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Remove the leftover geometry shader scaffolding
Nothing has generated or used a geometry shader since the GS paths were removed - GeometryShaderGenerator is gone, and ShaderWriter's BeginGSMain/EndGSMain had no callers at all. Removes ShaderStage::Geometry and everything hanging off it: the GS preambles and GSMain helpers in ShaderWriter, the stage mappings in all three thin3d backends, the D3D11 geometry shader plumbing (curGS_, the pipeline and module members, gs_4_0 compilation), CreateGeometryShaderD3D11, the unused PipelineFlags::USES_GEOMETRY_SHADER and PipelineManagerVulkan's UsesGeometryShader(). Also stop enabling the Vulkan geometryShader device feature, since we no longer have any use for it. Kept on purpose: the device feature is still listed in the feature dumps (like other capabilities we don't use), and the Vulkan shader cache header keeps its now-always-zero geometry shader count so the on-disk format stays compatible.
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@@ -822,7 +822,6 @@ VkResult VulkanContext::CreateDevice(int physical_device, const std::vector<cons
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deviceFeatures_.enabled.standard.samplerAnisotropy = deviceFeatures_.available.standard.samplerAnisotropy;
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deviceFeatures_.enabled.standard.shaderClipDistance = deviceFeatures_.available.standard.shaderClipDistance;
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deviceFeatures_.enabled.standard.shaderCullDistance = deviceFeatures_.available.standard.shaderCullDistance;
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deviceFeatures_.enabled.standard.geometryShader = deviceFeatures_.available.standard.geometryShader;
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deviceFeatures_.enabled.standard.sampleRateShading = deviceFeatures_.available.standard.sampleRateShading;
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// A host application (e.g. a libretro frontend) may require some additional features to be enabled.
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