Centroid sampling is already in DX9, but it currently requires PS 3.0 compatibility even though it's technically possible to do without PS3.0 (ie R3x0 series) but DirectX doesn't allow that. Also, it is possible for any PS2.0 card to perform centroid sampling in the pixel shaders, here's a quote of Gabe Newell I saw on fireingsquad:
Ironic that, in order for the DX9 chip series that doesnt support Centroid sampling, it relys on the chips weakest part to emmulate it...There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.