Integerize warped motion computation

Integerizes computation of the least squares for warped motion.
The model is restricted to only Affine. Affine seems easiest
to compute and integerize since it can be split into two 3-dim
least squares problems, as opposed to rotation-zoom which needs
a 4-dim least-squares problem to be solved.
The current implementation requires only one division per block.

BDRATE impact is mminimal. The upgrade to the affine model improves
coding efficiency but integerization also degrades efficiency a
little. Overall there is a net gain of about -0.07% BDRATE on
the lowres set.
BDRATE lowres: -1.113% with ----enable-warped-motion vs. without
(up from -1.044%).

Change-Id: I6b9216ac0737d76f59054293eabee48e17739ec4
diff --git a/av1/decoder/decodemv.c b/av1/decoder/decodemv.c
index fc21bc4..daef18b 100644
--- a/av1/decoder/decodemv.c
+++ b/av1/decoder/decodemv.c
@@ -1577,7 +1577,7 @@
 #endif  // CONFIG_REF_MV && CONFIG_EXT_INTER
   int16_t mode_ctx = 0;
 #if CONFIG_WARPED_MOTION
-  double pts[SAMPLES_ARRAY_SIZE], pts_inref[SAMPLES_ARRAY_SIZE];
+  int pts[SAMPLES_ARRAY_SIZE], pts_inref[SAMPLES_ARRAY_SIZE];
 #endif  // CONFIG_WARPED_MOTION
 #if CONFIG_EC_ADAPT
   FRAME_CONTEXT *ec_ctx = xd->tile_ctx;