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    • Address cubemap faces as consecutive layers · bb575d48
      Nicolas Capens authored
      Vulkan cubemaps use six consecutive layers for the faces, so we can
      reuse the same addressing logic as for 2D array textures. Hence the
      3D lookup vector becomes a 2D coordinate plus layer coordinate after
      projection. The only difference is we don't have to clamp to the range
      of layers.
      
      This simplifies the sampled image descriptor since we only have to store
      a single pointer per mipmap level. We also avoid the per-lane lookup
      (gather) operation. YCbCr sampling was adjusted to not use the same
      array of buffer pointers.
      
      Also eliminate the unused lodOrBias parameter from computeLod*(). It's
      added afterwards.
      
      Bug: b/134164485
      Bug: b/129523279
      Change-Id: I5c349ff458aabb1d77e32104429b635d96237292
      Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/31088Tested-by: 's avatarNicolas Capens <nicolascapens@google.com>
      Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
      Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com>