Return shader variable information using GLenum values.

Instead of duplicating GL header define values, explictly return
GLenum for variable queries in the shader inspection API. This
reduces the duplicate defines in the shader compiler header.

BUG=angle:466

Change-Id: Iddaaff597b188251fa2e546f352bf77ab3ac43bc
Reviewed-on: https://chromium-review.googlesource.com/205860
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
diff --git a/src/compiler/translator/Compiler.cpp b/src/compiler/translator/Compiler.cpp
index 61c0c4e..898e3ef 100644
--- a/src/compiler/translator/Compiler.cpp
+++ b/src/compiler/translator/Compiler.cpp
@@ -22,6 +22,7 @@
 #include "compiler/translator/timing/RestrictFragmentShaderTiming.h"
 #include "compiler/translator/timing/RestrictVertexShaderTiming.h"
 #include "third_party/compiler/ArrayBoundsClamper.h"
+#include "angle_gl.h"
 
 bool IsWebGLBasedSpec(ShShaderSpec spec)
 {
@@ -92,7 +93,7 @@
     allocator.popAll();
 }
 
-TCompiler::TCompiler(ShShaderType type, ShShaderSpec spec, ShShaderOutput output)
+TCompiler::TCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
     : shaderType(type),
       shaderSpec(spec),
       outputType(output),
@@ -112,7 +113,7 @@
 bool TCompiler::Init(const ShBuiltInResources& resources)
 {
     shaderVersion = 100;
-    maxUniformVectors = (shaderType == SH_VERTEX_SHADER) ?
+    maxUniformVectors = (shaderType == GL_VERTEX_SHADER) ?
         resources.MaxVertexUniformVectors :
         resources.MaxFragmentUniformVectors;
     maxExpressionComplexity = resources.MaxExpressionComplexity;
@@ -187,7 +188,7 @@
         if (success)
             success = detectCallDepth(root, infoSink, (compileOptions & SH_LIMIT_CALL_STACK_DEPTH) != 0);
 
-        if (success && shaderVersion == 300 && shaderType == SH_FRAGMENT_SHADER)
+        if (success && shaderVersion == 300 && shaderType == GL_FRAGMENT_SHADER)
             success = validateOutputs(root);
 
         if (success && (compileOptions & SH_VALIDATE_LOOP_INDEXING))
@@ -225,7 +226,7 @@
         if (success && (compileOptions & SH_CLAMP_INDIRECT_ARRAY_BOUNDS))
             arrayBoundsClamper.MarkIndirectArrayBoundsForClamping(root);
 
-        if (success && shaderType == SH_VERTEX_SHADER && (compileOptions & SH_INIT_GL_POSITION))
+        if (success && shaderType == GL_VERTEX_SHADER && (compileOptions & SH_INIT_GL_POSITION))
             initializeGLPosition(root);
 
         if (success && (compileOptions & SH_UNFOLD_SHORT_CIRCUIT))
@@ -247,7 +248,7 @@
                     infoSink.info << "too many uniforms";
                 }
             }
-            if (success && shaderType == SH_VERTEX_SHADER &&
+            if (success && shaderType == GL_VERTEX_SHADER &&
                 (compileOptions & SH_INIT_VARYINGS_WITHOUT_STATIC_USE))
                 initializeVaryingsWithoutStaticUse(root);
         }
@@ -294,10 +295,10 @@
 
     switch(shaderType)
     {
-      case SH_FRAGMENT_SHADER:
+      case GL_FRAGMENT_SHADER:
         symbolTable.setDefaultPrecision(integer, EbpMedium);
         break;
-      case SH_VERTEX_SHADER:
+      case GL_VERTEX_SHADER:
         symbolTable.setDefaultPrecision(integer, EbpHigh);
         symbolTable.setDefaultPrecision(floatingPoint, EbpHigh);
         break;
@@ -418,7 +419,7 @@
         return false;
     }
 
-    if (shaderType == SH_FRAGMENT_SHADER)
+    if (shaderType == GL_FRAGMENT_SHADER)
     {
         TDependencyGraph graph(root);
 
@@ -512,26 +513,26 @@
         unsigned char primarySize = 1, secondarySize = 1;
         switch (varying.type)
         {
-          case SH_FLOAT:
+          case GL_FLOAT:
             break;
-          case SH_FLOAT_VEC2:
+          case GL_FLOAT_VEC2:
             primarySize = 2;
             break;
-          case SH_FLOAT_VEC3:
+          case GL_FLOAT_VEC3:
             primarySize = 3;
             break;
-          case SH_FLOAT_VEC4:
+          case GL_FLOAT_VEC4:
             primarySize = 4;
             break;
-          case SH_FLOAT_MAT2:
+          case GL_FLOAT_MAT2:
             primarySize = 2;
             secondarySize = 2;
             break;
-          case SH_FLOAT_MAT3:
+          case GL_FLOAT_MAT3:
             primarySize = 3;
             secondarySize = 3;
             break;
-          case SH_FLOAT_MAT4:
+          case GL_FLOAT_MAT4:
             primarySize = 4;
             secondarySize = 4;
             break;