Remove Context::gatherParams.

This won't be used in the future. It saves a few instructions on each
entry point.

Also refactors a bit of touched code. Also adds in a missed entry
point: "glTexStorage2DMultisampleANGLE".

Removes related code and moves remaining helper code in params.h into a
new file entry_point_utils.h.

In total this patch series reduces overhead by up to 5%.

Bug: angleproject:2933
Change-Id: Ifb49564597cde6ba82dfc3e185227619fdc62612
Reviewed-on: https://chromium-review.googlesource.com/c/1299478
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/vulkan/ProgramVk.cpp b/src/libANGLE/renderer/vulkan/ProgramVk.cpp
index 705f634..022c6dbd 100644
--- a/src/libANGLE/renderer/vulkan/ProgramVk.cpp
+++ b/src/libANGLE/renderer/vulkan/ProgramVk.cpp
@@ -364,7 +364,7 @@
 
     for (vk::ShaderType shaderType : vk::AllShaderTypes())
     {
-        gl::ShaderType glShaderType = static_cast<gl::ShaderType>(shaderType);
+        gl::ShaderType glShaderType              = static_cast<gl::ShaderType>(shaderType);
         gl::Shader *shader                       = mState.getAttachedShader(glShaderType);
         const std::vector<sh::Uniform> &uniforms = shader->getUniforms();
         InitDefaultUniformBlock(uniforms, shader, &layoutMap[shaderType],
@@ -372,7 +372,7 @@
     }
 
     // Init the default block layout info.
-    const auto &uniforms  = mState.getUniforms();
+    const auto &uniforms = mState.getUniforms();
     for (const gl::VariableLocation &location : mState.getUniformLocations())
     {
         vk::ShaderMap<sh::BlockMemberInfo> layoutInfo;