v3d: Implement noperspective varyings on V3D 4.x.
Fixes a bunch of piglit interpolation tests, and reduces my concern about some MSAA blit shaders with noperspective varyings.
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@@ -476,6 +476,8 @@ struct v3d_compile {
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*/
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uint32_t flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
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uint32_t noperspective_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
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uint32_t centroid_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
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bool uses_center_w;
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@@ -659,6 +661,8 @@ struct v3d_fs_prog_data {
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*/
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uint32_t flat_shade_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
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uint32_t noperspective_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
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uint32_t centroid_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
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bool writes_z;
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