{ o(ARB_occlusion_query2), PIPE_CAP_OCCLUSION_QUERY },
{ o(ARB_pipeline_statistics_query), PIPE_CAP_QUERY_PIPELINE_STATISTICS },
{ o(ARB_point_sprite), PIPE_CAP_POINT_SPRITE },
+ { o(ARB_post_depth_coverage), PIPE_CAP_POST_DEPTH_COVERAGE },
{ o(ARB_query_buffer_object), PIPE_CAP_QUERY_BUFFER_OBJECT },
{ o(ARB_robust_buffer_access_behavior), PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR },
{ o(ARB_sample_shading), PIPE_CAP_SAMPLE_SHADING },
}
if (procType == PIPE_SHADER_FRAGMENT) {
- if (program->shader->Program->info.fs.early_fragment_tests)
+ if (program->shader->Program->info.fs.early_fragment_tests ||
+ program->shader->Program->info.fs.post_depth_coverage) {
ureg_property(ureg, TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL, 1);
+ if (program->shader->Program->info.fs.post_depth_coverage)
+ ureg_property(ureg, TGSI_PROPERTY_FS_POST_DEPTH_COVERAGE, 1);
+ }
+
if (proginfo->info.inputs_read & VARYING_BIT_POS) {
/* Must do this after setting up t->inputs. */
emit_wpos(st_context(ctx), t, proginfo, ureg,