Revert "Move sampler validation to the GL layer."

Probably causing failures in the dEQP-GLES2 GL back-end tests:

dEQP-GLES2.functional.uniform_api.info_query.basic.sampler2D_both

BUG=angleproject:1123

This reverts commit 6fa156b66da2090c98f1a044a948694c7ac83324.

Change-Id: I3cc993c34aae4a108037ce81709b71d16ece814e
Reviewed-on: https://chromium-review.googlesource.com/301580
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/Program.h b/src/libANGLE/Program.h
index 6e9d682..3dd7c46 100644
--- a/src/libANGLE/Program.h
+++ b/src/libANGLE/Program.h
@@ -10,6 +10,13 @@
 #ifndef LIBANGLE_PROGRAM_H_
 #define LIBANGLE_PROGRAM_H_
 
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Constants.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/RefCountObject.h"
+
+#include "common/angleutils.h"
+
 #include <GLES2/gl2.h>
 #include <GLSLANG/ShaderLang.h>
 
@@ -18,15 +25,6 @@
 #include <string>
 #include <vector>
 
-#include "common/angleutils.h"
-#include "common/mathutil.h"
-#include "common/Optional.h"
-
-#include "libANGLE/angletypes.h"
-#include "libANGLE/Constants.h"
-#include "libANGLE/Error.h"
-#include "libANGLE/RefCountObject.h"
-
 namespace rx
 {
 class ImplFactory;
@@ -217,11 +215,6 @@
         std::vector<sh::Attribute> mAttributes;
         std::bitset<MAX_VERTEX_ATTRIBS> mActiveAttribLocationsMask;
 
-        // Uniforms are sorted in order:
-        //  1. Non-sampler uniforms
-        //  2. Sampler uniforms
-        //  3. Uniform block uniforms
-        // This makes sampler validation easier, since we don't need a separate list.
         std::vector<LinkedUniform> mUniforms;
         std::vector<VariableLocation> mUniformLocations;
         std::vector<UniformBlock> mUniformBlocks;
@@ -391,8 +384,7 @@
     };
 
     VectorAndSamplerCount flattenUniform(const sh::ShaderVariable &uniform,
-                                         const std::string &fullName,
-                                         std::vector<LinkedUniform> *samplerUniforms);
+                                         const std::string &fullName);
 
     void gatherInterfaceBlockInfo();
     void defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenum shaderType);
@@ -422,11 +414,6 @@
     const GLuint mHandle;
 
     InfoLog mInfoLog;
-
-    // Cache for sampler validation
-    Optional<bool> mCachedValidateSamplersResult;
-    std::vector<GLenum> mTextureUnitTypesCache;
-    RangeUI mSamplerUniformRange;
 };
 }