gl_shader_decompiler: Remove deprecated function and its usages
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		@@ -393,10 +393,6 @@ std::string FlowStackTopName(MetaStackClass stack) {
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    return fmt::format("{}_flow_stack_top", GetFlowStackPrefix(stack));
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}
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[[deprecated]] constexpr bool IsVertexShader(ShaderType stage) {
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    return stage == ShaderType::Vertex;
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}
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struct GenericVaryingDescription {
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    std::string name;
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    u8 first_element = 0;
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@@ -529,8 +525,9 @@ private:
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    }
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    void DeclareVertex() {
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        if (!IsVertexShader(stage))
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        if (stage != ShaderType::Vertex) {
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            return;
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        }
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        DeclareVertexRedeclarations();
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    }
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@@ -602,14 +599,14 @@ private:
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                break;
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            }
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        }
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        if (!IsVertexShader(stage) || device.HasVertexViewportLayer()) {
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        if (stage != ShaderType::Vertex || device.HasVertexViewportLayer()) {
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            if (ir.UsesLayer()) {
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                code.AddLine("int gl_Layer;");
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            }
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            if (ir.UsesViewportIndex()) {
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                code.AddLine("int gl_ViewportIndex;");
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            }
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        } else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && IsVertexShader(stage) &&
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        } else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderType::Vertex &&
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                   !device.HasVertexViewportLayer()) {
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            LOG_ERROR(
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                Render_OpenGL,
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@@ -1147,7 +1144,7 @@ private:
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            // TODO(Subv): Find out what the values are for the first two elements when inside a
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            // vertex shader, and what's the value of the fourth element when inside a Tess Eval
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            // shader.
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            ASSERT(IsVertexShader(stage));
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            ASSERT(stage == ShaderType::Vertex);
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            switch (element) {
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            case 2:
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                // Config pack's first value is instance_id.
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@@ -1218,12 +1215,12 @@ private:
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                UNIMPLEMENTED();
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                return {};
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            case 1:
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                if (IsVertexShader(stage) && !device.HasVertexViewportLayer()) {
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                if (stage == ShaderType::Vertex && !device.HasVertexViewportLayer()) {
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                    return {};
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                }
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                return {{"gl_Layer", Type::Int}};
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            case 2:
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                if (IsVertexShader(stage) && !device.HasVertexViewportLayer()) {
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                if (stage == ShaderType::Vertex && !device.HasVertexViewportLayer()) {
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                    return {};
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                }
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                return {{"gl_ViewportIndex", Type::Int}};
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@@ -2532,7 +2529,7 @@ private:
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    }
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    u32 GetNumPhysicalInputAttributes() const {
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        return IsVertexShader(stage) ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
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        return stage == ShaderType::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
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    }
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    u32 GetNumPhysicalAttributes() const {
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