Store GLSL max samplers using uint32_t rather than uint8_t
TBR=egdaniel@google.com GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2061123003 Review-Url: https://codereview.chromium.org/2061123003
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@ -214,10 +214,10 @@ private:
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const char* fFBFetchColorName;
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const char* fFBFetchExtensionString;
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uint8_t fMaxVertexSamplers;
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uint8_t fMaxGeometrySamplers;
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uint8_t fMaxFragmentSamplers;
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uint8_t fMaxCombinedSamplers;
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uint32_t fMaxVertexSamplers;
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uint32_t fMaxGeometrySamplers;
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uint32_t fMaxFragmentSamplers;
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uint32_t fMaxCombinedSamplers;
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AdvBlendEqInteraction fAdvBlendEqInteraction;
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