Match parameter order between float and integer sampling.

Change-Id: I86333f0f4d8a9e180a2f7f902d865b664eb836eb
Reviewed-on: https://swiftshader-review.googlesource.com/3102
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/Shader/PixelRoutine.cpp b/src/Shader/PixelRoutine.cpp
index d9cab28..dda011a 100644
--- a/src/Shader/PixelRoutine.cpp
+++ b/src/Shader/PixelRoutine.cpp
@@ -2028,15 +2028,15 @@
 		sampleTexture(r, c, stage, u, v, w, q, project);
 	}
 
-	void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias, bool fixed12)
+	void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
 	{
 		Vector4f dsx;
 		Vector4f dsy;
 
-		sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, fixed12, false);
+		sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, false);
 	}
 
-	void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool fixed12, bool gradients, bool lodProvided)
+	void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
 	{
 		#if PERF_PROFILE
 			Long texTime = Ticks();
@@ -2046,7 +2046,7 @@
 
 		if(!project)
 		{
-			sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, fixed12, gradients, lodProvided);
+			sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
 		}
 		else
 		{
@@ -2056,7 +2056,7 @@
 			Float4 v_q = v * rq;
 			Float4 w_q = w * rq;
 
-			sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, fixed12, gradients, lodProvided);
+			sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
 		}
 
 		#if PERF_PROFILE