Use dynamically sized containers for texture and sampler bindings.

BUG=angle:685

Change-Id: I7af97a95deee69fbdebca2b57403244f45516e67
Reviewed-on: https://chromium-review.googlesource.com/216564
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libGLESv2/ResourceManager.cpp b/src/libGLESv2/ResourceManager.cpp
index eccc139..9121de1 100644
--- a/src/libGLESv2/ResourceManager.cpp
+++ b/src/libGLESv2/ResourceManager.cpp
@@ -366,25 +366,25 @@
     }
 }
 
-void ResourceManager::checkTextureAllocation(GLuint texture, TextureType type)
+void ResourceManager::checkTextureAllocation(GLuint texture, GLenum type)
 {
     if (!getTexture(texture) && texture != 0)
     {
         Texture *textureObject;
 
-        if (type == TEXTURE_2D)
+        if (type == GL_TEXTURE_2D)
         {
             textureObject = new Texture2D(mRenderer->createTexture(GL_TEXTURE_2D), texture);
         }
-        else if (type == TEXTURE_CUBE)
+        else if (type == GL_TEXTURE_CUBE_MAP)
         {
             textureObject = new TextureCubeMap(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), texture);
         }
-        else if (type == TEXTURE_3D)
+        else if (type == GL_TEXTURE_3D)
         {
             textureObject = new Texture3D(mRenderer->createTexture(GL_TEXTURE_3D), texture);
         }
-        else if (type == TEXTURE_2D_ARRAY)
+        else if (type == GL_TEXTURE_2D_ARRAY)
         {
             textureObject = new Texture2DArray(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), texture);
         }