wined3d: Store the sampler type in struct shader_reg_maps.
Instead of the usage token.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 5809cb9..b6d5152 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -416,9 +416,7 @@
WORD integer_constants; /* MAX_CONST_I, 16 */
WORD boolean_constants; /* MAX_CONST_B, 16 */
- /* Sampler usage tokens
- * Use 0 as default (bit 31 is always 1 on a valid token) */
- DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
char usesnrm, vpos, usesdsy;
char usesrelconstF;