# base = offset
store("local_pixel_agx", [1], [BASE, WRITE_MASK, FORMAT], [CAN_REORDER])
+# Combined depth/stencil emit, applying to a mask of samples. base indicates
+# which to write (1 = depth, 2 = stencil, 3 = both).
+#
+# src[] = { sample mask, depth, stencil }
+intrinsic("store_zs_agx", [1, 1, 1], indices=[BASE], flags=[])
+
# Store a block from local memory into a bound image. Used to write out render
# targets within the end-of-tile shader, although it is valid in general compute
# kernels.