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/null/ContextNULL.cpp b/src/libANGLE/renderer/null/ContextNULL.cpp
index f66ec1c..db73ce8 100644
--- a/src/libANGLE/renderer/null/ContextNULL.cpp
+++ b/src/libANGLE/renderer/null/ContextNULL.cpp
@@ -121,12 +121,12 @@
     return gl::NoError();
 }
 
-gl::Error ContextNULL::drawArrays(const gl::Context *context,
-                                  gl::PrimitiveMode mode,
-                                  GLint first,
-                                  GLsizei count)
+angle::Result ContextNULL::drawArrays(const gl::Context *context,
+                                      gl::PrimitiveMode mode,
+                                      GLint first,
+                                      GLsizei count)
 {
-    return gl::NoError();
+    return angle::Result::Continue();
 }
 
 gl::Error ContextNULL::drawArraysInstanced(const gl::Context *context,
@@ -296,9 +296,10 @@
 {
 }
 
-gl::Error ContextNULL::syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits)
+angle::Result ContextNULL::syncState(const gl::Context *context,
+                                     const gl::State::DirtyBits &dirtyBits)
 {
-    return gl::NoError();
+    return angle::Result::Continue();
 }
 
 GLint ContextNULL::getGPUDisjoint()