//! Shader cache key for the material prep compute pass (Plan B,
//! docs/plans/deferred-shared-prep-pass.md).
use crate::;
/// Cache key for the prep compute pipeline.
///
/// `msaa_sample_count` selects the visibility-texture binding type
/// (`texture_multisampled_2d` vs `texture_2d`) — like the classify pass, prep
/// reads sample 0 either way, but the declared type must match. The prep pass is
/// unconditional, so there's no `enabled` field here.