Make GrGLShaderBuilder produce the shader strings

Review URL: http://codereview.appspot.com/6356089/



git-svn-id: http://skia.googlecode.com/svn/trunk@4544 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGLProgram.h b/src/gpu/gl/GrGLProgram.h
index bfc0d2e..0be08b3 100644
--- a/src/gpu/gl/GrGLProgram.h
+++ b/src/gpu/gl/GrGLProgram.h
@@ -357,19 +357,7 @@
                          SkString* coverageVar,
                          GrGLShaderBuilder* segments) const;
 
-    static bool CompileShaders(const GrGLContextInfo& gl,
-                               const GrGLShaderBuilder& segments, 
-                               CachedData* programData);
-
-    // Compiles a GL shader, returns shader ID or 0 if failed
-    // params have same meaning as glShaderSource
-    static GrGLuint CompileShader(const GrGLContextInfo& gl,
-                                  GrGLenum type, int stringCnt,
-                                  const char** strings,
-                                  int* stringLengths);
-
-    // Creates a GL program ID, binds shader attributes to GL vertex attrs, and
-    // links the program
+    // Creates a GL program ID, binds shader attributes to GL vertex attrs, and links the program
     bool bindOutputsAttribsAndLinkProgram(
                 const GrGLContextInfo& gl,
                 SkString texCoordAttrNames[GrDrawState::kMaxTexCoords],