Location == TGSI_INTERPOLATE_LOC_CENTROID)
+ info->uses_centroid = TRUE;
+
if (semName == TGSI_SEMANTIC_PRIMID)
info->uses_primid = TRUE;
else if (procType == TGSI_PROCESSOR_FRAGMENT) {
boolean writes_stencil; /**< does fragment shader write stencil value? */
boolean writes_edgeflag; /**< vertex shader outputs edgeflag */
boolean uses_kill; /**< KILL or KILL_IF instruction used? */
+ boolean uses_centroid;
boolean uses_instanceid;
boolean uses_vertexid;
boolean uses_vertexid_nobase;