Deprecate the Long1 type.

It corresponds to a scalar MMX type, used mainly for vector shifts.
We no longer need these shifts, and they would have been non-trivial
to emulate with SSE2.

Change-Id: I77a94ff5a62e043b991d4d6fa9ddd436d450181d
Reviewed-on: https://swiftshader-review.googlesource.com/8249
Reviewed-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Tested-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/ShaderCore.cpp b/src/Shader/ShaderCore.cpp
index 727ea71..be1ca2e 100644
--- a/src/Shader/ShaderCore.cpp
+++ b/src/Shader/ShaderCore.cpp
@@ -425,10 +425,10 @@
 		Int2 tmp2 = UnpackLow(row0, row1);
 		Int2 tmp3 = UnpackLow(row2, row3);
 
-		row0 = As<Short4>(UnpackLow(tmp2, tmp3));
-		row1 = As<Short4>(UnpackHigh(tmp2, tmp3));
-		row2 = As<Short4>(UnpackLow(tmp0, tmp1));
-		row3 = As<Short4>(UnpackHigh(tmp0, tmp1));
+		row0 = UnpackLow(tmp2, tmp3);
+		row1 = UnpackHigh(tmp2, tmp3);
+		row2 = UnpackLow(tmp0, tmp1);
+		row3 = UnpackHigh(tmp0, tmp1);
 	}
 
 	void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)