wined3d: Texture limits fixes.

GL_LIMITS(textures) is currently used for both the number of texture
stages and the maximum number of simultaneous textures. In the current
code that's the same, but in a later patch that will be separated,
since a texture stage doesn't have to reference an actual
texture. Also, shaders can access a larger number of samplers than the
number of texture units the fixed function pipeline can access.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d55b810c..9543cb2 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1003,7 +1003,7 @@
         BOOL                      fvf;
         BOOL                      streamSource[MAX_STREAMS];
         BOOL                      streamFreq[MAX_STREAMS];
-        BOOL                      textures[MAX_TEXTURES];
+        BOOL                      textures[MAX_SAMPLERS];
         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
         BOOL                      viewport;
         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
@@ -1092,7 +1092,7 @@
     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
 
     /* Texture */
-    IWineD3DBaseTexture      *textures[MAX_TEXTURES];
+    IWineD3DBaseTexture      *textures[MAX_SAMPLERS];
     int                       textureDimensions[MAX_SAMPLERS];
 
     /* Texture State Stage */