d4a5977b1744049dad6ec7600b9b0b6f8b21963f
This lowers line-stippling to a combination of geometry and fragment shaders: - The geometry shader computes the length of each line-segment, and outputs a varying that produces the stipple position. - The fragment shader looks up the stipple position in the stipple-pattern once per sample, and updates the sample mask accordingly. In case there's no geometry shader in place, we create a new pass-through shader. We should probably not declare the the push-constants in the pipeline layout unless they're actually needed. But we already do this unconditionally for the vertex shader and tesselation push-constants, so let's do it unconditionally for these as well for now. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19117>
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