| Index: src/gpu/gl/GrGLCaps.cpp
|
| diff --git a/src/gpu/gl/GrGLCaps.cpp b/src/gpu/gl/GrGLCaps.cpp
|
| index 8b296e360bfd5f5c61dc7b2b82e17d3b8bb7b899..fd74d50d715b1a28c20b0fc4e5ae1616418d0aaf 100644
|
| --- a/src/gpu/gl/GrGLCaps.cpp
|
| +++ b/src/gpu/gl/GrGLCaps.cpp
|
| @@ -28,6 +28,7 @@ void GrGLCaps::reset() {
|
| fFBFetchType = kNone_FBFetchType;
|
| fMaxFragmentUniformVectors = 0;
|
| fMaxVertexAttributes = 0;
|
| + fMaxFragmentTextureUnits = 0;
|
| fRGBA8RenderbufferSupport = false;
|
| fBGRAFormatSupport = false;
|
| fBGRAIsInternalFormat = false;
|
| @@ -59,6 +60,7 @@ GrGLCaps& GrGLCaps::operator = (const GrGLCaps& caps) {
|
| fStencilVerifiedColorConfigs = caps.fStencilVerifiedColorConfigs;
|
| fMaxFragmentUniformVectors = caps.fMaxFragmentUniformVectors;
|
| fMaxVertexAttributes = caps.fMaxVertexAttributes;
|
| + fMaxFragmentTextureUnits = caps.fMaxFragmentTextureUnits;
|
| fMSFBOType = caps.fMSFBOType;
|
| fCoverageAAType = caps.fCoverageAAType;
|
| fMSAACoverageModes = caps.fMSAACoverageModes;
|
| @@ -109,6 +111,7 @@ void GrGLCaps::init(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
|
| fMaxFragmentUniformVectors = max / 4;
|
| }
|
| GR_GL_GetIntegerv(gli, GR_GL_MAX_VERTEX_ATTRIBS, &fMaxVertexAttributes);
|
| + GR_GL_GetIntegerv(gli, GR_GL_MAX_TEXTURE_IMAGE_UNITS, &fMaxFragmentTextureUnits);
|
|
|
| if (kDesktop_GrGLBinding == binding) {
|
| fRGBA8RenderbufferSupport = true;
|
| @@ -222,12 +225,6 @@ void GrGLCaps::init(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
|
| /**************************************************************************
|
| * GrDrawTargetCaps fields
|
| **************************************************************************/
|
| - GrGLint maxTextureUnits;
|
| - // check FS and fixed-function texture unit limits
|
| - // we only use textures in the fragment stage currently.
|
| - // checks are > to make sure we have a spare unit.
|
| - GR_GL_GetIntegerv(gli, GR_GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
|
| -
|
| GrGLint numFormats;
|
| GR_GL_GetIntegerv(gli, GR_GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numFormats);
|
| if (numFormats) {
|
|
|