Add compute program compilation and linking support

Compute shaders can be now compiled and linked to create programs.
Some tests are added to verify successful and unsuccessful compute
shader linking.

The patch also replaces std::array<int, 3> with a custom struct
WorkGroupSize.

BUG=angleproject:1442

TEST=angle_end2end_tests
TEST=angle_unittests

Change-Id: I4ab0ac05755d0167a6d2a798f8d7f1516cf54d84
Reviewed-on: https://chromium-review.googlesource.com/366740
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
diff --git a/src/libANGLE/ResourceManager.cpp b/src/libANGLE/ResourceManager.cpp
index 7f96387..3fdfe47 100644
--- a/src/libANGLE/ResourceManager.cpp
+++ b/src/libANGLE/ResourceManager.cpp
@@ -97,13 +97,10 @@
                                      const gl::Limitations &rendererLimitations,
                                      GLenum type)
 {
+    ASSERT(type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER || type == GL_COMPUTE_SHADER);
     GLuint handle = mProgramShaderHandleAllocator.allocate();
 
-    if (type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER)
-    {
-        mShaderMap[handle] = new Shader(this, factory, rendererLimitations, type, handle);
-    }
-    else UNREACHABLE();
+    mShaderMap[handle] = new Shader(this, factory, rendererLimitations, type, handle);
 
     return handle;
 }