Use angle::Result in front-end. (Part 1)

This covers most of the hot paths used in draw calls. Gives in the
order of a 5% reduction in draw call overhead.

Bug: angleproject:2491
Change-Id: I2d53afb1163eaceed61fb9cd9ce6c1267c85c0fa
Reviewed-on: https://chromium-review.googlesource.com/c/1258149
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/gl/VertexArrayGL.cpp b/src/libANGLE/renderer/gl/VertexArrayGL.cpp
index e26e35a..c47e5e4 100644
--- a/src/libANGLE/renderer/gl/VertexArrayGL.cpp
+++ b/src/libANGLE/renderer/gl/VertexArrayGL.cpp
@@ -683,10 +683,10 @@
     case VertexArray::DIRTY_BIT_BUFFER_DATA_0 + INDEX: \
         break;
 
-gl::Error VertexArrayGL::syncState(const gl::Context *context,
-                                   const VertexArray::DirtyBits &dirtyBits,
-                                   const gl::VertexArray::DirtyAttribBitsArray &attribBits,
-                                   const gl::VertexArray::DirtyBindingBitsArray &bindingBits)
+angle::Result VertexArrayGL::syncState(const gl::Context *context,
+                                       const gl::VertexArray::DirtyBits &dirtyBits,
+                                       const gl::VertexArray::DirtyAttribBitsArray &attribBits,
+                                       const gl::VertexArray::DirtyBindingBitsArray &bindingBits)
 {
     mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID());
 
@@ -711,7 +711,7 @@
         }
     }
 
-    return gl::NoError();
+    return angle::Result::Continue();
 }
 
 void VertexArrayGL::applyNumViewsToDivisor(int numViews)