ES31: Enable shader storage buffer support for OpenGL backend

BUG=angleproject:1951
TEST=angle_end2end_tests:ShaderStorageBuffer

Change-Id: I1afc3cd005ad2e595c6ce937fc53e17423f8ec8b
Reviewed-on: https://chromium-review.googlesource.com/618132
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index 1f4843a..1a5559f 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -1670,7 +1670,7 @@
         SafeGetImplAs<ShaderD3D>(mState.getAttachedFragmentShader());
     const ShaderD3D *computeShaderD3D = SafeGetImplAs<ShaderD3D>(mState.getAttachedComputeShader());
 
-    for (const gl::UniformBlock &uniformBlock : mState.getUniformBlocks())
+    for (const gl::InterfaceBlock &uniformBlock : mState.getUniformBlocks())
     {
         unsigned int uniformBlockElement = uniformBlock.isArray ? uniformBlock.arrayElement : 0;