Moving more D3D-only logic into ProgramBinaryD3D

BUG=angle:731

Change-Id: Ia62ec9a912c8bd63fcee51ca206d52688dd999da
Reviewed-on: https://chromium-review.googlesource.com/217495
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Brandon Jones <bajones@chromium.org>
diff --git a/src/libGLESv2/renderer/ProgramImpl.h b/src/libGLESv2/renderer/ProgramImpl.h
index 28c026a..ba0955f 100644
--- a/src/libGLESv2/renderer/ProgramImpl.h
+++ b/src/libGLESv2/renderer/ProgramImpl.h
@@ -10,6 +10,7 @@
 #define LIBGLESV2_RENDERER_PROGRAMIMPL_H_
 
 #include "common/angleutils.h"
+#include "libGLESv2/BinaryStream.h"
 #include "libGLESv2/Constants.h"
 #include "libGLESv2/ProgramBinary.h"
 
@@ -27,6 +28,26 @@
     // TODO: Temporary interfaces to ease migration. Remove soon!
     virtual Renderer *getRenderer() = 0;
     virtual DynamicHLSL *getDynamicHLSL() = 0;
+    virtual const std::vector<rx::PixelShaderOutputVariable> &getPixelShaderKey() = 0;
+
+    virtual GLenum getBinaryFormat() = 0;
+    virtual bool load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) = 0;
+    virtual bool save(gl::BinaryOutputStream *stream) = 0;
+
+    virtual rx::ShaderExecutable *getPixelExecutableForOutputLayout(gl::InfoLog &infoLog, const std::vector<GLenum> &outputSignature,
+                                                                    const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings,
+                                                                    bool separatedOutputBuffers) = 0;
+    virtual rx::ShaderExecutable *getVertexExecutableForInputLayout(gl::InfoLog &infoLog,
+                                                                    const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
+                                                                    const sh::Attribute shaderAttributes[],
+                                                                    const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings,
+                                                                    bool separatedOutputBuffers) = 0;
+
+    virtual bool link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
+                      const std::vector<std::string> &transformFeedbackVaryings, int *registers,
+                      std::vector<gl::LinkedVarying> *linkedVaryings, std::map<int,
+                      gl::VariableLocation> *outputVariables) = 0;
+
     virtual void initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms) = 0;
 
     virtual void reset() = 0;