glsl: drop NMS OpenGL workarounds
No Mans Sky dropped its OpenGL backend on April 16, 2019 in favour of its Vulkan backend. So here we drop the old OpenGL workarounds. Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7362>
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@@ -241,11 +241,6 @@ TODO: document the other workarounds.
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<option name="allow_glsl_relaxed_es" value="true"/>
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</application>
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<application name="No Mans Sky" executable="NMS.exe">
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<option name="force_glsl_extensions_warn" value="true" />
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<option name="allow_glsl_layout_qualifier_on_function_parameters" value="true" />
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</application>
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<application name="Champions of Regnum" executable="game">
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<option name="allow_extra_pp_tokens" value="true" />
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</application>
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@@ -643,9 +638,6 @@ TODO: document the other workarounds.
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<application name="Counter-Strike Global Offensive" executable="csgo_linux64">
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<option name="radeonsi_zerovram" value="true" />
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</application>
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<application name="No Mans Sky" executable="NMS.exe">
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<option name="radeonsi_zerovram" value="true" />
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</application>
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<application name="Rocket League" executable="RocketLeague">
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<option name="radeonsi_zerovram" value="true" />
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</application>
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@@ -199,10 +199,6 @@
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DRI_CONF_OPT_B(allow_glsl_cross_stage_interpolation_mismatch, def, \
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"Allow interpolation qualifier mismatch across shader stages")
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#define DRI_CONF_ALLOW_GLSL_LAYOUT_QUALIFIER_ON_FUNCTION_PARAMETERS(def) \
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DRI_CONF_OPT_B(allow_glsl_layout_qualifier_on_function_parameters, def, \
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"Allow layout qualifiers on function parameters.")
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#define DRI_CONF_ALLOW_DRAW_OUT_OF_ORDER(def) \
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DRI_CONF_OPT_B(allow_draw_out_of_order, def, \
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"Allow out-of-order draw optimizations. Set when Z fighting doesn't have to be accurate.")
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