radv: Move blit2d NIR shaders to radv_meta_nir.c

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33494>
This commit is contained in:
Timur Kristóf 2025-02-11 13:24:28 +01:00 committed by Marge Bot
parent f599a2e435
commit 1c3585021c
3 changed files with 209 additions and 192 deletions

View file

@ -284,6 +284,23 @@ nir_shader *radv_meta_nir_build_blit_copy_fragment_shader_depth(struct radv_devi
nir_shader *radv_meta_nir_build_blit_copy_fragment_shader_stencil(struct radv_device *dev,
enum glsl_sampler_dim tex_dim);
typedef nir_def *(*radv_meta_nir_texel_fetch_build_func)(struct nir_builder *, struct radv_device *, nir_def *, bool,
bool);
nir_def *radv_meta_nir_build_blit2d_texel_fetch(struct nir_builder *b, struct radv_device *device, nir_def *tex_pos,
bool is_3d, bool is_multisampled);
nir_def *radv_meta_nir_build_blit2d_buffer_fetch(struct nir_builder *b, struct radv_device *device, nir_def *tex_pos,
bool is_3d, bool is_multisampled);
nir_shader *radv_meta_nir_build_blit2d_vertex_shader(struct radv_device *device);
nir_shader *radv_meta_nir_build_blit2d_copy_fragment_shader(struct radv_device *device,
radv_meta_nir_texel_fetch_build_func txf_func,
const char *name, bool is_3d, bool is_multisampled);
nir_shader *radv_meta_nir_build_blit2d_copy_fragment_shader_depth(struct radv_device *device,
radv_meta_nir_texel_fetch_build_func txf_func,
const char *name, bool is_3d, bool is_multisampled);
nir_shader *radv_meta_nir_build_blit2d_copy_fragment_shader_stencil(struct radv_device *device,
radv_meta_nir_texel_fetch_build_func txf_func,
const char *name, bool is_3d, bool is_multisampled);
uint32_t radv_fill_buffer(struct radv_cmd_buffer *cmd_buffer, const struct radv_image *image,
struct radeon_winsys_bo *bo, uint64_t va, uint64_t size, uint32_t value);

View file

@ -7,7 +7,6 @@
* SPDX-License-Identifier: MIT
*/
#include "nir/nir_builder.h"
#include "radv_entrypoints.h"
#include "radv_meta.h"
#include "vk_common_entrypoints.h"
@ -275,177 +274,6 @@ radv_meta_blit2d(struct radv_cmd_buffer *cmd_buffer, struct radv_meta_blit2d_sur
src_img ? util_logbase2(src_img->image->vk.samples) : 0);
}
static nir_shader *
build_nir_vertex_shader(struct radv_device *device)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_VERTEX, "meta_blit2d_vs");
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position");
pos_out->data.location = VARYING_SLOT_POS;
nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec2, "v_tex_pos");
tex_pos_out->data.location = VARYING_SLOT_VAR0;
tex_pos_out->data.interpolation = INTERP_MODE_SMOOTH;
nir_def *outvec = nir_gen_rect_vertices(&b, NULL, NULL);
nir_store_var(&b, pos_out, outvec, 0xf);
nir_def *src_box = nir_load_push_constant(&b, 4, 32, nir_imm_int(&b, 0), .range = 16);
nir_def *vertex_id = nir_load_vertex_id_zero_base(&b);
/* vertex 0 - src_x, src_y */
/* vertex 1 - src_x, src_y+h */
/* vertex 2 - src_x+w, src_y */
/* so channel 0 is vertex_id != 2 ? src_x : src_x + w
channel 1 is vertex id != 1 ? src_y : src_y + w */
nir_def *c0cmp = nir_ine_imm(&b, vertex_id, 2);
nir_def *c1cmp = nir_ine_imm(&b, vertex_id, 1);
nir_def *comp[2];
comp[0] = nir_bcsel(&b, c0cmp, nir_channel(&b, src_box, 0), nir_channel(&b, src_box, 2));
comp[1] = nir_bcsel(&b, c1cmp, nir_channel(&b, src_box, 1), nir_channel(&b, src_box, 3));
nir_def *out_tex_vec = nir_vec(&b, comp, 2);
nir_store_var(&b, tex_pos_out, out_tex_vec, 0x3);
return b.shader;
}
typedef nir_def *(*texel_fetch_build_func)(struct nir_builder *, struct radv_device *, nir_def *, bool, bool);
static nir_def *
build_nir_texel_fetch(struct nir_builder *b, struct radv_device *device, nir_def *tex_pos, bool is_3d,
bool is_multisampled)
{
enum glsl_sampler_dim dim = is_3d ? GLSL_SAMPLER_DIM_3D
: is_multisampled ? GLSL_SAMPLER_DIM_MS
: GLSL_SAMPLER_DIM_2D;
const struct glsl_type *sampler_type = glsl_sampler_type(dim, false, false, GLSL_TYPE_UINT);
nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
nir_def *tex_pos_3d = NULL;
nir_def *sample_idx = NULL;
if (is_3d) {
nir_def *layer = nir_load_push_constant(b, 1, 32, nir_imm_int(b, 0), .base = 16, .range = 4);
nir_def *chans[3];
chans[0] = nir_channel(b, tex_pos, 0);
chans[1] = nir_channel(b, tex_pos, 1);
chans[2] = layer;
tex_pos_3d = nir_vec(b, chans, 3);
}
if (is_multisampled) {
sample_idx = nir_load_sample_id(b);
}
nir_deref_instr *tex_deref = nir_build_deref_var(b, sampler);
if (is_multisampled) {
return nir_txf_ms_deref(b, tex_deref, tex_pos, sample_idx);
} else {
return nir_txf_deref(b, tex_deref, is_3d ? tex_pos_3d : tex_pos, NULL);
}
}
static nir_def *
build_nir_buffer_fetch(struct nir_builder *b, struct radv_device *device, nir_def *tex_pos, bool is_3d,
bool is_multisampled)
{
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_BUF, false, false, GLSL_TYPE_UINT);
nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
nir_def *width = nir_load_push_constant(b, 1, 32, nir_imm_int(b, 0), .base = 16, .range = 4);
nir_def *pos_x = nir_channel(b, tex_pos, 0);
nir_def *pos_y = nir_channel(b, tex_pos, 1);
pos_y = nir_imul(b, pos_y, width);
pos_x = nir_iadd(b, pos_x, pos_y);
nir_deref_instr *tex_deref = nir_build_deref_var(b, sampler);
return nir_txf_deref(b, tex_deref, pos_x, NULL);
}
static nir_shader *
build_nir_copy_fragment_shader(struct radv_device *device, texel_fetch_build_func txf_func, const char *name,
bool is_3d, bool is_multisampled)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_FRAGMENT, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_DATA0;
nir_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
nir_def *tex_pos = nir_trim_vector(&b, pos_int, 2);
nir_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled);
nir_store_var(&b, color_out, color, 0xf);
b.shader->info.fs.uses_sample_shading = is_multisampled;
return b.shader;
}
static nir_shader *
build_nir_copy_fragment_shader_depth(struct radv_device *device, texel_fetch_build_func txf_func, const char *name,
bool is_3d, bool is_multisampled)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_FRAGMENT, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_DEPTH;
nir_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
nir_def *tex_pos = nir_trim_vector(&b, pos_int, 2);
nir_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled);
nir_store_var(&b, color_out, color, 0x1);
b.shader->info.fs.uses_sample_shading = is_multisampled;
return b.shader;
}
static nir_shader *
build_nir_copy_fragment_shader_stencil(struct radv_device *device, texel_fetch_build_func txf_func, const char *name,
bool is_3d, bool is_multisampled)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_FRAGMENT, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_STENCIL;
nir_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
nir_def *tex_pos = nir_trim_vector(&b, pos_int, 2);
nir_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled);
nir_store_var(&b, color_out, color, 0x1);
b.shader->info.fs.uses_sample_shading = is_multisampled;
return b.shader;
}
struct radv_blit2d_key {
enum radv_meta_object_key_type type;
uint32_t index;
@ -517,18 +345,18 @@ get_color_pipeline(struct radv_device *device, enum blit2d_src_type src_type, Vk
return VK_SUCCESS;
}
texel_fetch_build_func src_func;
radv_meta_nir_texel_fetch_build_func src_func = NULL;
switch (src_type) {
case BLIT2D_SRC_TYPE_IMAGE:
src_func = build_nir_texel_fetch;
src_func = radv_meta_nir_build_blit2d_texel_fetch;
name = "meta_blit2d_image_fs";
break;
case BLIT2D_SRC_TYPE_IMAGE_3D:
src_func = build_nir_texel_fetch;
src_func = radv_meta_nir_build_blit2d_texel_fetch;
name = "meta_blit3d_image_fs";
break;
case BLIT2D_SRC_TYPE_BUFFER:
src_func = build_nir_buffer_fetch;
src_func = radv_meta_nir_build_blit2d_buffer_fetch;
name = "meta_blit2d_buffer_fs";
break;
default:
@ -536,9 +364,9 @@ get_color_pipeline(struct radv_device *device, enum blit2d_src_type src_type, Vk
break;
}
nir_shader *vs_module = build_nir_vertex_shader(device);
nir_shader *fs_module =
build_nir_copy_fragment_shader(device, src_func, name, src_type == BLIT2D_SRC_TYPE_IMAGE_3D, log2_samples > 0);
nir_shader *vs_module = radv_meta_nir_build_blit2d_vertex_shader(device);
nir_shader *fs_module = radv_meta_nir_build_blit2d_copy_fragment_shader(
device, src_func, name, src_type == BLIT2D_SRC_TYPE_IMAGE_3D, log2_samples > 0);
const VkGraphicsPipelineCreateInfo pipeline_create_info = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
@ -657,18 +485,18 @@ get_depth_only_pipeline(struct radv_device *device, enum blit2d_src_type src_typ
return VK_SUCCESS;
}
texel_fetch_build_func src_func;
radv_meta_nir_texel_fetch_build_func src_func;
switch (src_type) {
case BLIT2D_SRC_TYPE_IMAGE:
src_func = build_nir_texel_fetch;
src_func = radv_meta_nir_build_blit2d_texel_fetch;
name = "meta_blit2d_depth_image_fs";
break;
case BLIT2D_SRC_TYPE_IMAGE_3D:
src_func = build_nir_texel_fetch;
src_func = radv_meta_nir_build_blit2d_texel_fetch;
name = "meta_blit3d_depth_image_fs";
break;
case BLIT2D_SRC_TYPE_BUFFER:
src_func = build_nir_buffer_fetch;
src_func = radv_meta_nir_build_blit2d_buffer_fetch;
name = "meta_blit2d_depth_buffer_fs";
break;
default:
@ -676,9 +504,9 @@ get_depth_only_pipeline(struct radv_device *device, enum blit2d_src_type src_typ
break;
}
nir_shader *vs_module = build_nir_vertex_shader(device);
nir_shader *fs_module = build_nir_copy_fragment_shader_depth(device, src_func, name,
src_type == BLIT2D_SRC_TYPE_IMAGE_3D, log2_samples > 0);
nir_shader *vs_module = radv_meta_nir_build_blit2d_vertex_shader(device);
nir_shader *fs_module = radv_meta_nir_build_blit2d_copy_fragment_shader_depth(
device, src_func, name, src_type == BLIT2D_SRC_TYPE_IMAGE_3D, log2_samples > 0);
const VkGraphicsPipelineCreateInfo pipeline_create_info = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
@ -815,18 +643,18 @@ get_stencil_only_pipeline(struct radv_device *device, enum blit2d_src_type src_t
return VK_SUCCESS;
}
texel_fetch_build_func src_func;
radv_meta_nir_texel_fetch_build_func src_func;
switch (src_type) {
case BLIT2D_SRC_TYPE_IMAGE:
src_func = build_nir_texel_fetch;
src_func = radv_meta_nir_build_blit2d_texel_fetch;
name = "meta_blit2d_stencil_image_fs";
break;
case BLIT2D_SRC_TYPE_IMAGE_3D:
src_func = build_nir_texel_fetch;
src_func = radv_meta_nir_build_blit2d_texel_fetch;
name = "meta_blit3d_stencil_image_fs";
break;
case BLIT2D_SRC_TYPE_BUFFER:
src_func = build_nir_buffer_fetch;
src_func = radv_meta_nir_build_blit2d_buffer_fetch;
name = "meta_blit2d_stencil_buffer_fs";
break;
default:
@ -834,8 +662,8 @@ get_stencil_only_pipeline(struct radv_device *device, enum blit2d_src_type src_t
break;
}
nir_shader *vs_module = build_nir_vertex_shader(device);
nir_shader *fs_module = build_nir_copy_fragment_shader_stencil(
nir_shader *vs_module = radv_meta_nir_build_blit2d_vertex_shader(device);
nir_shader *fs_module = radv_meta_nir_build_blit2d_copy_fragment_shader_stencil(
device, src_func, name, src_type == BLIT2D_SRC_TYPE_IMAGE_3D, log2_samples > 0);
const VkGraphicsPipelineCreateInfo pipeline_create_info = {

View file

@ -192,3 +192,175 @@ radv_meta_nir_build_blit_copy_fragment_shader_stencil(struct radv_device *dev, e
return b.shader;
}
nir_shader *
radv_meta_nir_build_blit2d_vertex_shader(struct radv_device *device)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_VERTEX, "meta_blit2d_vs");
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position");
pos_out->data.location = VARYING_SLOT_POS;
nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec2, "v_tex_pos");
tex_pos_out->data.location = VARYING_SLOT_VAR0;
tex_pos_out->data.interpolation = INTERP_MODE_SMOOTH;
nir_def *outvec = nir_gen_rect_vertices(&b, NULL, NULL);
nir_store_var(&b, pos_out, outvec, 0xf);
nir_def *src_box = nir_load_push_constant(&b, 4, 32, nir_imm_int(&b, 0), .range = 16);
nir_def *vertex_id = nir_load_vertex_id_zero_base(&b);
/* vertex 0 - src_x, src_y */
/* vertex 1 - src_x, src_y+h */
/* vertex 2 - src_x+w, src_y */
/* so channel 0 is vertex_id != 2 ? src_x : src_x + w
channel 1 is vertex id != 1 ? src_y : src_y + w */
nir_def *c0cmp = nir_ine_imm(&b, vertex_id, 2);
nir_def *c1cmp = nir_ine_imm(&b, vertex_id, 1);
nir_def *comp[2];
comp[0] = nir_bcsel(&b, c0cmp, nir_channel(&b, src_box, 0), nir_channel(&b, src_box, 2));
comp[1] = nir_bcsel(&b, c1cmp, nir_channel(&b, src_box, 1), nir_channel(&b, src_box, 3));
nir_def *out_tex_vec = nir_vec(&b, comp, 2);
nir_store_var(&b, tex_pos_out, out_tex_vec, 0x3);
return b.shader;
}
nir_def *
radv_meta_nir_build_blit2d_texel_fetch(struct nir_builder *b, struct radv_device *device, nir_def *tex_pos, bool is_3d,
bool is_multisampled)
{
enum glsl_sampler_dim dim = is_3d ? GLSL_SAMPLER_DIM_3D
: is_multisampled ? GLSL_SAMPLER_DIM_MS
: GLSL_SAMPLER_DIM_2D;
const struct glsl_type *sampler_type = glsl_sampler_type(dim, false, false, GLSL_TYPE_UINT);
nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
nir_def *tex_pos_3d = NULL;
nir_def *sample_idx = NULL;
if (is_3d) {
nir_def *layer = nir_load_push_constant(b, 1, 32, nir_imm_int(b, 0), .base = 16, .range = 4);
nir_def *chans[3];
chans[0] = nir_channel(b, tex_pos, 0);
chans[1] = nir_channel(b, tex_pos, 1);
chans[2] = layer;
tex_pos_3d = nir_vec(b, chans, 3);
}
if (is_multisampled) {
sample_idx = nir_load_sample_id(b);
}
nir_deref_instr *tex_deref = nir_build_deref_var(b, sampler);
if (is_multisampled) {
return nir_txf_ms_deref(b, tex_deref, tex_pos, sample_idx);
} else {
return nir_txf_deref(b, tex_deref, is_3d ? tex_pos_3d : tex_pos, NULL);
}
}
nir_def *
radv_meta_nir_build_blit2d_buffer_fetch(struct nir_builder *b, struct radv_device *device, nir_def *tex_pos, bool is_3d,
bool is_multisampled)
{
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_BUF, false, false, GLSL_TYPE_UINT);
nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
nir_def *width = nir_load_push_constant(b, 1, 32, nir_imm_int(b, 0), .base = 16, .range = 4);
nir_def *pos_x = nir_channel(b, tex_pos, 0);
nir_def *pos_y = nir_channel(b, tex_pos, 1);
pos_y = nir_imul(b, pos_y, width);
pos_x = nir_iadd(b, pos_x, pos_y);
nir_deref_instr *tex_deref = nir_build_deref_var(b, sampler);
return nir_txf_deref(b, tex_deref, pos_x, NULL);
}
nir_shader *
radv_meta_nir_build_blit2d_copy_fragment_shader(struct radv_device *device,
radv_meta_nir_texel_fetch_build_func txf_func, const char *name,
bool is_3d, bool is_multisampled)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_FRAGMENT, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_DATA0;
nir_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
nir_def *tex_pos = nir_trim_vector(&b, pos_int, 2);
nir_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled);
nir_store_var(&b, color_out, color, 0xf);
b.shader->info.fs.uses_sample_shading = is_multisampled;
return b.shader;
}
nir_shader *
radv_meta_nir_build_blit2d_copy_fragment_shader_depth(struct radv_device *device,
radv_meta_nir_texel_fetch_build_func txf_func, const char *name,
bool is_3d, bool is_multisampled)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_FRAGMENT, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_DEPTH;
nir_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
nir_def *tex_pos = nir_trim_vector(&b, pos_int, 2);
nir_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled);
nir_store_var(&b, color_out, color, 0x1);
b.shader->info.fs.uses_sample_shading = is_multisampled;
return b.shader;
}
nir_shader *
radv_meta_nir_build_blit2d_copy_fragment_shader_stencil(struct radv_device *device,
radv_meta_nir_texel_fetch_build_func txf_func, const char *name,
bool is_3d, bool is_multisampled)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_FRAGMENT, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_STENCIL;
nir_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
nir_def *tex_pos = nir_trim_vector(&b, pos_int, 2);
nir_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled);
nir_store_var(&b, color_out, color, 0x1);
b.shader->info.fs.uses_sample_shading = is_multisampled;
return b.shader;
}