Use all available texture units.
R=robertphillips@google.com, jvanverth@google.com
Author: bsalomon@google.com
Review URL: https://chromiumcodereview.appspot.com/16452007
git-svn-id: http://skia.googlecode.com/svn/trunk@9451 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGLCaps.h b/src/gpu/gl/GrGLCaps.h
index 01fbcee..0b625a5 100644
--- a/src/gpu/gl/GrGLCaps.h
+++ b/src/gpu/gl/GrGLCaps.h
@@ -215,9 +215,12 @@
/// The maximum number of fragment uniform vectors (GLES has min. 16).
int maxFragmentUniformVectors() const { return fMaxFragmentUniformVectors; }
- // maximum number of attribute values per vertex
+ /// maximum number of attribute values per vertex
int maxVertexAttributes() const { return fMaxVertexAttributes; }
+ /// maximum number of texture units accessible in the fragment shader.
+ int maxFragmentTextureUnits() const { return fMaxFragmentTextureUnits; }
+
/// ES requires an extension to support RGBA8 in RenderBufferStorage
bool rgba8RenderbufferSupport() const { return fRGBA8RenderbufferSupport; }
@@ -332,6 +335,7 @@
int fMaxFragmentUniformVectors;
int fMaxVertexAttributes;
+ int fMaxFragmentTextureUnits;
MSFBOType fMSFBOType;
CoverageAAType fCoverageAAType;