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/OutputHLSL.cpp b/src/compiler/translator/OutputHLSL.cpp
index 5974afb..60201f6 100644
--- a/src/compiler/translator/OutputHLSL.cpp
+++ b/src/compiler/translator/OutputHLSL.cpp
@@ -142,7 +142,7 @@
 
     if (mOutputType == SH_HLSL9_OUTPUT)
     {
-        if (mContext.shaderType == SH_FRAGMENT_SHADER)
+        if (mContext.shaderType == GL_FRAGMENT_SHADER)
         {
             // Reserve registers for dx_DepthRange, dx_ViewCoords and dx_DepthFront
             mUniformHLSL->reserveUniformRegisters(3);
@@ -167,13 +167,13 @@
 
 void OutputHLSL::output()
 {
-    mContainsLoopDiscontinuity = mContext.shaderType == SH_FRAGMENT_SHADER && containsLoopDiscontinuity(mContext.treeRoot);
+    mContainsLoopDiscontinuity = mContext.shaderType == GL_FRAGMENT_SHADER && containsLoopDiscontinuity(mContext.treeRoot);
     const std::vector<TIntermTyped*> &flaggedStructs = FlagStd140ValueStructs(mContext.treeRoot);
     makeFlaggedStructMaps(flaggedStructs);
 
     // Work around D3D9 bug that would manifest in vertex shaders with selection blocks which
     // use a vertex attribute as a condition, and some related computation in the else block.
-    if (mOutputType == SH_HLSL9_OUTPUT && mContext.shaderType == SH_VERTEX_SHADER)
+    if (mOutputType == SH_HLSL9_OUTPUT && mContext.shaderType == GL_VERTEX_SHADER)
     {
         RewriteElseBlocks(mContext.treeRoot);
     }
@@ -345,7 +345,7 @@
         out << "#define ANGLE_USES_NESTED_BREAK" << "\n";
     }
 
-    if (mContext.shaderType == SH_FRAGMENT_SHADER)
+    if (mContext.shaderType == GL_FRAGMENT_SHADER)
     {
         TExtensionBehavior::const_iterator iter = mContext.extensionBehavior().find("GL_EXT_draw_buffers");
         const bool usingMRTExtension = (iter != mContext.extensionBehavior().end() && (iter->second == EBhEnable || iter->second == EBhRequire));
@@ -2147,7 +2147,7 @@
 
                     bool bias = (arguments.size() > mandatoryArgumentCount);   // Bias argument is optional
 
-                    if (lod0 || mContext.shaderType == SH_VERTEX_SHADER)
+                    if (lod0 || mContext.shaderType == GL_VERTEX_SHADER)
                     {
                         if (bias)
                         {