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/ValidateLimitations.cpp b/src/compiler/translator/ValidateLimitations.cpp
index e96a777..51f7ae0 100644
--- a/src/compiler/translator/ValidateLimitations.cpp
+++ b/src/compiler/translator/ValidateLimitations.cpp
@@ -8,6 +8,7 @@
 #include "compiler/translator/InfoSink.h"
 #include "compiler/translator/InitializeParseContext.h"
 #include "compiler/translator/ParseContext.h"
+#include "angle_gl.h"
 
 namespace
 {
@@ -48,7 +49,7 @@
 
 }  // namespace anonymous
 
-ValidateLimitations::ValidateLimitations(ShShaderType shaderType,
+ValidateLimitations::ValidateLimitations(sh::GLenum shaderType,
                                          TInfoSinkBase &sink)
     : mShaderType(shaderType),
       mSink(sink),
@@ -457,7 +458,7 @@
     // The index expession must be a constant-index-expression unless
     // the operand is a uniform in a vertex shader.
     TIntermTyped *operand = node->getLeft();
-    bool skip = (mShaderType == SH_VERTEX_SHADER) &&
+    bool skip = (mShaderType == GL_VERTEX_SHADER) &&
                 (operand->getQualifier() == EvqUniform);
     if (!skip && !isConstIndexExpr(index))
     {