Always link uniforms directly retrieved from the compiler.

TRAC #22326
Signed-off-by: Daniel Koch
Signed-off-by: Shannon Woods
Author: Nicolas Capens

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1633 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
index 56b3e72..9d6da4a 100644
--- a/src/libGLESv2/ProgramBinary.h
+++ b/src/libGLESv2/ProgramBinary.h
@@ -117,7 +117,7 @@
 
     bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
 
-    bool linkUniforms(InfoLog &infoLog, rx::D3DConstantTable *vsConstantTable, rx::D3DConstantTable *psConstantTable);
+    bool linkUniforms(InfoLog &infoLog, const sh::ActiveUniforms &vertexUniforms, const sh::ActiveUniforms &fragmentUniforms);
     bool defineUniform(InfoLog &infoLog, GLenum shader, const rx::D3DConstant *constant, const std::string &name,
                        rx::D3DConstantTable *vsConstantTable, rx::D3DConstantTable *psConstantTable);
     bool defineUniform(GLenum shader, const rx::D3DConstant *constant, const std::string &name);