Tidy around sampler handling

Bug: b/134584057
Change-Id: I1574c9017a5d48f69d14732874a8c8b814056aec
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/34248
Tested-by: Chris Forbes <chrisforbes@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Pipeline/SpirvShaderSampling.cpp b/src/Pipeline/SpirvShaderSampling.cpp
index 6a232fd..9013bf6 100644
--- a/src/Pipeline/SpirvShaderSampling.cpp
+++ b/src/Pipeline/SpirvShaderSampling.cpp
@@ -57,7 +57,7 @@
 	auto type = imageDescriptor->type;
 
 	Sampler samplerState = {};
-	samplerState.textureType = convertTextureType(type);
+	samplerState.textureType = type;
 	samplerState.textureFormat = imageDescriptor->format;
 	samplerState.textureFilter = (instruction.samplerMethod == Gather) ? FILTER_GATHER : convertFilterMode(sampler);
 	samplerState.border = sampler->borderColor;
@@ -128,11 +128,11 @@
 
 		// TODO(b/134669567): Currently 1D textures are treated as 2D by setting the second coordinate to 0.
 		// Implement optimized 1D sampling.
-		if(samplerState.textureType == TEXTURE_1D)
+		if(samplerState.textureType == VK_IMAGE_VIEW_TYPE_1D)
 		{
 			uvw[1] = SIMD::Float(0);
 		}
-		else if(samplerState.textureType == TEXTURE_1D_ARRAY)
+		else if(samplerState.textureType == VK_IMAGE_VIEW_TYPE_1D_ARRAY)
 		{
 			uvw[1] = SIMD::Float(0);
 			uvw[2] = in[1];  // Move 1D layer coordinate to 2D layer coordinate index.
@@ -185,7 +185,7 @@
 				dPdy.z = Pointer<Float>(&dsy.z)[i];
 
 				// 1D textures are treated as 2D texture with second coordinate 0, so we also need to zero out the second grad component. TODO(b/134669567)
-				if(samplerState.textureType == TEXTURE_1D || samplerState.textureType == TEXTURE_1D_ARRAY)
+				if(samplerState.textureType == VK_IMAGE_VIEW_TYPE_1D || samplerState.textureType == VK_IMAGE_VIEW_TYPE_1D_ARRAY)
 				{
 					dPdx.y = Float(0.0f);
 					dPdy.y = Float(0.0f);
@@ -215,23 +215,6 @@
 	return function("sampler");
 }
 
-sw::TextureType SpirvShader::convertTextureType(VkImageViewType imageViewType)
-{
-	switch(imageViewType)
-	{
-	case VK_IMAGE_VIEW_TYPE_1D:         return TEXTURE_1D;
-	case VK_IMAGE_VIEW_TYPE_2D:         return TEXTURE_2D;
-	case VK_IMAGE_VIEW_TYPE_3D:         return TEXTURE_3D;
-	case VK_IMAGE_VIEW_TYPE_CUBE:       return TEXTURE_CUBE;
-	case VK_IMAGE_VIEW_TYPE_1D_ARRAY:   return TEXTURE_1D_ARRAY;
-	case VK_IMAGE_VIEW_TYPE_2D_ARRAY:   return TEXTURE_2D_ARRAY;
-//	case VK_IMAGE_VIEW_TYPE_CUBE_ARRAY: return TEXTURE_CUBE_ARRAY;
-	default:
-		UNIMPLEMENTED("imageViewType %d", imageViewType);
-		return TEXTURE_2D;
-	}
-}
-
 sw::FilterType SpirvShader::convertFilterMode(const vk::Sampler *sampler)
 {
 	switch(sampler->magFilter)