Pass down the texture compare state.

Depth format textures can have a comparison operation performed after
their texels have been sampled.

Change-Id: I49f6bb7fab9765265761144ee8b6b62439beb5a3
Reviewed-on: https://swiftshader-review.googlesource.com/5870
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/Renderer/VertexProcessor.hpp b/src/Renderer/VertexProcessor.hpp
index 3552f84..deac83d 100644
--- a/src/Renderer/VertexProcessor.hpp
+++ b/src/Renderer/VertexProcessor.hpp
@@ -91,7 +91,7 @@
 
 			TextureState textureState[8];
 
-			Sampler::State samplerState[VERTEX_TEXTURE_IMAGE_UNITS];
+			Sampler::State sampler[VERTEX_TEXTURE_IMAGE_UNITS];
 
 			struct Input
 			{
@@ -263,6 +263,7 @@
 		void setSwizzleG(unsigned int sampler, SwizzleType swizzleG);
 		void setSwizzleB(unsigned int sampler, SwizzleType swizzleB);
 		void setSwizzleA(unsigned int sampler, SwizzleType swizzleA);
+		void setCompareFunc(unsigned int sampler, CompareFunc compare);
 		void setBaseLevel(unsigned int sampler, int baseLevel);
 		void setMaxLevel(unsigned int sampler, int maxLevel);
 		void setMinLod(unsigned int sampler, float minLod);