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/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))
     {