Use shared compile helpers in the ANGLE tests.

BUG=angle:730

Change-Id: Ib3bd646c73355449105e6cf79bdcf0a14b391fd2
Reviewed-on: https://chromium-review.googlesource.com/213550
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/tests/angle_tests/GLSLTest.cpp b/tests/angle_tests/GLSLTest.cpp
index 4b03422..233edb3 100644
--- a/tests/angle_tests/GLSLTest.cpp
+++ b/tests/angle_tests/GLSLTest.cpp
@@ -48,7 +48,7 @@
         }
     );
 
-    GLuint program = compileProgram(mSimpleVSSource, fragmentShaderSource);
+    GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
     EXPECT_NE(0u, program);
 }
 TEST_F(GLSLTest, ScopedStructsOrderBug)
@@ -79,7 +79,7 @@
         }
     );
 
-    GLuint program = compileProgram(mSimpleVSSource, fragmentShaderSource);
+    GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
     EXPECT_NE(0u, program);
 }
 
@@ -111,7 +111,7 @@
         }
     );
 
-    GLuint program = compileProgram(mSimpleVSSource, fragmentShaderSource);
+    GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
     EXPECT_NE(0u, program);
 }
 
@@ -140,7 +140,7 @@
         }
     );
 
-    GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource);
+    GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
     EXPECT_NE(0u, program);
 }
 
@@ -169,7 +169,7 @@
         "  gl_FragColor = color;\n"
         "}\n";
 
-    GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource);
+    GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
     ASSERT_NE(0u, program);
 
     drawQuad(program, "a_position", 0.5f);
@@ -202,7 +202,7 @@
         "  gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n"
         "}\n";
 
-    GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource);
+    GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
     EXPECT_NE(0u, program);
 }
 
@@ -222,7 +222,7 @@
         void main() { v_varying = a_position.x; gl_Position = a_position; }
     );
 
-    GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource);
+    GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
     EXPECT_NE(0u, program);
 }
 
@@ -242,7 +242,7 @@
         void main() { v_varying = a_position.x; gl_Position = a_position; }
     );
 
-    GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource);
+    GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
     EXPECT_NE(0u, program);
 }
 
@@ -262,7 +262,7 @@
         void main() { v_varying = a_position.x; gl_Position = a_position; }
     );
 
-    GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource);
+    GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
     EXPECT_NE(0u, program);
 }
 
@@ -283,7 +283,7 @@
         void main() { v_varying = a_position.x; gl_Position = a_position; }
     );
 
-    GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource);
+    GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
     EXPECT_NE(0u, program);
 }
 
@@ -302,6 +302,6 @@
         "varying float v_varying;\n"
         "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
 
-    GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource);
+    GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
     EXPECT_NE(0u, program);
 }