/* We should probably pull this out of the shader, but it's fairly
* harmless to compute it and then let dead-code take care of it.
*/
- key->compute_sample_id = true;
key->persample_shading = info->pMultisampleState->sampleShadingEnable;
if (key->persample_shading)
key->persample_2x = info->pMultisampleState->rasterSamples == 2;