Vulkan: Assume all 1D texture sampling is actually sampling a 2D texture.
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@@ -137,8 +137,7 @@ class SpirvShaderTranslator : public ShaderTranslator {
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spv::Id vec2_float_type_ = 0, vec3_float_type_ = 0, vec4_float_type_ = 0;
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spv::Id vec4_int_type_ = 0, vec4_uint_type_ = 0;
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spv::Id vec2_bool_type_ = 0, vec3_bool_type_ = 0, vec4_bool_type_ = 0;
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spv::Id image_1d_type_ = 0, image_2d_type_ = 0, image_3d_type_ = 0,
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image_cube_type_ = 0;
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spv::Id image_2d_type_ = 0, image_3d_type_ = 0, image_cube_type_ = 0;
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// Constants.
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spv::Id vec4_float_zero_ = 0, vec4_float_one_ = 0;
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@@ -157,7 +156,7 @@ class SpirvShaderTranslator : public ShaderTranslator {
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spv::Id vertex_idx_ = 0;
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spv::Id frag_outputs_ = 0, frag_depth_ = 0;
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spv::Id samplers_ = 0;
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spv::Id tex_[4] = {0}; // Images {1D, 2D, 3D, Cube}
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spv::Id tex_[3] = {0}; // Images {2D, 3D, Cube}
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// SPIR-V IDs that are part of the in/out interface.
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std::vector<spv::Id> interface_ids_;
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