Fix missing border update after Image blit

ANGLE uses image blit to generate mipmaps so, for cubemaps,
a border update is required after we blit into an image so
that the cube's border are still seamless when using lower
mip levels.

Fixes WebGL Conformance Test:
conformance/textures/misc/texture-size.html

Bug: b/154620294
Change-Id: I22daf60afd9143c52a57c67ae0039eb49be4f1ca
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/44990
Presubmit-Ready: Alexis Hétu <sugoi@google.com>
Kokoro-Result: kokoro <noreply+kokoro@google.com>
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Vulkan/VkImage.cpp b/src/Vulkan/VkImage.cpp
index 93e07b0..e2fbac4 100644
--- a/src/Vulkan/VkImage.cpp
+++ b/src/Vulkan/VkImage.cpp
@@ -889,6 +889,14 @@
 void Image::blit(Image *dstImage, const VkImageBlit &region, VkFilter filter) const
 {
 	device->getBlitter()->blit(this, dstImage, region, filter);
+	VkImageSubresourceRange subresourceRange = {
+		region.dstSubresource.aspectMask,
+		region.dstSubresource.mipLevel,
+		1,
+		region.dstSubresource.baseArrayLayer,
+		region.dstSubresource.layerCount
+	};
+	dstImage->prepareForSampling(subresourceRange);
 }
 
 void Image::blitToBuffer(VkImageSubresourceLayers subresource, VkOffset3D offset, VkExtent3D extent, uint8_t *dst, int bufferRowPitch, int bufferSlicePitch) const