Fix using linear layout for depth readback.

We were using a quad-layout depth format as the destination format for
glReadPixels calls with GL_DEPTH_COMPONENT / GL_FLOAT format. Upload to
a texture was also affected.

Bug b/64542192

Change-Id: I8ad700bf86737debe3268ec6a3dbd237cd85ea1a
Reviewed-on: https://swiftshader-review.googlesource.com/15548
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/OpenGL/common/Image.cpp b/src/OpenGL/common/Image.cpp
index 0a7a3fe..d9cb28a 100644
--- a/src/OpenGL/common/Image.cpp
+++ b/src/OpenGL/common/Image.cpp
@@ -537,7 +537,7 @@
 			case GL_UNSIGNED_SHORT:        return sw::FORMAT_D16;
 			case GL_UNSIGNED_INT_24_8_OES: return sw::FORMAT_D24S8;
 			case GL_UNSIGNED_INT:          return sw::FORMAT_D32;
-			case GL_FLOAT:                 return sw::FORMAT_D32F;
+			case GL_FLOAT:                 return sw::FORMAT_D32F_LOCKABLE;
 			default: UNREACHABLE(type);
 			}
 			break;