Store multiple vertex executables in the program binary.

With dynamic vertex conversion the GPU, we will have different input
layouts resulting in different executables. This patch adds a way
of mapping the input layouts to vertex executables.

BUG=angle:560
Change-Id: Ie36f2f8ac2dfcb96f562af577d31f57d6d89b447
Reviewed-on: https://chromium-review.googlesource.com/185192
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libGLESv2/renderer/d3d11/Renderer11.cpp b/src/libGLESv2/renderer/d3d11/Renderer11.cpp
index a4037f6..31d31c4 100644
--- a/src/libGLESv2/renderer/d3d11/Renderer11.cpp
+++ b/src/libGLESv2/renderer/d3d11/Renderer11.cpp
@@ -1403,9 +1403,9 @@
     }
 }
 
-void Renderer11::applyShaders(gl::ProgramBinary *programBinary, bool rasterizerDiscard)
+void Renderer11::applyShaders(gl::ProgramBinary *programBinary, bool rasterizerDiscard, const gl::VertexFormat inputLayout[])
 {
-    ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
+    ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout);
     ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
     ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();