Simplify int4 and float4 types.

Change-Id: Id0d55c1364fc3db05821eb6ef666aed8c5713e31
Reviewed-on: https://swiftshader-review.googlesource.com/3503
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
diff --git a/src/Common/Types.hpp b/src/Common/Types.hpp
index 44989d4..1337f4d 100644
--- a/src/Common/Types.hpp
+++ b/src/Common/Types.hpp
@@ -58,15 +58,12 @@
 
 	ALIGN(16, struct int4
 	{
-		struct
-		{
-			int x;
-			int y;
-			int z;
-			int w;
-		};
+		int x;
+		int y;
+		int z;
+		int w;
 
-		int &operator[](int i)	
+		int &operator[](int i)
 		{
 			return (&x)[i];
 		}
@@ -76,12 +73,12 @@
 			return (&x)[i];
 		}
 
-		bool operator!=(int4 &rhs)
+		bool operator!=(const int4 &rhs)
 		{
 			return x != rhs.x || y != rhs.y || z != rhs.z || w != rhs.w;
 		}
 
-		bool operator==(int4 &rhs)
+		bool operator==(const int4 &rhs)
 		{
 			return x == rhs.x && y == rhs.y && z == rhs.z && w == rhs.w;
 		}
@@ -89,26 +86,12 @@
 
 	ALIGN(16, struct float4
 	{
-		union
-		{
-			struct
-			{
-				float x;
-				float y;
-				float z;
-				float w;
-			};
+		float x;
+		float y;
+		float z;
+		float w;
 
-			struct
-			{
-				float r;
-				float g;
-				float b;
-				float a;
-			};
-		};
-
-		float &operator[](int i)	
+		float &operator[](int i)
 		{
 			return (&x)[i];
 		}
@@ -118,12 +101,12 @@
 			return (&x)[i];
 		}
 
-		bool operator!=(float4 &rhs)
+		bool operator!=(const float4 &rhs)
 		{
 			return x != rhs.x || y != rhs.y || z != rhs.z || w != rhs.w;
 		}
 
-		bool operator==(float4 &rhs)
+		bool operator==(const float4 &rhs)
 		{
 			return x == rhs.x && y == rhs.y && z == rhs.z && w == rhs.w;
 		}
diff --git a/src/OpenGL/libGL/Context.cpp b/src/OpenGL/libGL/Context.cpp
index 1a7bdfb..635e8ab 100644
--- a/src/OpenGL/libGL/Context.cpp
+++ b/src/OpenGL/libGL/Context.cpp
@@ -3482,10 +3482,10 @@
 	v.P.y = y;

 	v.P.z = z;

 	v.P.w = w;

-    v.C.r = mState.vertexAttribute[sw::Color0].mCurrentValue[0];

-	v.C.g = mState.vertexAttribute[sw::Color0].mCurrentValue[1];

-	v.C.b = mState.vertexAttribute[sw::Color0].mCurrentValue[2];

-	v.C.a = mState.vertexAttribute[sw::Color0].mCurrentValue[3];

+    v.C.x = mState.vertexAttribute[sw::Color0].mCurrentValue[0];

+	v.C.y = mState.vertexAttribute[sw::Color0].mCurrentValue[1];

+	v.C.z = mState.vertexAttribute[sw::Color0].mCurrentValue[2];

+	v.C.w = mState.vertexAttribute[sw::Color0].mCurrentValue[3];

 	v.N.x = mState.vertexAttribute[sw::Normal].mCurrentValue[0];

 	v.N.y = mState.vertexAttribute[sw::Normal].mCurrentValue[1];

 	v.N.z = mState.vertexAttribute[sw::Normal].mCurrentValue[2];