Dynamically allocate array of cb variables (issue #19).
Free the memory used for cb variable arrays.
Added a new flag HLSLCC_FLAG_COMBINE_TEXTURE_SAMPLERS which creates a new GLSL sampler for every unique texture+sampler pair used in HLSL.
The new sampler names are the texture name and sampler name delimited by '_X_'.
For example, the HLSL code "diffuseTexture.Sample(linearSampler, texcoords);" will become a GLSL sampler named "diffuseTexture_X_linearSampler".
The delimiter '_X_' is used so other code can easily split the GLSL sampler name into the original texture and sampler components.
Bit-cast temp registers - issues #8, #20 and #21

For sm4 onwards use integer temps and reinterpret bits to/from float
when required. This has been done to handle the fact that sm4+ temp
registers are typeless, prior to that they were floating point.
There are some problems with unsigned integers, atomics and UAVs which
this change introduces but on the whole things appear to be better.
There may be cases where this bit-casting can be safely avoided but that
is left as a future exercise.
Merge commits for sampler uniform per texture+sampler pair (issue #22)
Ignore combine_texture_samples flag prior to SM4
Fix texelFetch with HLSLCC_FLAG_COMBINE_TEXTURE_SAMPLERS

We need a sampler without any sampler state for texel fetch.
Fixes undeclared samplers in tests\ps4\HDAO.
Fix double underscore in sampler names.

Found with tests\ps4\array_of_textures
error C7528: OpenGL reserves names containing '__'
Remove assert on resource locations with HLSLCC_FLAG_COMBINE_TEXTURE_SAMPLERS

No need to assert, just let the driver auto-assign locations.
Different way to fix double underscore in sampler names.
texture gather plus HLSLCC_FLAG_COMBINE_TEXTURE_SAMPLERS
Merge branch 'nosferalatu-master'
Support for int and uint samplers.
texelFetch and texelFetchOffset fixes (issue #24)

Take the resource swizzle into account for texelFetch and
texelFetchOffset. texelFetchOffset also had a few other problems
including missing a missing bracket, incorrect arguments and missing bit
casting logic. Improved the loadWithOffset test shader to include more
texture types. Previously it only had a 2D texture, but now it also has
1D, 3D, 1D array and 2D array textures.
texelFetch and comparison fixes (issues #23 and #24)

texelFetch and texelFetchOffset swizzle fix.
Comparison opcodes give an integer result since sm4 but floatBitsToInt
was still being applied.
Missing a space on samplerBuffer declarations to separate the type from
uniform name.
Fix swizzle on inot instructions (issue #26)
GetOutputSignatureFromRegister could pick the wrong signature for oDepthGE and oDepthLE
Add scalar to vector conversion to CallBinaryOp (issue #23)
Rename MIN_PRECISION enum to prevent namespace clashes with DX headers.
OPCODE_SAMPLE_B and _D are not shadow samplers.