Return variable type queries 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: If631b20ce68747297a946e1371def7709027a613
Reviewed-on: https://chromium-review.googlesource.com/204937
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@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)
                         {