Deprecate the Long1 type.

It corresponds to a scalar MMX type, used mainly for vector shifts.
We no longer need these shifts, and they would have been non-trivial
to emulate with SSE2.

Change-Id: I77a94ff5a62e043b991d4d6fa9ddd436d450181d
Reviewed-on: https://swiftshader-review.googlesource.com/8249
Reviewed-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Tested-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/SamplerCore.cpp b/src/Shader/SamplerCore.cpp
index d33acc3..67b0f05 100644
--- a/src/Shader/SamplerCore.cpp
+++ b/src/Shader/SamplerCore.cpp
@@ -1908,8 +1908,8 @@
 				c.z = *Pointer<Short4>(buffer[f2] + 4 * index[2]);
 				c.z = As<Short4>(UnpackLow(c.z, *Pointer<Short4>(buffer[f3] + 4 * index[3])));
 				c.y = c.x;
-				c.x = As<Short4>(UnpackLow(As<Int2>(c.x), As<Int2>(c.z)));
-				c.y = As<Short4>(UnpackHigh(As<Int2>(c.y), As<Int2>(c.z)));
+				c.x = UnpackLow(As<Int2>(c.x), As<Int2>(c.z));
+				c.y = UnpackHigh(As<Int2>(c.y), As<Int2>(c.z));
 				break;
 			case 1:
 				c.x = Insert(c.x, *Pointer<Short>(buffer[f0] + 2 * index[0]), 0);