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/renderer/gl/RendererGL.cpp b/src/libANGLE/renderer/gl/RendererGL.cpp
index bbbb01d..e1fbf24 100644
--- a/src/libANGLE/renderer/gl/RendererGL.cpp
+++ b/src/libANGLE/renderer/gl/RendererGL.cpp
@@ -242,9 +242,9 @@
     return new CompilerGL(mFunctions);
 }
 
-ShaderImpl *RendererGL::createShader(gl::Shader::Data *data)
+ShaderImpl *RendererGL::createShader(const gl::Shader::Data &data)
 {
-    return new ShaderGL(data, getRendererLimitations(), mFunctions);
+    return new ShaderGL(data, mFunctions);
 }
 
 ProgramImpl *RendererGL::createProgram(const gl::Program::Data &data)