Remove unused sampler parameter

The sampling routine no longer requires a sampler parameter, since all
data is treated as state instead.

Bug: b/151957215
Change-Id: I1917bf78ef18f6726ed6c87525f0bc42356d5c19
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/42589
Tested-by: Nicolas Capens <nicolascapens@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/Pipeline/SamplerCore.cpp b/src/Pipeline/SamplerCore.cpp
index c1031e1..50bbb96 100644
--- a/src/Pipeline/SamplerCore.cpp
+++ b/src/Pipeline/SamplerCore.cpp
@@ -56,7 +56,7 @@
 {
 }
 
-Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function)
+Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function)
 {
 	Vector4f c;
 
@@ -84,16 +84,16 @@
 		{
 			if(!isCube())
 			{
-				computeLod(texture, sampler, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, dsx, dsy, function);
+				computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, dsx, dsy, function);
 			}
 			else
 			{
-				computeLodCube(texture, sampler, lod, uvw[0], uvw[1], uvw[2], dsx, dsy, M, function);
+				computeLodCube(texture, lod, uvw[0], uvw[1], uvw[2], dsx, dsy, M, function);
 			}
 		}
 		else
 		{
-			computeLod3D(texture, sampler, lod, uuuu, vvvv, wwww, dsx, dsy, function);
+			computeLod3D(texture, lod, uuuu, vvvv, wwww, dsx, dsy, function);
 		}
 
 		Float bias = state.mipLodBias;
@@ -1160,7 +1160,7 @@
 	return lod;
 }
 
-void SamplerCore::computeLod(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, Float4 &dsx, Float4 &dsy, SamplerFunction function)
+void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, Float4 &dsx, Float4 &dsy, SamplerFunction function)
 {
 	Float4 duvdxy;
 
@@ -1206,7 +1206,7 @@
 	lod = log2sqrt(lod);  // log2(sqrt(lod))
 }
 
-void SamplerCore::computeLodCube(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function)
+void SamplerCore::computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function)
 {
 	Float4 dudxy, dvdxy, dsdxy;
 
@@ -1247,7 +1247,7 @@
 	lod = log2(lod);
 }
 
-void SamplerCore::computeLod3D(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, Float4 &dsx, Float4 &dsy, SamplerFunction function)
+void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, Float4 &dsx, Float4 &dsy, SamplerFunction function)
 {
 	Float4 dudxy, dvdxy, dsdxy;
 
diff --git a/src/Pipeline/SamplerCore.hpp b/src/Pipeline/SamplerCore.hpp
index f7b6122..5f00148 100644
--- a/src/Pipeline/SamplerCore.hpp
+++ b/src/Pipeline/SamplerCore.hpp
@@ -62,7 +62,7 @@
 public:
 	SamplerCore(Pointer<Byte> &constants, const Sampler &state);
 
-	Vector4f sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function);
+	Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4 &sampleId, SamplerFunction function);
 
 private:
 	Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
@@ -78,9 +78,9 @@
 	Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4 &cubeArrayCoord, const Int4 &sampleId, Float &lod, bool secondLOD, SamplerFunction function);
 	Float log2sqrt(Float lod);
 	Float log2(Float lod);
-	void computeLod(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy, SamplerFunction function);
-	void computeLodCube(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function);
-	void computeLod3D(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, SamplerFunction function);
+	void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy, SamplerFunction function);
+	void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function);
+	void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, SamplerFunction function);
 	Int4 cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M);
 	Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
 	void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Short4 &cubeArrayId, const Int4 &sampleId, SamplerFunction function);
diff --git a/src/Pipeline/SpirvShader.hpp b/src/Pipeline/SpirvShader.hpp
index e9876c7..a12e9eb 100644
--- a/src/Pipeline/SpirvShader.hpp
+++ b/src/Pipeline/SpirvShader.hpp
@@ -135,7 +135,7 @@
 	using InsnStore = std::vector<uint32_t>;
 	InsnStore insns;
 
-	using ImageSampler = void(void *texture, void *sampler, void *uvsIn, void *texelOut, void *constants);
+	using ImageSampler = void(void *texture, void *uvsIn, void *texelOut, void *constants);
 
 	enum class YieldResult
 	{
diff --git a/src/Pipeline/SpirvShaderImage.cpp b/src/Pipeline/SpirvShaderImage.cpp
index 4321537..ed3c8ba 100644
--- a/src/Pipeline/SpirvShaderImage.cpp
+++ b/src/Pipeline/SpirvShaderImage.cpp
@@ -304,7 +304,7 @@
 	}
 
 	Array<SIMD::Float> out(4);
-	Call<ImageSampler>(cache.function, texture, sampler, &in[0], &out[0], state->routine->constants);
+	Call<ImageSampler>(cache.function, texture, &in[0], &out[0], state->routine->constants);
 
 	for(auto i = 0u; i < resultType.sizeInComponents; i++) { result.move(i, out[i]); }
 
diff --git a/src/Pipeline/SpirvShaderSampling.cpp b/src/Pipeline/SpirvShaderSampling.cpp
index 1cd77c3..23acd23 100644
--- a/src/Pipeline/SpirvShaderSampling.cpp
+++ b/src/Pipeline/SpirvShaderSampling.cpp
@@ -106,13 +106,12 @@
 std::shared_ptr<rr::Routine> SpirvShader::emitSamplerRoutine(ImageInstruction instruction, const Sampler &samplerState)
 {
 	// TODO(b/129523279): Hold a separate mutex lock for the sampler being built.
-	rr::Function<Void(Pointer<Byte>, Pointer<Byte>, Pointer<SIMD::Float>, Pointer<SIMD::Float>, Pointer<Byte>)> function;
+	rr::Function<Void(Pointer<Byte>, Pointer<SIMD::Float>, Pointer<SIMD::Float>, Pointer<Byte>)> function;
 	{
 		Pointer<Byte> texture = function.Arg<0>();
-		Pointer<Byte> sampler = function.Arg<1>();
-		Pointer<SIMD::Float> in = function.Arg<2>();
-		Pointer<SIMD::Float> out = function.Arg<3>();
-		Pointer<Byte> constants = function.Arg<4>();
+		Pointer<SIMD::Float> in = function.Arg<1>();
+		Pointer<SIMD::Float> out = function.Arg<2>();
+		Pointer<Byte> constants = function.Arg<3>();
 
 		SIMD::Float uvw[4] = { 0, 0, 0, 0 };
 		SIMD::Float q = 0;
@@ -203,7 +202,7 @@
 					dPdy.y = Float(0.0f);
 				}
 
-				Vector4f sample = s.sampleTexture(texture, sampler, uvw, q, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction);
+				Vector4f sample = s.sampleTexture(texture, uvw, q, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction);
 
 				Pointer<Float> rgba = out;
 				rgba[0 * SIMD::Width + i] = Pointer<Float>(&sample.x)[i];
@@ -214,7 +213,7 @@
 		}
 		else
 		{
-			Vector4f sample = s.sampleTexture(texture, sampler, uvw, q, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction);
+			Vector4f sample = s.sampleTexture(texture, uvw, q, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction);
 
 			Pointer<SIMD::Float> rgba = out;
 			rgba[0] = sample.x;