colors);
}
+static void si_nir_emit_polygon_stipple(nir_shader *nir, struct si_shader_args *args)
+{
+ nir_function_impl *impl = nir_shader_get_entrypoint(nir);
+
+ nir_builder builder;
+ nir_builder *b = &builder;
+ nir_builder_init(b, impl);
+
+ b->cursor = nir_before_cf_list(&impl->body);
+
+ /* Load the buffer descriptor. */
+ nir_ssa_def *desc =
+ si_nir_load_internal_binding(b, args, SI_PS_CONST_POLY_STIPPLE, 4);
+
+ /* Use the fixed-point gl_FragCoord input.
+ * Since the stipple pattern is 32x32 and it repeats, just get 5 bits
+ * per coordinate to get the repeating effect.
+ */
+ nir_ssa_def *pos_x = ac_nir_unpack_arg(b, &args->ac, args->pos_fixed_pt, 0, 5);
+ nir_ssa_def *pos_y = ac_nir_unpack_arg(b, &args->ac, args->pos_fixed_pt, 16, 5);
+
+ nir_ssa_def *zero = nir_imm_int(b, 0);
+ /* The stipple pattern is 32x32, each row has 32 bits. */
+ nir_ssa_def *offset = nir_ishl_imm(b, pos_y, 2);
+ nir_ssa_def *row = nir_load_buffer_amd(b, 1, 32, desc, offset, zero, zero);
+ nir_ssa_def *bit = nir_ubfe(b, row, pos_x, nir_imm_int(b, 1));
+
+ nir_ssa_def *pass = nir_i2b(b, bit);
+ nir_discard_if(b, nir_inot(b, pass));
+}
+
struct nir_shader *si_get_nir_shader(struct si_shader *shader,
struct si_shader_args *args,
bool *free_nir,