Pass the sampling lod/bias as a separate parameter.

This is necessary for cube or 2D array shadow texture sampling
functions which need the fourth texture coordinate component for
depth comparison while also taking a lod or bias parameter.

Change-Id: I1e1399f134e22cecaff97a224df2c13c57ba3a40
Reviewed-on: https://swiftshader-review.googlesource.com/13551
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Shader/PixelPipeline.cpp b/src/Shader/PixelPipeline.cpp
index 91535ad..f983b8f 100644
--- a/src/Shader/PixelPipeline.cpp
+++ b/src/Shader/PixelPipeline.cpp
@@ -1240,7 +1240,7 @@
 
 		if(!project)
 		{
-			c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u, v, w, q, dsx, dsy);
+			c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u, v, w, q, q, dsx, dsy);
 		}
 		else
 		{
@@ -1250,7 +1250,7 @@
 			Float4 v_q = v * rq;
 			Float4 w_q = w * rq;
 
-			c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u_q, v_q, w_q, q, dsx, dsy);
+			c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u_q, v_q, w_q, q, q, dsx, dsy);
 		}
 
 		#if PERF_PROFILE