CustomStage Renaming Part 1

Search and replace:
GrCustomStage->GrEffect
GrCustomStageTestFactory->GrEffectTestFactory

renamed the cpp/h files from customStage->effect

reordered gypi, #includes, forward decls to maintain alphabetical sort.

manually fixed up some whitespace and linewraps

deleted a commented out #include

R=robertphillips@google.com
Review URL: https://codereview.appspot.com/6758046

git-svn-id: http://skia.googlecode.com/svn/trunk@6076 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
index fc1f86c..74a2888 100644
--- a/src/gpu/SkGpuDevice.cpp
+++ b/src/gpu/SkGpuDevice.cpp
@@ -512,7 +512,7 @@
             SkColor filtered = colorFilter->filterColor(skPaint.getColor());
             grPaint->setColor(SkColor2GrColor(filtered));
         } else {
-            SkAutoTUnref<GrCustomStage> stage(colorFilter->asNewCustomStage(dev->context()));
+            SkAutoTUnref<GrEffect> stage(colorFilter->asNewCustomStage(dev->context()));
             if (NULL != stage.get()) {
                 grPaint->colorSampler(kColorFilterTextureIdx)->setCustomStage(stage);
             } else {
@@ -1415,7 +1415,7 @@
     }
 
     GrRect textureDomain = GrRect::MakeEmpty();
-    SkAutoTUnref<GrCustomStage> stage;
+    SkAutoTUnref<GrEffect> stage;
     if (needsTextureDomain) {
         // Use a constrained texture domain to avoid color bleeding
         GrScalar left, top, right, bottom;
@@ -1448,7 +1448,7 @@
                         GrTexture* srcTexture,
                         GrTexture* dstTexture,
                         const GrRect& rect,
-                        GrCustomStage* stage) {
+                        GrEffect* stage) {
     SkASSERT(srcTexture && srcTexture->getContext() == context);
     GrContext::AutoMatrix am;
     am.setIdentity(context);
@@ -1475,7 +1475,7 @@
     desc.fWidth = SkScalarCeilToInt(rect.width());
     desc.fHeight = SkScalarCeilToInt(rect.height());
     desc.fConfig = kRGBA_8888_GrPixelConfig;
-    GrCustomStage* stage;
+    GrEffect* stage;
 
     if (filter->canFilterImageGPU()) {
         // Save the render target and set it to NULL, so we don't accidentally draw to it in the