Remove rx::ShaderSh and move the shared code to the GL.

The GL layer can interact with the translator directly, to query all
the active shader variables and call ShCompile.

BUG=angleproject:1159

Change-Id: I334a9bef28f93cf85dd8cac0fb8542ac567cc3ec
Reviewed-on: https://chromium-review.googlesource.com/299877
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/ResourceManager.cpp b/src/libANGLE/ResourceManager.cpp
index 1c6538b..bdfb0ce 100644
--- a/src/libANGLE/ResourceManager.cpp
+++ b/src/libANGLE/ResourceManager.cpp
@@ -88,13 +88,13 @@
 }
 
 // Returns an unused shader/program name
-GLuint ResourceManager::createShader(const gl::Data &data, GLenum type)
+GLuint ResourceManager::createShader(const gl::Limitations &rendererLimitations, GLenum type)
 {
     GLuint handle = mProgramShaderHandleAllocator.allocate();
 
     if (type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER)
     {
-        mShaderMap[handle] = new Shader(this, mFactory, type, handle);
+        mShaderMap[handle] = new Shader(this, mFactory, rendererLimitations, type, handle);
     }
     else UNREACHABLE();