if (nir->info.stage == MESA_SHADER_FRAGMENT) {
                info->properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL] = nir->info.fs.early_fragment_tests;
                info->properties[TGSI_PROPERTY_FS_POST_DEPTH_COVERAGE] = nir->info.fs.post_depth_coverage;
+
+               if (nir->info.fs.depth_layout != FRAG_DEPTH_LAYOUT_NONE) {
+                       switch (nir->info.fs.depth_layout) {
+                       case FRAG_DEPTH_LAYOUT_ANY:
+                               info->properties[TGSI_PROPERTY_FS_DEPTH_LAYOUT] = TGSI_FS_DEPTH_LAYOUT_ANY;
+                               break;
+                       case FRAG_DEPTH_LAYOUT_GREATER:
+                               info->properties[TGSI_PROPERTY_FS_DEPTH_LAYOUT] = TGSI_FS_DEPTH_LAYOUT_GREATER;
+                               break;
+                       case FRAG_DEPTH_LAYOUT_LESS:
+                               info->properties[TGSI_PROPERTY_FS_DEPTH_LAYOUT] = TGSI_FS_DEPTH_LAYOUT_LESS;
+                               break;
+                       case FRAG_DEPTH_LAYOUT_UNCHANGED:
+                               info->properties[TGSI_PROPERTY_FS_DEPTH_LAYOUT] = TGSI_FS_DEPTH_LAYOUT_UNCHANGED;
+                               break;
+                       default:
+                               unreachable("Unknow depth layout");
+                       }
+               }
        }
 
        if (nir->info.stage == MESA_SHADER_COMPUTE) {