Revert "Clean up interface to ProgramImpl::link."

Probably causing bot failures in a prior dependent patch.

BUG=angleproject:1123

This reverts commit b83592750d00ca96413575016b0e27bc9d861f58.

Change-Id: I7642c4a66b190dda49cbb16611abc893f3eb6422
Reviewed-on: https://chromium-review.googlesource.com/296700
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index 7a77fd4..179186a 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -1128,24 +1128,24 @@
     return LinkResult(linkSuccess, gl::Error(GL_NO_ERROR));
 }
 
-LinkResult ProgramD3D::link(const gl::Data &data, gl::InfoLog &infoLog)
+LinkResult ProgramD3D::link(const gl::Data &data,
+                            gl::InfoLog &infoLog,
+                            gl::Shader *fragmentShader,
+                            gl::Shader *vertexShader)
 {
-    const gl::Shader *vertexShader   = mData.getAttachedVertexShader();
-    const gl::Shader *fragmentShader = mData.getAttachedFragmentShader();
+    ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(vertexShader);
+    ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(fragmentShader);
 
-    const ShaderD3D *vertexShaderD3D   = GetImplAs<ShaderD3D>(vertexShader);
-    const ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(fragmentShader);
-
-    mSamplersVS.resize(data.caps->maxVertexTextureImageUnits);
     mSamplersPS.resize(data.caps->maxTextureImageUnits);
+    mSamplersVS.resize(data.caps->maxVertexTextureImageUnits);
+
+    mPixelHLSL = fragmentShaderD3D->getTranslatedSource();
+    fragmentShaderD3D->generateWorkarounds(&mPixelWorkarounds);
 
     mVertexHLSL = vertexShaderD3D->getTranslatedSource();
     vertexShaderD3D->generateWorkarounds(&mVertexWorkarounds);
     mShaderVersion = vertexShaderD3D->getShaderVersion();
 
-    mPixelHLSL = fragmentShaderD3D->getTranslatedSource();
-    fragmentShaderD3D->generateWorkarounds(&mPixelWorkarounds);
-
     if (mRenderer->getRendererLimitations().noFrontFacingSupport)
     {
         if (fragmentShaderD3D->usesFrontFacing())