Fix compile error regressions in OutputGLSL and OutputESSL.

These were broken back with the symbol table changes.

TRAC #23857

Signed-off-by: Nicolas Capens
Signed-off-by: Shannon Woods
diff --git a/src/compiler/OutputGLSLBase.cpp b/src/compiler/OutputGLSLBase.cpp
index d677c75..ec57771 100644
--- a/src/compiler/OutputGLSLBase.cpp
+++ b/src/compiler/OutputGLSLBase.cpp
@@ -1,5 +1,5 @@
 //
-// Copyright (c) 2002-2011 The ANGLE Project Authors. All rights reserved.
+// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
 // Use of this source code is governed by a BSD-style license that can be
 // found in the LICENSE file.
 //
@@ -43,14 +43,16 @@
                                  ShArrayIndexClampingStrategy clampingStrategy,
                                  ShHashFunction64 hashFunction,
                                  NameMap& nameMap,
-                                 TSymbolTable& symbolTable)
+                                 TSymbolTable& symbolTable,
+                                 int shaderVersion)
     : TIntermTraverser(true, true, true),
       mObjSink(objSink),
       mDeclaringVariables(false),
       mClampingStrategy(clampingStrategy),
       mHashFunction(hashFunction),
       mNameMap(nameMap),
-      mSymbolTable(symbolTable)
+      mSymbolTable(symbolTable),
+      mShaderVersion(shaderVersion)
 {
 }
 
@@ -256,7 +258,7 @@
                 const TField* field = structure->fields()[index->getIConst(0)];
 
                 TString fieldName = field->name();
-                if (!mSymbolTable.findBuiltIn(structure->name()))
+                if (!mSymbolTable.findBuiltIn(structure->name(), mShaderVersion))
                     fieldName = hashName(fieldName);
 
                 out << fieldName;
@@ -777,7 +779,7 @@
 
 TString TOutputGLSLBase::hashVariableName(const TString& name)
 {
-    if (mSymbolTable.findBuiltIn(name) != NULL)
+    if (mSymbolTable.findBuiltIn(name, mShaderVersion) != NULL)
         return name;
     return hashName(name);
 }
@@ -785,7 +787,7 @@
 TString TOutputGLSLBase::hashFunctionName(const TString& mangled_name)
 {
     TString name = TFunction::unmangleName(mangled_name);
-    if (mSymbolTable.findBuiltIn(mangled_name) != NULL || name == "main")
+    if (mSymbolTable.findBuiltIn(mangled_name, mShaderVersion) != NULL || name == "main")
         return name;
     return hashName(name);
 }