Rename ShaderType enum to ShaderVisibility

Renames ShaderType in GrGLShaderBuilder to ShaderVisibility. It is now
used solely as a bitfield. Methods that previously accepted a single
ShaderType value are split into separate calls:

 - getShader -> vsGetShader, gsGetShader, fsGetShader
 - emiitFunction -> fsEmitFunction
 - appendTextureLookup -> fsAppendTextureLookup

No change in functionality. This is a refactoring to allow us to
separate the vertex/geometry and fragment parts of GrGLShaderBuilder.

R=bsalomon@google.com

Author: cdalton@nvidia.com

Review URL: https://chromiumcodereview.appspot.com/23826002

git-svn-id: http://skia.googlecode.com/svn/trunk@11044 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/effects/SkMatrixConvolutionImageFilter.cpp b/src/effects/SkMatrixConvolutionImageFilter.cpp
index 00bb6ec..03b2896 100644
--- a/src/effects/SkMatrixConvolutionImageFilter.cpp
+++ b/src/effects/SkMatrixConvolutionImageFilter.cpp
@@ -376,7 +376,7 @@
             builder->fsCodeAppendf("clamp(%s, 0.0, 1.0) != %s ? vec4(0, 0, 0, 0) : ", coord, coord);
             break;
     }
-    builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, sampler, coord);
+    builder->fsAppendTextureLookup(sampler, coord);
 }
 
 void GrGLMatrixConvolutionEffect::emitCode(GrGLShaderBuilder* builder,
@@ -387,15 +387,15 @@
                                            const TextureSamplerArray& samplers) {
     SkString coords;
     fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
-    fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+    fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
                                              kVec2f_GrSLType, "ImageIncrement");
-    fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
+    fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
                                              kFloat_GrSLType, "Kernel", fKernelSize.width() * fKernelSize.height());
-    fTargetUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+    fTargetUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
                                              kVec2f_GrSLType, "Target");
-    fGainUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+    fGainUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
                                    kFloat_GrSLType, "Gain");
-    fBiasUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+    fBiasUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
                                    kFloat_GrSLType, "Bias");
 
     const char* target = builder->getUniformCStr(fTargetUni);