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shader: initialize perspective sample barycentrics at SampleId
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@@ -167,6 +167,7 @@ struct ShaderPixelInputInfo {
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uint32_t ps_system_input_base = 0;
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uint32_t custom_interpolation_mask = 0;
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uint32_t ps_perspective_center_vgpr = UINT32_MAX;
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uint32_t ps_perspective_sample_vgpr = UINT32_MAX;
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uint32_t ps_perspective_centroid_vgpr = UINT32_MAX;
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uint8_t target_output_mode[8] = {};
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std::array<Prospero::ColorComponentMapping, 8> target_export_mapping = {};
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