Store the BuildInResources in the Compiler class so the draw buffer data can be read during shader output.

TRAC #22668

Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Geoff Lang

git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2082 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/compiler/ShHandle.h b/src/compiler/ShHandle.h
index af302d6..2804930 100644
--- a/src/compiler/ShHandle.h
+++ b/src/compiler/ShHandle.h
@@ -108,6 +108,8 @@
     bool enforceFragmentShaderTimingRestrictions(const TDependencyGraph& graph);
     // Get built-in extensions with default behavior.
     const TExtensionBehavior& getExtensionBehavior() const;
+    // Get the resources set by InitBuiltInSymbolTable
+    const ShBuiltInResources& getResources() const;
 
     const ArrayBoundsClamper& getArrayBoundsClamper() const;
     ShArrayIndexClampingStrategy getArrayIndexClampingStrategy() const;
@@ -119,6 +121,8 @@
 
     int maxUniformVectors;
 
+    ShBuiltInResources compileResources;
+
     // Built-in symbol table for the given language, spec, and resources.
     // It is preserved from compile-to-compile.
     TSymbolTable symbolTable;