Remove float division-by-zero prevention

We now deal with NaN and Inf results from the cube map face projection
in the SamplerCore:address() method by clamping to the [0.0, 1.0) range,
so we can just let the pathological division-by-zero cases happen and
not spend more cycles on preventing it.

Bug: b/169802633
Change-Id: I329420415f6e3b913d912b357758f92f8e0ee7f4
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/48828
Presubmit-Ready: Nicolas Capens <nicolascapens@google.com>
Kokoro-Result: kokoro <noreply+kokoro@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
diff --git a/src/Pipeline/SamplerCore.cpp b/src/Pipeline/SamplerCore.cpp
index 35f38c1..f3c32ee 100644
--- a/src/Pipeline/SamplerCore.cpp
+++ b/src/Pipeline/SamplerCore.cpp
@@ -19,8 +19,6 @@
 #include "System/Debug.hpp"
 #include "Vulkan/VkSampler.hpp"
 
-#include <limits>
-
 namespace sw {
 
 SamplerCore::SamplerCore(Pointer<Byte> &constants, const Sampler &state)
@@ -1339,7 +1337,7 @@
 	face.z = (faces >> 8) & 0x7;
 	face.w = (faces >> 12) & 0x7;
 
-	M = Max(Max(absX, absY), Max(absZ, Float4(std::numeric_limits<float>::min())));
+	M = Max(Max(absX, absY), absZ);
 
 	// U = xMajor ? (neg ^ -z) : ((zMajor & neg) ^ x)
 	U = As<Float4>((xMajor & (n ^ As<Int4>(-z))) | (~xMajor & ((zMajor & n) ^ As<Int4>(x))));