Apply vertex textures and sampler states to the D3D9 device.

Issue=95
TRAC #16568
Signed-off-by: Daniel Koch
Author: Nicolas Capens

git-svn-id: https://angleproject.googlecode.com/svn/trunk@639 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Program.h b/src/libGLESv2/Program.h
index c1e87c9..df0e908 100644
--- a/src/libGLESv2/Program.h
+++ b/src/libGLESv2/Program.h
@@ -72,8 +72,8 @@
     GLuint getAttributeLocation(const char *name);
     int getSemanticIndex(int attributeIndex);
 
-    GLint getSamplerMapping(unsigned int samplerIndex);
-    TextureType getSamplerTextureType(unsigned int samplerIndex);
+    GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex);
+    TextureType getSamplerTextureType(SamplerType type, unsigned int samplerIndex);
 
     GLint getUniformLocation(const char *name, bool decorated);
     bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
@@ -191,7 +191,8 @@
         TextureType textureType;
     };
 
-    Sampler mSamplers[MAX_TEXTURE_IMAGE_UNITS];
+    Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS];
+    Sampler mSamplersVS[MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF];
 
     typedef std::vector<Uniform*> UniformArray;
     UniformArray mUniforms;