Vulkan: Base/max level fixes and cleanup

This CL cleans up references to base/max level bug and fixes
one lingering issue regarding special handling of depth/z for
arrayed surfaces.

Bug: angleproject:3148
Bug: angleproject:3184
Bug: angleproject:3948
Bug: angleproject:3949
Bug: angleproject:3950
Test: dEQP-GLES3.functional.texture.mipmap.*base_level*
Test: dEQP-GLES3.functional.texture.mipmap.*max_level*
Test: Texture2DArrayTestES3.DrawWithLevelsOutsideRangeWithInconsistentDimensions
Change-Id: Iad72005a111507c50b8be9726adc32285bbae52b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1832757
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Cody Northrop <cnorthrop@google.com>
diff --git a/src/tests/gl_tests/TextureTest.cpp b/src/tests/gl_tests/TextureTest.cpp
index 7ba8bf0..ad68542 100644
--- a/src/tests/gl_tests/TextureTest.cpp
+++ b/src/tests/gl_tests/TextureTest.cpp
@@ -1970,7 +1970,7 @@
     ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL());
     // D3D Debug device reports an error. http://anglebug.com/3501
     ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
-    // TODO(cnorthrop): Needs triage on Vulkan backend. http://anglebug.com/3148
+    // TODO(cnorthrop): Needs triage on Vulkan backend. http://anglebug.com/3950
     ANGLE_SKIP_TEST_IF(IsVulkan());
 
     // The workaround in the GL backend required to trigger this bug generates driver warning
@@ -2017,7 +2017,7 @@
     // TODO(geofflang): Investigate on D3D11. http://anglebug.com/2291
     ANGLE_SKIP_TEST_IF(IsD3D11());
 
-    // TODO(cnorthrop): Framebuffer level support. http://anglebug.com/3148
+    // TODO(cnorthrop): Framebuffer level support. http://anglebug.com/3184
     ANGLE_SKIP_TEST_IF(IsVulkan());
 
     setUpProgram();
@@ -2306,9 +2306,6 @@
     // TODO(crbug.com/998505): Test failing on Android FYI Release (NVIDIA Shield TV)
     ANGLE_SKIP_TEST_IF(IsNVIDIAShield());
 
-    // TODO(cnorthrop): Depth vs. array issue in VK backend. http://anglebug.com/3148
-    ANGLE_SKIP_TEST_IF(IsVulkan());
-
     glActiveTexture(GL_TEXTURE0);
     glBindTexture(GL_TEXTURE_3D, m2DArrayTexture);
     std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
@@ -2680,7 +2677,7 @@
 // samplerCubeShadow: TextureCube + SamplerComparisonState
 TEST_P(SamplerTypeMixTestES3, SamplerTypeMixDraw)
 {
-    // TODO(cnorthrop): Requires non-color staging buffer support. http://anglebug.com/3148
+    // TODO(cnorthrop): Requires non-color staging buffer support. http://anglebug.com/3949
     ANGLE_SKIP_TEST_IF(IsVulkan());
 
     glActiveTexture(GL_TEXTURE0);
@@ -4782,7 +4779,7 @@
     // Seems to fail on AMD D3D11. Possibly driver bug. http://anglebug.com/3342
     ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsD3D11());
 
-    // TODO(cnorthrop): Also failing on Vulkan/Windows/AMD. http://anglebug.com/3148
+    // TODO(cnorthrop): Also failing on Vulkan/Windows/AMD. http://anglebug.com/3950
     ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
 
     const int size = getWindowWidth();
@@ -5406,7 +5403,7 @@
 // this led to not sampling your texture data when minification occurred.
 TEST_P(Texture2DTestES3, MinificationWithSamplerNoMipmapping)
 {
-    // TODO: Triage this failure on Vulkan: http://anglebug.com/3148
+    // TODO: Triage this failure on Vulkan: http://anglebug.com/3950
     ANGLE_SKIP_TEST_IF(IsVulkan());
 
     constexpr char kVS[] =