Revert "Support depth32float sampling on D3D12"

This reverts commit 071fe56ffe734ac04ebdfe168b27a59917f20490.

Reason for revert: SamplerRender/D3D12 has flaky crashes

Original change's description:
> Support depth32float sampling on D3D12
> 
> Bug: dawn:367
> Change-Id: I026e718130cbd92427c6292045fd041c878d4f77
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/20840
> Commit-Queue: Austin Eng <enga@chromium.org>
> Reviewed-by: Stephen White <senorblanco@chromium.org>

TBR=cwallez@chromium.org,senorblanco@chromium.org,enga@chromium.org

Change-Id: I35df2ac35986d4a32437a52b70b025a370302651
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: dawn:367
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/21320
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
diff --git a/src/dawn_native/d3d12/SamplerD3D12.cpp b/src/dawn_native/d3d12/SamplerD3D12.cpp
index e147a16..070b0af 100644
--- a/src/dawn_native/d3d12/SamplerD3D12.cpp
+++ b/src/dawn_native/d3d12/SamplerD3D12.cpp
@@ -38,38 +38,26 @@
         : SamplerBase(device, descriptor) {
         // https://msdn.microsoft.com/en-us/library/windows/desktop/dn770367(v=vs.85).aspx
         // hex value, decimal value, min linear, mag linear, mip linear
-        // D3D12_FILTER_MIN_MAG_MIP_POINT                          = 0        0     0 0 0
-        // D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR                   = 0x1      1     0 0 1
-        // D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT             = 0x4      4     0 1 0
-        // D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR                   = 0x5      5     0 1 1
-        // D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT                   = 0x10    16     1 0 0
-        // D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR            = 0x11    17     1 0 1
-        // D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT                   = 0x14    20     1 1 0
-        // D3D12_FILTER_MIN_MAG_MIP_LINEAR                         = 0x15    21     1 1 1
-        // D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT,              = 0x80   128
-        // D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR,       = 0x81   129
-        // D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT, = 0x84   132
-        // D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR,       = 0x85   133
-        // D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT,       = 0x90   144
-        // D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR,= 0x91   145
-        // D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT,       = 0x94   148
-        // D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR,             = 0x95   149
+        // D3D12_FILTER_MIN_MAG_MIP_POINT                       = 0       0     0 0 0
+        // D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR                = 0x1     1     0 0 1
+        // D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT          = 0x4     4     0 1 0
+        // D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR                = 0x5     5     0 1 1
+        // D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT                = 0x10   16     1 0 0
+        // D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR         = 0x11   17     1 0 1
+        // D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT                = 0x14   20     1 1 0
+        // D3D12_FILTER_MIN_MAG_MIP_LINEAR                      = 0x15   21     1 1 1
 
-        // if mip mode is linear, add 0x1
-        // if mag mode is linear, add 0x4
-        // if min mode is linear, add 0x10
-        // if comparison, add 0x80
+        // if mip mode is linear, add 1
+        // if mag mode is linear, add 4
+        // if min mode is linear, add 16
 
         uint8_t mode = 0;
-        if (descriptor->compare != wgpu::CompareFunction::Undefined) {
-            mode += 0x80;
-        }
 
         switch (descriptor->minFilter) {
             case wgpu::FilterMode::Nearest:
                 break;
             case wgpu::FilterMode::Linear:
-                mode += 0x10;
+                mode += 16;
                 break;
         }
 
@@ -77,7 +65,7 @@
             case wgpu::FilterMode::Nearest:
                 break;
             case wgpu::FilterMode::Linear:
-                mode += 0x4;
+                mode += 4;
                 break;
         }
 
@@ -85,7 +73,7 @@
             case wgpu::FilterMode::Nearest:
                 break;
             case wgpu::FilterMode::Linear:
-                mode += 0x1;
+                mode += 1;
                 break;
         }
 
diff --git a/src/dawn_native/d3d12/TextureD3D12.cpp b/src/dawn_native/d3d12/TextureD3D12.cpp
index 2a8b29a..bcd4d26 100644
--- a/src/dawn_native/d3d12/TextureD3D12.cpp
+++ b/src/dawn_native/d3d12/TextureD3D12.cpp
@@ -772,11 +772,6 @@
     TextureView::TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor)
         : TextureViewBase(texture, descriptor) {
         mSrvDesc.Format = D3D12TextureFormat(descriptor->format);
-        if (descriptor->format == wgpu::TextureFormat::Depth32Float) {
-            // TODO(enga): This will need to be much more nuanced when WebGPU has
-            // texture view compatibility rules.
-            mSrvDesc.Format = DXGI_FORMAT_R32_FLOAT;
-        }
         mSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
 
         // Currently we always use D3D12_TEX2D_ARRAY_SRV because we cannot specify base array layer
diff --git a/src/tests/end2end/DepthSamplingTests.cpp b/src/tests/end2end/DepthSamplingTests.cpp
index dc19e18..491f7c2 100644
--- a/src/tests/end2end/DepthSamplingTests.cpp
+++ b/src/tests/end2end/DepthSamplingTests.cpp
@@ -505,4 +505,7 @@
     }
 }
 
-DAWN_INSTANTIATE_TEST(DepthSamplingTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());
+// TODO(crbug.com/dawn/367): Does not work on D3D12 because we need to reinterpret the texture view
+// as R32Float to sample it. See tables here:
+// https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/hardware-support-for-direct3d-12-1-formats
+DAWN_INSTANTIATE_TEST(DepthSamplingTest, MetalBackend(), OpenGLBackend(), VulkanBackend());