| Index: src/gpu/gl/GrGLProgram.h
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| diff --git a/src/gpu/gl/GrGLProgram.h b/src/gpu/gl/GrGLProgram.h
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| index 22678cb6a38343804e82e733ce71df313cb4de84..c70b1bd0e22ac36cca2e35b384a94ac24f982d9a 100644
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| --- a/src/gpu/gl/GrGLProgram.h
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| +++ b/src/gpu/gl/GrGLProgram.h
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| @@ -94,8 +94,7 @@ public:
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|       * the program is bound before calling, and to bind the outgoing textures to their respective
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|       * units upon return. (Each index in the array corresponds to its matching GL texture unit.)
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|       */
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| -    void setData(const GrPrimitiveProcessor&, const GrPipeline&,
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| -                 SkTArray<const GrTextureAccess*>* textureBindings);
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| +    void setData(const GrPrimitiveProcessor&, const GrPipeline&);
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|  
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|  protected:
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|      typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
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| @@ -113,16 +112,16 @@ protected:
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|                  const GrGLSLFragProcs& fragmentProcessors,
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|                  SkTArray<UniformHandle>* passSamplerUniforms);
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|  
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| -    // A templated helper to loop over effects, set the transforms(via subclass) and bind textures
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| -    void setFragmentData(const GrPrimitiveProcessor&, const GrPipeline&,
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| -                         SkTArray<const GrTextureAccess*>* textureBindings);
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| -    void setTransformData(const GrPrimitiveProcessor&,
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| -                          const GrFragmentProcessor&,
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| -                          int index);
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| +    // A helper to loop over effects, set the transforms (via subclass) and bind textures
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| +    void setFragmentData(const GrPrimitiveProcessor&, const GrPipeline&, int* nextSamplerIdx);
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| +    void setTransformData(const GrPrimitiveProcessor&, const GrFragmentProcessor&, int index);
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|  
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|      // Helper for setData() that sets the view matrix and loads the render target height uniform
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|      void setRenderTargetState(const GrPrimitiveProcessor&, const GrPipeline&);
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|  
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| +    // Helper for setData() that binds textures and texel buffers to the appropriate texture units
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| +    void bindTextures(const GrProcessor&, bool allowSRGBInputs, int* nextSamplerIdx);
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| +
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|      // these reflect the current values of uniforms (GL uniform values travel with program)
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|      RenderTargetState fRenderTargetState;
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|      BuiltinUniformHandles fBuiltinUniformHandles;
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| 
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