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;