If only the attribute interpolation is moved to the shaders that makes more sense. In that case Dave should really be a bit more elaborate and sensitive to context though ... the topic talks about texture filtering after all. Hell, not all attributes are used for texture access. If this turns out to be true it's really a bit of a faux pas ... texture interpolation is a bit of mismatch of terms which is not an accurate way of referring to attribute interpolation and very strongly suggests it's talking about filtering (anisotropic filtering strictly speaking isn't interpolation, but bilinear filtering is ... and bilinear is the bases for everything else).
Filtering is done on the TUs, attribute interpolation is done on the ALUs. Would be pretty suicidal to do otherwise, I think.