glsl: remove unused helper
Seems to have become unused when i965 moved to NIR. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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@@ -1696,21 +1696,6 @@ interpolation_string(unsigned interpolation)
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return "";
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return "";
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}
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}
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glsl_interp_qualifier
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ir_variable::determine_interpolation_mode(bool flat_shade)
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{
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if (this->data.interpolation != INTERP_QUALIFIER_NONE)
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return (glsl_interp_qualifier) this->data.interpolation;
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int location = this->data.location;
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bool is_gl_Color =
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location == VARYING_SLOT_COL0 || location == VARYING_SLOT_COL1;
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if (flat_shade && is_gl_Color)
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return INTERP_QUALIFIER_FLAT;
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else
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return INTERP_QUALIFIER_SMOOTH;
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}
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const char *const ir_variable::warn_extension_table[] = {
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const char *const ir_variable::warn_extension_table[] = {
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"",
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"",
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"GL_ARB_shader_stencil_export",
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"GL_ARB_shader_stencil_export",
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@@ -431,17 +431,6 @@ public:
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virtual ir_visitor_status accept(ir_hierarchical_visitor *);
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virtual ir_visitor_status accept(ir_hierarchical_visitor *);
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/**
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* Determine how this variable should be interpolated based on its
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* interpolation qualifier (if present), whether it is gl_Color or
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* gl_SecondaryColor, and whether flatshading is enabled in the current GL
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* state.
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*
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* The return value will always be either INTERP_QUALIFIER_SMOOTH,
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* INTERP_QUALIFIER_NOPERSPECTIVE, or INTERP_QUALIFIER_FLAT.
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*/
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glsl_interp_qualifier determine_interpolation_mode(bool flat_shade);
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/**
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/**
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* Determine whether or not a variable is part of a uniform or
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* Determine whether or not a variable is part of a uniform or
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* shader storage block.
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* shader storage block.
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